@onerjs/core 8.44.7 → 8.44.9
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/Bones/skeleton.d.ts +5 -0
- package/Bones/skeleton.js +35 -8
- package/Bones/skeleton.js.map +1 -1
- package/Collisions/collider.js +2 -2
- package/Collisions/collider.js.map +1 -1
- package/Culling/Helper/computeShaderBoundingHelper.js +8 -1
- package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js +1 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +1 -0
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +2 -2
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +20 -2
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +2 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +1 -0
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinNativeEngine.js +1 -0
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphDebugBlock.d.ts +45 -0
- package/FlowGraph/Blocks/Data/flowGraphDebugBlock.js +98 -0
- package/FlowGraph/Blocks/Data/flowGraphDebugBlock.js.map +1 -0
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +16 -0
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +15 -2
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerDownEventBlock.d.ts +64 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerDownEventBlock.js +54 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerDownEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerMoveEventBlock.d.ts +64 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerMoveEventBlock.js +54 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerMoveEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerUpEventBlock.d.ts +64 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerUpEventBlock.js +54 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerUpEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +17 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.js +23 -3
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +7 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +4 -0
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +6 -2
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +0 -4
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/flowGraphBlockFactory.js +16 -0
- package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
- package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +2 -1
- package/FlowGraph/Blocks/flowGraphBlockNames.js +1 -0
- package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +63 -2
- package/FlowGraph/flowGraph.js +210 -19
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +73 -0
- package/FlowGraph/flowGraphContext.js +115 -0
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.d.ts +7 -0
- package/FlowGraph/flowGraphExecutionBlock.js +7 -0
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +1 -0
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/flowGraphSceneEventCoordinator.d.ts +3 -0
- package/FlowGraph/flowGraphSceneEventCoordinator.js +13 -1
- package/FlowGraph/flowGraphSceneEventCoordinator.js.map +1 -1
- package/FlowGraph/flowGraphSignalConnection.d.ts +5 -0
- package/FlowGraph/flowGraphSignalConnection.js +12 -0
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
- package/FlowGraph/flowGraphValidator.d.ts +66 -0
- package/FlowGraph/flowGraphValidator.js +324 -0
- package/FlowGraph/flowGraphValidator.js.map +1 -0
- package/FlowGraph/index.d.ts +1 -0
- package/FlowGraph/index.js +1 -0
- package/FlowGraph/index.js.map +1 -1
- package/FlowGraph/serialization.js +10 -3
- package/FlowGraph/serialization.js.map +1 -1
- package/Layers/thinEffectLayer.js +1 -1
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.js +1 -1
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +1 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +2 -2
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +1 -1
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/materialHelper.functions.js +2 -2
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.js +1 -1
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Materials/standardMaterial.js +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Misc/bitArray.js +1 -1
- package/Misc/bitArray.js.map +1 -1
- package/Misc/tools.js +3 -3
- package/Misc/tools.js.map +1 -1
- package/Particles/thinParticleSystem.js +2 -2
- package/Particles/thinParticleSystem.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/depthRenderer.js +1 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +3 -3
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js +1 -1
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js +5 -7
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +3 -3
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/boundingInfo.compute.js +4 -3
- package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
- package/package.json +1 -1
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type { Nullable, IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\n\r\nconst IntersectBoxAaSphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {\r\n if (boxMin.x > sphereCenter.x + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.x - sphereRadius > boxMax.x) {\r\n return false;\r\n }\r\n\r\n if (boxMin.y > sphereCenter.y + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.y - sphereRadius > boxMax.y) {\r\n return false;\r\n }\r\n\r\n if (boxMin.z > sphereCenter.z + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.z - sphereRadius > boxMax.z) {\r\n return false;\r\n }\r\n\r\n return true;\r\n};\r\n\r\nconst GetLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number; found: boolean } = (function () {\r\n const result = { root: 0, found: false };\r\n return function (a: number, b: number, c: number, maxR: number) {\r\n result.root = 0;\r\n result.found = false;\r\n const determinant = b * b - 4.0 * a * c;\r\n if (determinant < 0) {\r\n return result;\r\n }\r\n\r\n const sqrtD = Math.sqrt(determinant);\r\n let r1 = (-b - sqrtD) / (2.0 * a);\r\n let r2 = (-b + sqrtD) / (2.0 * a);\r\n\r\n if (r1 > r2) {\r\n const temp = r2;\r\n r2 = r1;\r\n r1 = temp;\r\n }\r\n\r\n if (r1 > 0 && r1 < maxR) {\r\n result.root = r1;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n if (r2 > 0 && r2 < maxR) {\r\n result.root = r2;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n return result;\r\n };\r\n})();\r\n\r\n/** @internal */\r\nexport class Collider {\r\n // Implementation of the \"Improved Collision detection and Response\" algorithm proposed by Kasper Fauerby\r\n // https://www.peroxide.dk/papers/collision/collision.pdf\r\n\r\n /** Define if a collision was found */\r\n public collisionFound: boolean;\r\n\r\n /**\r\n * Define last intersection point in local space\r\n */\r\n public intersectionPoint: Vector3;\r\n\r\n /**\r\n * Define last collided mesh\r\n */\r\n public collidedMesh: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * If true, it check for double sided faces and only returns 1 collision instead of 2\r\n */\r\n public static DoubleSidedCheck = false;\r\n\r\n private _collisionPoint = Vector3.Zero();\r\n private _planeIntersectionPoint = Vector3.Zero();\r\n private _tempVector = Vector3.Zero();\r\n private _tempVector2 = Vector3.Zero();\r\n private _tempVector3 = Vector3.Zero();\r\n private _tempVector4 = Vector3.Zero();\r\n private _edge = Vector3.Zero();\r\n private _baseToVertex = Vector3.Zero();\r\n private _destinationPoint = Vector3.Zero();\r\n private _slidePlaneNormal = Vector3.Zero();\r\n private _displacementVector = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _radius = Vector3.One();\r\n /** @internal */\r\n public _retry = 0;\r\n private _velocity: Vector3;\r\n private _basePoint: Vector3;\r\n private _epsilon: number;\r\n /** @internal */\r\n public _velocityWorldLength: number;\r\n /** @internal */\r\n public _basePointWorld = Vector3.Zero();\r\n private _velocityWorld = Vector3.Zero();\r\n private _normalizedVelocity = Vector3.Zero();\r\n /** @internal */\r\n public _initialVelocity: Vector3;\r\n /** @internal */\r\n public _initialPosition: Vector3;\r\n private _nearestDistance: number;\r\n\r\n private _collisionMask = -1;\r\n private _velocitySquaredLength: number;\r\n private _nearestDistanceSquared: number;\r\n\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets the plane normal used to compute the sliding response (in local space)\r\n */\r\n public get slidePlaneNormal(): Vector3 {\r\n return this._slidePlaneNormal;\r\n }\r\n\r\n // Methods\r\n /**\r\n * @internal\r\n */\r\n public _initialize(source: Vector3, dir: Vector3, e: number): void {\r\n this._velocity = dir;\r\n this._velocitySquaredLength = this._velocity.lengthSquared();\r\n const len = Math.sqrt(this._velocitySquaredLength);\r\n if (len === 0 || len === 1.0) {\r\n this._normalizedVelocity.copyFromFloats(dir._x, dir._y, dir._z);\r\n } else {\r\n dir.scaleToRef(1.0 / len, this._normalizedVelocity);\r\n }\r\n this._basePoint = source;\r\n\r\n source.multiplyToRef(this._radius, this._basePointWorld);\r\n dir.multiplyToRef(this._radius, this._velocityWorld);\r\n\r\n this._velocityWorldLength = this._velocityWorld.length();\r\n\r\n this._epsilon = e;\r\n this.collisionFound = false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean {\r\n pa.subtractToRef(point, this._tempVector);\r\n pb.subtractToRef(point, this._tempVector2);\r\n\r\n Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);\r\n let d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n pc.subtractToRef(point, this._tempVector3);\r\n Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n return d >= 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean {\r\n const distance = Vector3.Distance(this._basePointWorld, sphereCenter);\r\n\r\n const max = Math.max(this._radius.x, this._radius.y, this._radius.z);\r\n\r\n if (distance > this._velocityWorldLength + max + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (!IntersectBoxAaSphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n let t0;\r\n let embeddedInPlane = false;\r\n\r\n //defensive programming, actually not needed.\r\n if (!trianglePlaneArray) {\r\n trianglePlaneArray = [];\r\n }\r\n\r\n if (!trianglePlaneArray[faceIndex]) {\r\n trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);\r\n trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);\r\n }\r\n\r\n const trianglePlane = trianglePlaneArray[faceIndex];\r\n\r\n if (!hasMaterial && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {\r\n return;\r\n }\r\n\r\n const signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);\r\n const normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);\r\n\r\n // if DoubleSidedCheck is false(default), a double sided face will be consided 2 times.\r\n // if true, it discard the faces having normal not facing velocity\r\n if (Collider.DoubleSidedCheck && normalDotVelocity > 0.0001) {\r\n return;\r\n }\r\n\r\n if (normalDotVelocity == 0) {\r\n if (Math.abs(signedDistToTrianglePlane) >= 1.0) {\r\n return;\r\n }\r\n embeddedInPlane = true;\r\n t0 = 0;\r\n } else {\r\n t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n let t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n\r\n if (t0 > t1) {\r\n const temp = t1;\r\n t1 = t0;\r\n t0 = temp;\r\n }\r\n\r\n if (t0 > 1.0 || t1 < 0.0) {\r\n return;\r\n }\r\n\r\n if (t0 < 0) {\r\n t0 = 0;\r\n }\r\n if (t0 > 1.0) {\r\n t0 = 1.0;\r\n }\r\n }\r\n\r\n this._collisionPoint.copyFromFloats(0, 0, 0);\r\n\r\n let found = false;\r\n let t = 1.0;\r\n\r\n if (!embeddedInPlane) {\r\n this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);\r\n this._velocity.scaleToRef(t0, this._tempVector);\r\n this._planeIntersectionPoint.addInPlace(this._tempVector);\r\n\r\n if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {\r\n found = true;\r\n t = t0;\r\n this._collisionPoint.copyFrom(this._planeIntersectionPoint);\r\n }\r\n }\r\n\r\n if (!found) {\r\n let a = this._velocitySquaredLength;\r\n\r\n this._basePoint.subtractToRef(p1, this._tempVector);\r\n let b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n let c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n let lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p1);\r\n }\r\n\r\n this._basePoint.subtractToRef(p2, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p2);\r\n }\r\n\r\n this._basePoint.subtractToRef(p3, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p3);\r\n }\r\n\r\n p2.subtractToRef(p1, this._edge);\r\n p1.subtractToRef(this._basePoint, this._baseToVertex);\r\n let edgeSquaredLength = this._edge.lengthSquared();\r\n let edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n let edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p1.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p3.subtractToRef(p2, this._edge);\r\n p2.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p2.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p1.subtractToRef(p3, this._edge);\r\n p3.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p3.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n }\r\n\r\n if (found) {\r\n const distToCollisionSquared = t * t * this._velocitySquaredLength;\r\n\r\n if (!this.collisionFound || distToCollisionSquared < this._nearestDistanceSquared) {\r\n // if collisionResponse is false, collision is not found but the collidedMesh is set anyway.\r\n // onCollide observable are triggered if collideMesh is set\r\n // this allow trigger volumes to be created.\r\n if (hostMesh.collisionResponse) {\r\n if (!this.intersectionPoint) {\r\n this.intersectionPoint = this._collisionPoint.clone();\r\n } else {\r\n this.intersectionPoint.copyFrom(this._collisionPoint);\r\n }\r\n this._nearestDistanceSquared = distToCollisionSquared;\r\n this._nearestDistance = Math.sqrt(distToCollisionSquared);\r\n this.collisionFound = true;\r\n }\r\n this.collidedMesh = hostMesh;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collide(\r\n trianglePlaneArray: Array<Plane>,\r\n pts: Vector3[],\r\n indices: IndicesArray,\r\n indexStart: number,\r\n indexEnd: number,\r\n decal: number,\r\n hasMaterial: boolean,\r\n hostMesh: AbstractMesh,\r\n invertTriangles?: boolean,\r\n triangleStrip: boolean = false\r\n ): void {\r\n if (triangleStrip) {\r\n if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length - 2; i += 1) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd - 2; i += 1) {\r\n const indexA = indices[i];\r\n const indexB = indices[i + 1];\r\n const indexC = indices[i + 2];\r\n\r\n if (indexC === 0xffffffff) {\r\n i += 2;\r\n continue;\r\n }\r\n\r\n const p1 = pts[indexA];\r\n const p2 = pts[indexB];\r\n const p3 = pts[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n } else if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length; i += 3) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd; i += 3) {\r\n const p1 = pts[indices[i] - decal];\r\n const p2 = pts[indices[i + 1] - decal];\r\n const p3 = pts[indices[i + 2] - decal];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getResponse(pos: Vector3, vel: Vector3, slideOnCollide: boolean): void {\r\n // Handle straight movement up to collision\r\n\r\n pos.addToRef(vel, this._destinationPoint);\r\n\r\n if (!slideOnCollide) {\r\n // Move to one \"close distance\" less than the collision point to\r\n // prevent any collision penetration from floating point inaccuracy\r\n vel.scaleInPlace((this._nearestDistance - this._epsilon) / vel.length());\r\n this._basePoint.addToRef(vel, pos);\r\n return;\r\n } else {\r\n vel.scaleInPlace(this._nearestDistance / vel.length());\r\n this._basePoint.addToRef(vel, pos);\r\n }\r\n\r\n // Handle slide movement past collision\r\n\r\n pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);\r\n this._slidePlaneNormal.normalize();\r\n this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);\r\n\r\n pos.addInPlace(this._displacementVector);\r\n this.intersectionPoint.addInPlace(this._displacementVector);\r\n\r\n this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));\r\n this._destinationPoint.subtractInPlace(this._slidePlaneNormal);\r\n\r\n this._destinationPoint.subtractToRef(this.intersectionPoint, vel);\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Nullable, IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\n\r\nconst IntersectBoxAaSphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {\r\n if (boxMin.x > sphereCenter.x + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.x - sphereRadius > boxMax.x) {\r\n return false;\r\n }\r\n\r\n if (boxMin.y > sphereCenter.y + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.y - sphereRadius > boxMax.y) {\r\n return false;\r\n }\r\n\r\n if (boxMin.z > sphereCenter.z + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.z - sphereRadius > boxMax.z) {\r\n return false;\r\n }\r\n\r\n return true;\r\n};\r\n\r\nconst GetLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number; found: boolean } = (function () {\r\n const result = { root: 0, found: false };\r\n return function (a: number, b: number, c: number, maxR: number) {\r\n result.root = 0;\r\n result.found = false;\r\n const determinant = b * b - 4.0 * a * c;\r\n if (determinant < 0) {\r\n return result;\r\n }\r\n\r\n const sqrtD = Math.sqrt(determinant);\r\n let r1 = (-b - sqrtD) / (2.0 * a);\r\n let r2 = (-b + sqrtD) / (2.0 * a);\r\n\r\n if (r1 > r2) {\r\n const temp = r2;\r\n r2 = r1;\r\n r1 = temp;\r\n }\r\n\r\n if (r1 > 0 && r1 < maxR) {\r\n result.root = r1;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n if (r2 > 0 && r2 < maxR) {\r\n result.root = r2;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n return result;\r\n };\r\n})();\r\n\r\n/** @internal */\r\nexport class Collider {\r\n // Implementation of the \"Improved Collision detection and Response\" algorithm proposed by Kasper Fauerby\r\n // https://www.peroxide.dk/papers/collision/collision.pdf\r\n\r\n /** Define if a collision was found */\r\n public collisionFound: boolean;\r\n\r\n /**\r\n * Define last intersection point in local space\r\n */\r\n public intersectionPoint: Vector3;\r\n\r\n /**\r\n * Define last collided mesh\r\n */\r\n public collidedMesh: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * If true, it check for double sided faces and only returns 1 collision instead of 2\r\n */\r\n public static DoubleSidedCheck = false;\r\n\r\n private _collisionPoint = Vector3.Zero();\r\n private _planeIntersectionPoint = Vector3.Zero();\r\n private _tempVector = Vector3.Zero();\r\n private _tempVector2 = Vector3.Zero();\r\n private _tempVector3 = Vector3.Zero();\r\n private _tempVector4 = Vector3.Zero();\r\n private _edge = Vector3.Zero();\r\n private _baseToVertex = Vector3.Zero();\r\n private _destinationPoint = Vector3.Zero();\r\n private _slidePlaneNormal = Vector3.Zero();\r\n private _displacementVector = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _radius = Vector3.One();\r\n /** @internal */\r\n public _retry = 0;\r\n private _velocity: Vector3;\r\n private _basePoint: Vector3;\r\n private _epsilon: number;\r\n /** @internal */\r\n public _velocityWorldLength: number;\r\n /** @internal */\r\n public _basePointWorld = Vector3.Zero();\r\n private _velocityWorld = Vector3.Zero();\r\n private _normalizedVelocity = Vector3.Zero();\r\n /** @internal */\r\n public _initialVelocity: Vector3;\r\n /** @internal */\r\n public _initialPosition: Vector3;\r\n private _nearestDistance: number;\r\n\r\n private _collisionMask = -1;\r\n private _velocitySquaredLength: number;\r\n private _nearestDistanceSquared: number;\r\n\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets the plane normal used to compute the sliding response (in local space)\r\n */\r\n public get slidePlaneNormal(): Vector3 {\r\n return this._slidePlaneNormal;\r\n }\r\n\r\n // Methods\r\n /**\r\n * @internal\r\n */\r\n public _initialize(source: Vector3, dir: Vector3, e: number): void {\r\n this._velocity = dir;\r\n this._velocitySquaredLength = this._velocity.lengthSquared();\r\n const len = Math.sqrt(this._velocitySquaredLength);\r\n if (len === 0 || len === 1.0) {\r\n this._normalizedVelocity.copyFromFloats(dir._x, dir._y, dir._z);\r\n } else {\r\n dir.scaleToRef(1.0 / len, this._normalizedVelocity);\r\n }\r\n this._basePoint = source;\r\n\r\n source.multiplyToRef(this._radius, this._basePointWorld);\r\n dir.multiplyToRef(this._radius, this._velocityWorld);\r\n\r\n this._velocityWorldLength = this._velocityWorld.length();\r\n\r\n this._epsilon = e;\r\n this.collisionFound = false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean {\r\n pa.subtractToRef(point, this._tempVector);\r\n pb.subtractToRef(point, this._tempVector2);\r\n\r\n Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);\r\n let d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n pc.subtractToRef(point, this._tempVector3);\r\n Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n return d >= 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean {\r\n const distance = Vector3.Distance(this._basePointWorld, sphereCenter);\r\n\r\n const max = Math.max(this._radius.x, this._radius.y, this._radius.z);\r\n\r\n if (distance > this._velocityWorldLength + max + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (!IntersectBoxAaSphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n let t0;\r\n let embeddedInPlane = false;\r\n\r\n //defensive programming, actually not needed.\r\n if (!trianglePlaneArray) {\r\n trianglePlaneArray = [];\r\n }\r\n\r\n if (!trianglePlaneArray[faceIndex]) {\r\n trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);\r\n trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);\r\n }\r\n\r\n const trianglePlane = trianglePlaneArray[faceIndex];\r\n\r\n if (!hasMaterial && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {\r\n return;\r\n }\r\n\r\n const signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);\r\n const normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);\r\n\r\n // if DoubleSidedCheck is false(default), a double sided face will be consided 2 times.\r\n // if true, it discard the faces having normal not facing velocity\r\n if (Collider.DoubleSidedCheck && normalDotVelocity > 0.0001) {\r\n return;\r\n }\r\n\r\n if (normalDotVelocity == 0) {\r\n if (Math.abs(signedDistToTrianglePlane) >= 1.0) {\r\n return;\r\n }\r\n embeddedInPlane = true;\r\n t0 = 0;\r\n } else {\r\n t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n let t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n\r\n if (t0 > t1) {\r\n const temp = t1;\r\n t1 = t0;\r\n t0 = temp;\r\n }\r\n\r\n if (t0 > 1.0 || t1 < 0.0) {\r\n return;\r\n }\r\n\r\n if (t0 < 0) {\r\n t0 = 0;\r\n }\r\n if (t0 > 1.0) {\r\n t0 = 1.0;\r\n }\r\n }\r\n\r\n this._collisionPoint.copyFromFloats(0, 0, 0);\r\n\r\n let found = false;\r\n let t = 1.0;\r\n\r\n if (!embeddedInPlane) {\r\n this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);\r\n this._velocity.scaleToRef(t0, this._tempVector);\r\n this._planeIntersectionPoint.addInPlace(this._tempVector);\r\n\r\n if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {\r\n found = true;\r\n t = t0;\r\n this._collisionPoint.copyFrom(this._planeIntersectionPoint);\r\n }\r\n }\r\n\r\n if (!found) {\r\n let a = this._velocitySquaredLength;\r\n\r\n this._basePoint.subtractToRef(p1, this._tempVector);\r\n let b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n let c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n let lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p1);\r\n }\r\n\r\n this._basePoint.subtractToRef(p2, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p2);\r\n }\r\n\r\n this._basePoint.subtractToRef(p3, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p3);\r\n }\r\n\r\n p2.subtractToRef(p1, this._edge);\r\n p1.subtractToRef(this._basePoint, this._baseToVertex);\r\n let edgeSquaredLength = this._edge.lengthSquared();\r\n let edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n let edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p1.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p3.subtractToRef(p2, this._edge);\r\n p2.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p2.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p1.subtractToRef(p3, this._edge);\r\n p3.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p3.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n }\r\n\r\n if (found) {\r\n const distToCollisionSquared = t * t * this._velocitySquaredLength;\r\n\r\n if (!this.collisionFound || distToCollisionSquared < this._nearestDistanceSquared) {\r\n // if collisionResponse is false, collision is not found but the collidedMesh is set anyway.\r\n // onCollide observable are triggered if collideMesh is set\r\n // this allow trigger volumes to be created.\r\n if (hostMesh.collisionResponse) {\r\n if (!this.intersectionPoint) {\r\n this.intersectionPoint = this._collisionPoint.clone();\r\n } else {\r\n this.intersectionPoint.copyFrom(this._collisionPoint);\r\n }\r\n this._nearestDistanceSquared = distToCollisionSquared;\r\n this._nearestDistance = Math.sqrt(distToCollisionSquared);\r\n this.collisionFound = true;\r\n }\r\n this.collidedMesh = hostMesh;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collide(\r\n trianglePlaneArray: Array<Plane>,\r\n pts: Vector3[],\r\n indices: IndicesArray,\r\n indexStart: number,\r\n indexEnd: number,\r\n decal: number,\r\n hasMaterial: boolean,\r\n hostMesh: AbstractMesh,\r\n invertTriangles?: boolean,\r\n triangleStrip: boolean = false\r\n ): void {\r\n if (triangleStrip) {\r\n if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length - 2; i += 1) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ (i % 2)) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd - 2; i += 1) {\r\n const indexA = indices[i];\r\n const indexB = indices[i + 1];\r\n const indexC = indices[i + 2];\r\n\r\n if (indexC === 0xffffffff) {\r\n i += 2;\r\n continue;\r\n }\r\n\r\n const p1 = pts[indexA];\r\n const p2 = pts[indexB];\r\n const p3 = pts[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ (i % 2)) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n } else if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length; i += 3) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd; i += 3) {\r\n const p1 = pts[indices[i] - decal];\r\n const p2 = pts[indices[i + 1] - decal];\r\n const p3 = pts[indices[i + 2] - decal];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getResponse(pos: Vector3, vel: Vector3, slideOnCollide: boolean): void {\r\n // Handle straight movement up to collision\r\n\r\n pos.addToRef(vel, this._destinationPoint);\r\n\r\n if (!slideOnCollide) {\r\n // Move to one \"close distance\" less than the collision point to\r\n // prevent any collision penetration from floating point inaccuracy\r\n vel.scaleInPlace((this._nearestDistance - this._epsilon) / vel.length());\r\n this._basePoint.addToRef(vel, pos);\r\n return;\r\n } else {\r\n vel.scaleInPlace(this._nearestDistance / vel.length());\r\n this._basePoint.addToRef(vel, pos);\r\n }\r\n\r\n // Handle slide movement past collision\r\n\r\n pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);\r\n this._slidePlaneNormal.normalize();\r\n this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);\r\n\r\n pos.addInPlace(this._displacementVector);\r\n this.intersectionPoint.addInPlace(this._displacementVector);\r\n\r\n this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));\r\n this._destinationPoint.subtractInPlace(this._slidePlaneNormal);\r\n\r\n this._destinationPoint.subtractToRef(this.intersectionPoint, vel);\r\n }\r\n}\r\n"]}
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@@ -63,6 +63,7 @@ export class ComputeShaderBoundingHelper {
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_getUBO() {
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if (this._uboIndex >= this._ubos.length) {
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const ubo = new UniformBuffer(this._engine);
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ubo.addFloat2("boneTextureInfo", 0, 0);
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ubo.addFloat3("morphTargetTextureInfo", 0, 0, 0);
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ubo.addUniform("morphTargetCount", 1);
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ubo.addUniform("indexResult", 1);
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@@ -189,18 +190,21 @@ export class ComputeShaderBoundingHelper {
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const hasMorphs = manager && manager.numInfluencers > 0 && manager.supportsPositions;
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const computeShader = hasMorphs ? computeShaderWithMorph : computeShaderWithoutMorph;
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.PositionKind, 3, "positionBuffer", this._positionBuffers);
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const ubo = this._getUBO();
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let uboNeedsUpdate = false;
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// Bones
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if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton && mesh.skeleton.useTextureToStoreBoneMatrices) {
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.MatricesIndicesKind, 4, "indexBuffer", this._indexBuffers);
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.MatricesWeightsKind, 4, "weightBuffer", this._weightBuffers);
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const boneSampler = mesh.skeleton.getTransformMatrixTexture(mesh);
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computeShader.setTexture("boneSampler", boneSampler, false);
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ubo.updateFloat2("boneTextureInfo", mesh.skeleton._textureWidth, mesh.skeleton._textureHeight);
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uboNeedsUpdate = true;
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if (mesh.numBoneInfluencers > 4) {
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.MatricesIndicesExtraKind, 4, "indexExtraBuffer", this._indexExtraBuffers);
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.MatricesWeightsExtraKind, 4, "weightExtraBuffer", this._weightExtraBuffers);
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}
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}
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const ubo = this._getUBO();
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// Morphs
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if (hasMorphs) {
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const morphTargets = manager._targetStoreTexture;
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@@ -209,6 +213,9 @@ export class ComputeShaderBoundingHelper {
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this._prepareStorage(computeShader, "morphTargetTextureIndices", mesh.uniqueId, this._morphTargetTextureIndexBuffers, manager.numInfluencers, manager._morphTargetTextureIndices);
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ubo.updateFloat3("morphTargetTextureInfo", manager._textureVertexStride, manager._textureWidth, manager._textureHeight);
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ubo.updateFloat("morphTargetCount", manager.numInfluencers);
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}
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if (uboNeedsUpdate) {
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ubo.update();
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}
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computeShader.setStorageBuffer("resultBuffer", resultBuffer);
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@@ -1 +1 @@
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1
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-
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type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { ComputeShader } from \"core/Compute/computeShader\";\r\nimport { StorageBuffer } from \"core/Buffers/storageBuffer\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ComputeBindingMapping } from \"core/Engines/Extensions/engine.computeShader\";\r\n\r\nimport \"../../ShadersWGSL/boundingInfo.compute\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private _engine: AbstractEngine;\r\n private _computeShadersCache: { [key: string]: ComputeShader } = {};\r\n private _positionBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetInfluenceBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetTextureIndexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _ubos: UniformBuffer[] = [];\r\n private _uboIndex: number = 0;\r\n private _processedMeshes: AbstractMesh[] = [];\r\n private _computeShaders: ComputeShader[][] = [];\r\n private _uniqueComputeShaders: Set<ComputeShader> = new Set();\r\n private _resultBuffers: StorageBuffer[] = [];\r\n\r\n /**\r\n * Creates a new ComputeShaderBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private _getComputeShader(defines: string[], hasBones: boolean, hasMorphs: boolean) {\r\n let computeShader: ComputeShader;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (!this._computeShadersCache[join]) {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n positionBuffer: { group: 0, binding: 0 },\r\n resultBuffer: { group: 0, binding: 1 },\r\n settings: { group: 0, binding: 7 },\r\n };\r\n\r\n if (hasBones) {\r\n bindingsMapping.boneSampler = { group: 0, binding: 2 };\r\n bindingsMapping.indexBuffer = { group: 0, binding: 3 };\r\n bindingsMapping.weightBuffer = { group: 0, binding: 4 };\r\n bindingsMapping.indexExtraBuffer = { group: 0, binding: 5 };\r\n bindingsMapping.weightExtraBuffer = { group: 0, binding: 6 };\r\n }\r\n if (hasMorphs) {\r\n bindingsMapping.morphTargets = { group: 0, binding: 8 };\r\n bindingsMapping.morphTargetInfluences = { group: 0, binding: 9 };\r\n bindingsMapping.morphTargetTextureIndices = { group: 0, binding: 10 };\r\n }\r\n\r\n computeShader = new ComputeShader(`boundingInfoCompute${hasBones ? \"_bones\" : \"\"}${hasMorphs ? \"_morphs\" : \"\"}`, this._engine, \"boundingInfo\", {\r\n bindingsMapping,\r\n defines: defines,\r\n });\r\n this._computeShadersCache[join] = computeShader;\r\n } else {\r\n computeShader = this._computeShadersCache[join];\r\n }\r\n\r\n return computeShader;\r\n }\r\n\r\n private _getUBO() {\r\n if (this._uboIndex >= this._ubos.length) {\r\n const ubo = new UniformBuffer(this._engine);\r\n ubo.addFloat3(\"morphTargetTextureInfo\", 0, 0, 0);\r\n ubo.addUniform(\"morphTargetCount\", 1);\r\n ubo.addUniform(\"indexResult\", 1);\r\n this._ubos.push(ubo);\r\n }\r\n\r\n return this._ubos[this._uboIndex++];\r\n }\r\n\r\n private _extractDataAndLink(computeShader: ComputeShader, mesh: Mesh, kind: string, stride: number, name: string, storageUnit: { [key: number]: StorageBuffer }) {\r\n let buffer: StorageBuffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n if (!storageUnit[mesh.uniqueId]) {\r\n const dataArray = mesh.getVertexBuffer(kind)?.getFloatData(vertexCount);\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * vertexCount * stride);\r\n buffer.update(dataArray!);\r\n\r\n storageUnit[mesh.uniqueId] = buffer;\r\n } else {\r\n buffer = storageUnit[mesh.uniqueId];\r\n }\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n private _prepareStorage(computeShader: ComputeShader, name: string, id: number, storageUnit: { [key: number]: StorageBuffer }, numInfluencers: number, data: Float32Array) {\r\n let buffer: StorageBuffer;\r\n if (!storageUnit[id]) {\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * numInfluencers);\r\n\r\n storageUnit[id] = buffer;\r\n } else {\r\n buffer = storageUnit[id];\r\n }\r\n buffer.update(data);\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n /** @internal */\r\n public async processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this.registerMeshListAsync(meshes);\r\n this.processMeshList();\r\n await this.fetchResultsForMeshListAsync();\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public registerMeshListAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n this._disposeForMeshList();\r\n\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n let maxNumInfluencers = 0;\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n this._processedMeshes.push(mesh);\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.supportsPositions) {\r\n maxNumInfluencers = Math.max(maxNumInfluencers, manager.numTargets);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n let defines = [\"\"];\r\n\r\n let hasBones = false;\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n hasBones = true;\r\n }\r\n\r\n const computeShaderWithoutMorph = this._getComputeShader(defines, hasBones, false);\r\n\r\n this._uniqueComputeShaders.add(computeShaderWithoutMorph);\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.supportsPositions) {\r\n defines = defines.slice();\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + maxNumInfluencers);\r\n\r\n const computeShaderWithMorph = this._getComputeShader(defines, hasBones, true);\r\n\r\n this._uniqueComputeShaders.add(computeShaderWithMorph);\r\n this._computeShaders.push([computeShaderWithoutMorph, computeShaderWithMorph]);\r\n } else {\r\n this._computeShaders.push([computeShaderWithoutMorph, computeShaderWithoutMorph]);\r\n }\r\n\r\n // Pre-build the ubos, as they won't change if there's no morph targets\r\n const ubo = this._getUBO();\r\n ubo.updateUInt(\"indexResult\", i);\r\n\r\n ubo.update();\r\n }\r\n\r\n return new Promise((resolve) => {\r\n _RetryWithInterval(() => {\r\n const iterator = this._uniqueComputeShaders.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const computeShader = key.value;\r\n if (!computeShader.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }, resolve);\r\n });\r\n }\r\n\r\n /** @internal */\r\n public processMeshList(): void {\r\n if (this._processedMeshes.length === 0) {\r\n return;\r\n }\r\n\r\n this._uboIndex = 0;\r\n\r\n const resultDataSize = 8 * this._processedMeshes.length;\r\n const resultData = new Float32Array(resultDataSize);\r\n\r\n const resultBuffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * resultDataSize);\r\n this._resultBuffers.push(resultBuffer);\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n resultData[i * 8 + 0] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 1] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 2] = Number.POSITIVE_INFINITY;\r\n\r\n resultData[i * 8 + 3] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 4] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 5] = Number.NEGATIVE_INFINITY;\r\n }\r\n\r\n resultBuffer.update(resultData);\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n const [computeShaderWithoutMorph, computeShaderWithMorph] = this._computeShaders[i];\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n const hasMorphs = manager && manager.numInfluencers > 0 && manager.supportsPositions;\r\n const computeShader = hasMorphs ? computeShaderWithMorph : computeShaderWithoutMorph;\r\n\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.PositionKind, 3, \"positionBuffer\", this._positionBuffers);\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton && mesh.skeleton.useTextureToStoreBoneMatrices) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesKind, 4, \"indexBuffer\", this._indexBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsKind, 4, \"weightBuffer\", this._weightBuffers);\r\n const boneSampler = mesh.skeleton.getTransformMatrixTexture(mesh);\r\n computeShader.setTexture(\"boneSampler\", boneSampler!, false);\r\n if (mesh.numBoneInfluencers > 4) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesExtraKind, 4, \"indexExtraBuffer\", this._indexExtraBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsExtraKind, 4, \"weightExtraBuffer\", this._weightExtraBuffers);\r\n }\r\n }\r\n\r\n const ubo = this._getUBO();\r\n\r\n // Morphs\r\n if (hasMorphs) {\r\n const morphTargets = manager._targetStoreTexture;\r\n computeShader.setTexture(\"morphTargets\", morphTargets!, false);\r\n\r\n this._prepareStorage(computeShader, \"morphTargetInfluences\", mesh.uniqueId, this._morphTargetInfluenceBuffers, manager.numInfluencers, manager.influences);\r\n this._prepareStorage(\r\n computeShader,\r\n \"morphTargetTextureIndices\",\r\n mesh.uniqueId,\r\n this._morphTargetTextureIndexBuffers,\r\n manager.numInfluencers,\r\n manager._morphTargetTextureIndices\r\n );\r\n\r\n ubo.updateFloat3(\"morphTargetTextureInfo\", manager._textureVertexStride, manager._textureWidth, manager._textureHeight);\r\n ubo.updateFloat(\"morphTargetCount\", manager.numInfluencers);\r\n ubo.update();\r\n }\r\n\r\n computeShader.setStorageBuffer(\"resultBuffer\", resultBuffer);\r\n\r\n computeShader.setUniformBuffer(\"settings\", ubo);\r\n\r\n // Dispatch\r\n computeShader.dispatch(Math.ceil(vertexCount / 256));\r\n\r\n this._engine.flushFramebuffer();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public async fetchResultsForMeshListAsync(): Promise<void> {\r\n return await new Promise((resolve) => {\r\n const buffers: DataBuffer[] = [];\r\n let size = 0;\r\n for (let i = 0; i < this._resultBuffers.length; i++) {\r\n const buffer = this._resultBuffers[i].getBuffer();\r\n buffers.push(buffer);\r\n size += buffer.capacity;\r\n }\r\n\r\n const resultData = new Float32Array(size / Float32Array.BYTES_PER_ELEMENT);\r\n\r\n const minimum = Vector3.Zero();\r\n const maximum = Vector3.Zero();\r\n\r\n const minmax = { minimum, maximum };\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n (this._engine as WebGPUEngine).readFromMultipleStorageBuffers(buffers, 0, undefined, resultData, true).then(() => {\r\n let resultDataOffset = 0;\r\n for (let j = 0; j < this._resultBuffers.length; j++) {\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n\r\n Vector3.FromArrayToRef(resultData, resultDataOffset + i * 8, minimum);\r\n Vector3.FromArrayToRef(resultData, resultDataOffset + i * 8 + 3, maximum);\r\n\r\n if (j > 0) {\r\n minimum.minimizeInPlace(mesh.getBoundingInfo().minimum);\r\n maximum.maximizeInPlace(mesh.getBoundingInfo().maximum);\r\n }\r\n\r\n mesh._refreshBoundingInfoDirect(minmax);\r\n }\r\n\r\n resultDataOffset += 8 * this._processedMeshes.length;\r\n }\r\n\r\n for (const resultBuffer of this._resultBuffers) {\r\n resultBuffer.dispose();\r\n }\r\n\r\n this._resultBuffers = [];\r\n this._uboIndex = 0;\r\n\r\n resolve();\r\n });\r\n });\r\n }\r\n\r\n private _disposeCache(storageUnit: { [key: number]: StorageBuffer }) {\r\n for (const key in storageUnit) {\r\n storageUnit[key].dispose();\r\n }\r\n }\r\n\r\n private _disposeForMeshList() {\r\n for (const resultBuffer of this._resultBuffers) {\r\n resultBuffer.dispose();\r\n }\r\n this._resultBuffers = [];\r\n this._processedMeshes = [];\r\n this._computeShaders = [];\r\n this._uniqueComputeShaders = new Set();\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n this._disposeCache(this._positionBuffers);\r\n this._positionBuffers = {};\r\n this._disposeCache(this._indexBuffers);\r\n this._indexBuffers = {};\r\n this._disposeCache(this._weightBuffers);\r\n this._weightBuffers = {};\r\n this._disposeCache(this._morphTargetInfluenceBuffers);\r\n this._morphTargetInfluenceBuffers = {};\r\n this._disposeCache(this._morphTargetTextureIndexBuffers);\r\n this._morphTargetTextureIndexBuffers = {};\r\n for (const ubo of this._ubos) {\r\n ubo.dispose();\r\n }\r\n this._ubos = [];\r\n this._computeShadersCache = {};\r\n this._engine = undefined!;\r\n this._disposeForMeshList();\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { ComputeShader } from \"core/Compute/computeShader\";\r\nimport { StorageBuffer } from \"core/Buffers/storageBuffer\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ComputeBindingMapping } from \"core/Engines/Extensions/engine.computeShader\";\r\n\r\nimport \"../../ShadersWGSL/boundingInfo.compute\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private _engine: AbstractEngine;\r\n private _computeShadersCache: { [key: string]: ComputeShader } = {};\r\n private _positionBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetInfluenceBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetTextureIndexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _ubos: UniformBuffer[] = [];\r\n private _uboIndex: number = 0;\r\n private _processedMeshes: AbstractMesh[] = [];\r\n private _computeShaders: ComputeShader[][] = [];\r\n private _uniqueComputeShaders: Set<ComputeShader> = new Set();\r\n private _resultBuffers: StorageBuffer[] = [];\r\n\r\n /**\r\n * Creates a new ComputeShaderBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private _getComputeShader(defines: string[], hasBones: boolean, hasMorphs: boolean) {\r\n let computeShader: ComputeShader;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (!this._computeShadersCache[join]) {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n positionBuffer: { group: 0, binding: 0 },\r\n resultBuffer: { group: 0, binding: 1 },\r\n settings: { group: 0, binding: 7 },\r\n };\r\n\r\n if (hasBones) {\r\n bindingsMapping.boneSampler = { group: 0, binding: 2 };\r\n bindingsMapping.indexBuffer = { group: 0, binding: 3 };\r\n bindingsMapping.weightBuffer = { group: 0, binding: 4 };\r\n bindingsMapping.indexExtraBuffer = { group: 0, binding: 5 };\r\n bindingsMapping.weightExtraBuffer = { group: 0, binding: 6 };\r\n }\r\n if (hasMorphs) {\r\n bindingsMapping.morphTargets = { group: 0, binding: 8 };\r\n bindingsMapping.morphTargetInfluences = { group: 0, binding: 9 };\r\n bindingsMapping.morphTargetTextureIndices = { group: 0, binding: 10 };\r\n }\r\n\r\n computeShader = new ComputeShader(`boundingInfoCompute${hasBones ? \"_bones\" : \"\"}${hasMorphs ? \"_morphs\" : \"\"}`, this._engine, \"boundingInfo\", {\r\n bindingsMapping,\r\n defines: defines,\r\n });\r\n this._computeShadersCache[join] = computeShader;\r\n } else {\r\n computeShader = this._computeShadersCache[join];\r\n }\r\n\r\n return computeShader;\r\n }\r\n\r\n private _getUBO() {\r\n if (this._uboIndex >= this._ubos.length) {\r\n const ubo = new UniformBuffer(this._engine);\r\n ubo.addFloat2(\"boneTextureInfo\", 0, 0);\r\n ubo.addFloat3(\"morphTargetTextureInfo\", 0, 0, 0);\r\n ubo.addUniform(\"morphTargetCount\", 1);\r\n ubo.addUniform(\"indexResult\", 1);\r\n this._ubos.push(ubo);\r\n }\r\n\r\n return this._ubos[this._uboIndex++];\r\n }\r\n\r\n private _extractDataAndLink(computeShader: ComputeShader, mesh: Mesh, kind: string, stride: number, name: string, storageUnit: { [key: number]: StorageBuffer }) {\r\n let buffer: StorageBuffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n if (!storageUnit[mesh.uniqueId]) {\r\n const dataArray = mesh.getVertexBuffer(kind)?.getFloatData(vertexCount);\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * vertexCount * stride);\r\n buffer.update(dataArray!);\r\n\r\n storageUnit[mesh.uniqueId] = buffer;\r\n } else {\r\n buffer = storageUnit[mesh.uniqueId];\r\n }\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n private _prepareStorage(computeShader: ComputeShader, name: string, id: number, storageUnit: { [key: number]: StorageBuffer }, numInfluencers: number, data: Float32Array) {\r\n let buffer: StorageBuffer;\r\n if (!storageUnit[id]) {\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * numInfluencers);\r\n\r\n storageUnit[id] = buffer;\r\n } else {\r\n buffer = storageUnit[id];\r\n }\r\n buffer.update(data);\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n /** @internal */\r\n public async processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this.registerMeshListAsync(meshes);\r\n this.processMeshList();\r\n await this.fetchResultsForMeshListAsync();\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public registerMeshListAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n this._disposeForMeshList();\r\n\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n let maxNumInfluencers = 0;\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n this._processedMeshes.push(mesh);\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.supportsPositions) {\r\n maxNumInfluencers = Math.max(maxNumInfluencers, manager.numTargets);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n let defines = [\"\"];\r\n\r\n let hasBones = false;\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n hasBones = true;\r\n }\r\n\r\n const computeShaderWithoutMorph = this._getComputeShader(defines, hasBones, false);\r\n\r\n this._uniqueComputeShaders.add(computeShaderWithoutMorph);\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.supportsPositions) {\r\n defines = defines.slice();\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + maxNumInfluencers);\r\n\r\n const computeShaderWithMorph = this._getComputeShader(defines, hasBones, true);\r\n\r\n this._uniqueComputeShaders.add(computeShaderWithMorph);\r\n this._computeShaders.push([computeShaderWithoutMorph, computeShaderWithMorph]);\r\n } else {\r\n this._computeShaders.push([computeShaderWithoutMorph, computeShaderWithoutMorph]);\r\n }\r\n\r\n // Pre-build the ubos, as they won't change if there's no morph targets\r\n const ubo = this._getUBO();\r\n ubo.updateUInt(\"indexResult\", i);\r\n\r\n ubo.update();\r\n }\r\n\r\n return new Promise((resolve) => {\r\n _RetryWithInterval(() => {\r\n const iterator = this._uniqueComputeShaders.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const computeShader = key.value;\r\n if (!computeShader.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }, resolve);\r\n });\r\n }\r\n\r\n /** @internal */\r\n public processMeshList(): void {\r\n if (this._processedMeshes.length === 0) {\r\n return;\r\n }\r\n\r\n this._uboIndex = 0;\r\n\r\n const resultDataSize = 8 * this._processedMeshes.length;\r\n const resultData = new Float32Array(resultDataSize);\r\n\r\n const resultBuffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * resultDataSize);\r\n this._resultBuffers.push(resultBuffer);\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n resultData[i * 8 + 0] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 1] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 2] = Number.POSITIVE_INFINITY;\r\n\r\n resultData[i * 8 + 3] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 4] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 5] = Number.NEGATIVE_INFINITY;\r\n }\r\n\r\n resultBuffer.update(resultData);\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n const [computeShaderWithoutMorph, computeShaderWithMorph] = this._computeShaders[i];\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n const hasMorphs = manager && manager.numInfluencers > 0 && manager.supportsPositions;\r\n const computeShader = hasMorphs ? computeShaderWithMorph : computeShaderWithoutMorph;\r\n\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.PositionKind, 3, \"positionBuffer\", this._positionBuffers);\r\n\r\n const ubo = this._getUBO();\r\n let uboNeedsUpdate = false;\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton && mesh.skeleton.useTextureToStoreBoneMatrices) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesKind, 4, \"indexBuffer\", this._indexBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsKind, 4, \"weightBuffer\", this._weightBuffers);\r\n const boneSampler = mesh.skeleton.getTransformMatrixTexture(mesh);\r\n computeShader.setTexture(\"boneSampler\", boneSampler!, false);\r\n ubo.updateFloat2(\"boneTextureInfo\", mesh.skeleton._textureWidth, mesh.skeleton._textureHeight);\r\n uboNeedsUpdate = true;\r\n if (mesh.numBoneInfluencers > 4) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesExtraKind, 4, \"indexExtraBuffer\", this._indexExtraBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsExtraKind, 4, \"weightExtraBuffer\", this._weightExtraBuffers);\r\n }\r\n }\r\n\r\n // Morphs\r\n if (hasMorphs) {\r\n const morphTargets = manager._targetStoreTexture;\r\n computeShader.setTexture(\"morphTargets\", morphTargets!, false);\r\n\r\n this._prepareStorage(computeShader, \"morphTargetInfluences\", mesh.uniqueId, this._morphTargetInfluenceBuffers, manager.numInfluencers, manager.influences);\r\n this._prepareStorage(\r\n computeShader,\r\n \"morphTargetTextureIndices\",\r\n mesh.uniqueId,\r\n this._morphTargetTextureIndexBuffers,\r\n manager.numInfluencers,\r\n manager._morphTargetTextureIndices\r\n );\r\n\r\n ubo.updateFloat3(\"morphTargetTextureInfo\", manager._textureVertexStride, manager._textureWidth, manager._textureHeight);\r\n ubo.updateFloat(\"morphTargetCount\", manager.numInfluencers);\r\n uboNeedsUpdate = true;\r\n }\r\n\r\n if (uboNeedsUpdate) {\r\n ubo.update();\r\n }\r\n\r\n computeShader.setStorageBuffer(\"resultBuffer\", resultBuffer);\r\n\r\n computeShader.setUniformBuffer(\"settings\", ubo);\r\n\r\n // Dispatch\r\n computeShader.dispatch(Math.ceil(vertexCount / 256));\r\n\r\n this._engine.flushFramebuffer();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public async fetchResultsForMeshListAsync(): Promise<void> {\r\n return await new Promise((resolve) => {\r\n const buffers: DataBuffer[] = [];\r\n let size = 0;\r\n for (let i = 0; i < this._resultBuffers.length; i++) {\r\n const buffer = this._resultBuffers[i].getBuffer();\r\n buffers.push(buffer);\r\n size += buffer.capacity;\r\n }\r\n\r\n const resultData = new Float32Array(size / Float32Array.BYTES_PER_ELEMENT);\r\n\r\n const minimum = Vector3.Zero();\r\n const maximum = Vector3.Zero();\r\n\r\n const minmax = { minimum, maximum };\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n (this._engine as WebGPUEngine).readFromMultipleStorageBuffers(buffers, 0, undefined, resultData, true).then(() => {\r\n let resultDataOffset = 0;\r\n for (let j = 0; j < this._resultBuffers.length; j++) {\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n\r\n Vector3.FromArrayToRef(resultData, resultDataOffset + i * 8, minimum);\r\n Vector3.FromArrayToRef(resultData, resultDataOffset + i * 8 + 3, maximum);\r\n\r\n if (j > 0) {\r\n minimum.minimizeInPlace(mesh.getBoundingInfo().minimum);\r\n maximum.maximizeInPlace(mesh.getBoundingInfo().maximum);\r\n }\r\n\r\n mesh._refreshBoundingInfoDirect(minmax);\r\n }\r\n\r\n resultDataOffset += 8 * this._processedMeshes.length;\r\n }\r\n\r\n for (const resultBuffer of this._resultBuffers) {\r\n resultBuffer.dispose();\r\n }\r\n\r\n this._resultBuffers = [];\r\n this._uboIndex = 0;\r\n\r\n resolve();\r\n });\r\n });\r\n }\r\n\r\n private _disposeCache(storageUnit: { [key: number]: StorageBuffer }) {\r\n for (const key in storageUnit) {\r\n storageUnit[key].dispose();\r\n }\r\n }\r\n\r\n private _disposeForMeshList() {\r\n for (const resultBuffer of this._resultBuffers) {\r\n resultBuffer.dispose();\r\n }\r\n this._resultBuffers = [];\r\n this._processedMeshes = [];\r\n this._computeShaders = [];\r\n this._uniqueComputeShaders = new Set();\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n this._disposeCache(this._positionBuffers);\r\n this._positionBuffers = {};\r\n this._disposeCache(this._indexBuffers);\r\n this._indexBuffers = {};\r\n this._disposeCache(this._weightBuffers);\r\n this._weightBuffers = {};\r\n this._disposeCache(this._morphTargetInfluenceBuffers);\r\n this._morphTargetInfluenceBuffers = {};\r\n this._disposeCache(this._morphTargetTextureIndexBuffers);\r\n this._morphTargetTextureIndexBuffers = {};\r\n for (const ubo of this._ubos) {\r\n ubo.dispose();\r\n }\r\n this._ubos = [];\r\n this._computeShadersCache = {};\r\n this._engine = undefined!;\r\n this._disposeForMeshList();\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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type { Effect } from \"core/Materials/effect\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { VertexBuffer, Buffer } from \"core/Buffers/buffer\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport {\r\n BindBonesParameters,\r\n BindMorphTargetParameters,\r\n PrepareAttributesForBakedVertexAnimation,\r\n PrepareDefinesAndAttributesForMorphTargets,\r\n} from \"core/Materials/materialHelper.functions\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport { extractMinAndMax } from \"core/Maths/math.functions\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport \"../../Shaders/gpuTransform.vertex\";\r\nimport \"../../Shaders/gpuTransform.fragment\";\r\n\r\n/** @internal */\r\nexport class TransformFeedbackBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private static _Min = new Vector3();\r\n private static _Max = new Vector3();\r\n\r\n private _engine: Nullable<ThinEngine>;\r\n private _buffers: { [key: number]: Buffer } = {};\r\n private _effects: { [key: string]: Effect } = {};\r\n private _meshList: AbstractMesh[];\r\n private _meshListCounter = 0;\r\n\r\n /**\r\n * Creates a new TransformFeedbackBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: ThinEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshListCounter = 0;\r\n\r\n this._processMeshList(meshes);\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n private _processMeshList(meshes: AbstractMesh[]) {\r\n const parallelShaderCompile = this._engine!.getCaps().parallelShaderCompile;\r\n\r\n this._engine!.getCaps().parallelShaderCompile = undefined;\r\n\r\n for (let i = 0; i < meshes.length; ++i) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n // Get correct effect\r\n let computeEffect: Effect;\r\n const defines: string[] = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BONETEXTURE \" + mesh.skeleton.isUsingTextureForMatrices);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton.bones.length + 1));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n false, // useUVMorph\r\n false, // useUV2Morph\r\n false // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Baked Vertex Animation\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines);\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n if (!this._effects[join]) {\r\n const uniforms = [\r\n \"boneTextureWidth\",\r\n \"mBones\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n ];\r\n const samplers = [\"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n const computeEffectOptions = {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [\"outPosition\"],\r\n };\r\n computeEffect = this._engine!.createEffect(\"gpuTransform\", computeEffectOptions, this._engine!);\r\n this._effects[join] = computeEffect;\r\n } else {\r\n computeEffect = this._effects[join];\r\n }\r\n\r\n this._compute(mesh, computeEffect);\r\n }\r\n\r\n this._engine!.getCaps().parallelShaderCompile = parallelShaderCompile;\r\n }\r\n\r\n private _compute(mesh: AbstractMesh, effect: Effect): void {\r\n const engine = this._engine as Engine;\r\n\r\n // Buffer\r\n let targetBuffer: Buffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (!this._buffers[mesh.uniqueId]) {\r\n const targetData = new Float32Array(vertexCount * 3);\r\n targetBuffer = new Buffer(mesh.getEngine(), targetData, true, 3);\r\n this._buffers[mesh.uniqueId] = targetBuffer;\r\n } else {\r\n targetBuffer = this._buffers[mesh.uniqueId];\r\n }\r\n\r\n // Bind\r\n effect.getEngine().enableEffect(effect);\r\n (mesh as Mesh)._bindDirect(effect, null, true);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(mesh, effect);\r\n if (mesh.morphTargetManager && mesh.morphTargetManager.isUsingTextureForTargets) {\r\n mesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // BVA\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n mesh.bakedVertexAnimationManager?.bind(effect, false);\r\n }\r\n\r\n // Update\r\n const arrayBuffer = targetBuffer.getData()! as Float32Array;\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointFillMode, 0, vertexCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.readTransformFeedbackBuffer(arrayBuffer);\r\n engine.bindTransformFeedbackBuffer(null);\r\n\r\n // Update mesh\r\n if (this._meshListCounter === 0) {\r\n mesh._refreshBoundingInfo(arrayBuffer, null);\r\n } else {\r\n const bb = mesh.getBoundingInfo().boundingBox;\r\n const extend = extractMinAndMax(arrayBuffer, 0, vertexCount);\r\n\r\n TransformFeedbackBoundingHelper._Min.copyFrom(bb.minimum).minimizeInPlace(extend.minimum);\r\n TransformFeedbackBoundingHelper._Max.copyFrom(bb.maximum).maximizeInPlace(extend.maximum);\r\n\r\n mesh._refreshBoundingInfoDirect({ minimum: TransformFeedbackBoundingHelper._Min, maximum: TransformFeedbackBoundingHelper._Max });\r\n }\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public registerMeshListAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshList = meshes;\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public processMeshList(): void {\r\n if (this._meshList.length === 0) {\r\n return;\r\n }\r\n\r\n this._processMeshList(this._meshList);\r\n this._meshListCounter++;\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public fetchResultsForMeshListAsync(): Promise<void> {\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n for (const key in this._buffers) {\r\n this._buffers[key].dispose();\r\n }\r\n this._buffers = {};\r\n this._effects = {};\r\n this._engine = null;\r\n }\r\n}\r\n"]}
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+
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type { Effect } from \"core/Materials/effect\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { VertexBuffer, Buffer } from \"core/Buffers/buffer\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport {\r\n BindBonesParameters,\r\n BindMorphTargetParameters,\r\n PrepareAttributesForBakedVertexAnimation,\r\n PrepareDefinesAndAttributesForMorphTargets,\r\n} from \"core/Materials/materialHelper.functions\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport { extractMinAndMax } from \"core/Maths/math.functions\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport \"../../Shaders/gpuTransform.vertex\";\r\nimport \"../../Shaders/gpuTransform.fragment\";\r\n\r\n/** @internal */\r\nexport class TransformFeedbackBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private static _Min = new Vector3();\r\n private static _Max = new Vector3();\r\n\r\n private _engine: Nullable<ThinEngine>;\r\n private _buffers: { [key: number]: Buffer } = {};\r\n private _effects: { [key: string]: Effect } = {};\r\n private _meshList: AbstractMesh[];\r\n private _meshListCounter = 0;\r\n\r\n /**\r\n * Creates a new TransformFeedbackBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: ThinEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshListCounter = 0;\r\n\r\n this._processMeshList(meshes);\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n private _processMeshList(meshes: AbstractMesh[]) {\r\n const parallelShaderCompile = this._engine!.getCaps().parallelShaderCompile;\r\n\r\n this._engine!.getCaps().parallelShaderCompile = undefined;\r\n\r\n for (let i = 0; i < meshes.length; ++i) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n // Get correct effect\r\n let computeEffect: Effect;\r\n const defines: string[] = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BONETEXTURE \" + mesh.skeleton.isUsingTextureForMatrices);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton.bones.length + 1));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n false, // useUVMorph\r\n false, // useUV2Morph\r\n false // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Baked Vertex Animation\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines);\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n if (!this._effects[join]) {\r\n const uniforms = [\r\n \"boneTextureInfo\",\r\n \"mBones\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n ];\r\n const samplers = [\"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n const computeEffectOptions = {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [\"outPosition\"],\r\n };\r\n computeEffect = this._engine!.createEffect(\"gpuTransform\", computeEffectOptions, this._engine!);\r\n this._effects[join] = computeEffect;\r\n } else {\r\n computeEffect = this._effects[join];\r\n }\r\n\r\n this._compute(mesh, computeEffect);\r\n }\r\n\r\n this._engine!.getCaps().parallelShaderCompile = parallelShaderCompile;\r\n }\r\n\r\n private _compute(mesh: AbstractMesh, effect: Effect): void {\r\n const engine = this._engine as Engine;\r\n\r\n // Buffer\r\n let targetBuffer: Buffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (!this._buffers[mesh.uniqueId]) {\r\n const targetData = new Float32Array(vertexCount * 3);\r\n targetBuffer = new Buffer(mesh.getEngine(), targetData, true, 3);\r\n this._buffers[mesh.uniqueId] = targetBuffer;\r\n } else {\r\n targetBuffer = this._buffers[mesh.uniqueId];\r\n }\r\n\r\n // Bind\r\n effect.getEngine().enableEffect(effect);\r\n (mesh as Mesh)._bindDirect(effect, null, true);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(mesh, effect);\r\n if (mesh.morphTargetManager && mesh.morphTargetManager.isUsingTextureForTargets) {\r\n mesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // BVA\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n mesh.bakedVertexAnimationManager?.bind(effect, false);\r\n }\r\n\r\n // Update\r\n const arrayBuffer = targetBuffer.getData()! as Float32Array;\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointFillMode, 0, vertexCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.readTransformFeedbackBuffer(arrayBuffer);\r\n engine.bindTransformFeedbackBuffer(null);\r\n\r\n // Update mesh\r\n if (this._meshListCounter === 0) {\r\n mesh._refreshBoundingInfo(arrayBuffer, null);\r\n } else {\r\n const bb = mesh.getBoundingInfo().boundingBox;\r\n const extend = extractMinAndMax(arrayBuffer, 0, vertexCount);\r\n\r\n TransformFeedbackBoundingHelper._Min.copyFrom(bb.minimum).minimizeInPlace(extend.minimum);\r\n TransformFeedbackBoundingHelper._Max.copyFrom(bb.maximum).maximizeInPlace(extend.maximum);\r\n\r\n mesh._refreshBoundingInfoDirect({ minimum: TransformFeedbackBoundingHelper._Min, maximum: TransformFeedbackBoundingHelper._Max });\r\n }\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public registerMeshListAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshList = meshes;\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public processMeshList(): void {\r\n if (this._meshList.length === 0) {\r\n return;\r\n }\r\n\r\n this._processMeshList(this._meshList);\r\n this._meshListCounter++;\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public fetchResultsForMeshListAsync(): Promise<void> {\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n for (const key in this._buffers) {\r\n this._buffers[key].dispose();\r\n }\r\n this._buffers = {};\r\n this._effects = {};\r\n this._engine = null;\r\n }\r\n}\r\n"]}
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@@ -10,6 +10,7 @@ export interface WebGPUTextureDescription {
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autoBindSampler?: boolean;
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isTextureArray: boolean;
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isStorageTexture: boolean;
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+
storageTextureAccess?: GPUStorageTextureAccess;
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textures: Array<WebGPUBindingInfo>;
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sampleType?: GPUTextureSampleType;
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webgpuShaderProcessingContext.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGPU/webgpuShaderProcessingContext.ts"],"names":[],"mappings":"AAMA,MAAM,SAAS,GAAG,CAAC,CAAC;AACpB,MAAM,mBAAmB,GAAG,CAAC,IAAI,EAAE,CAAC;AAEpC,yDAAyD;AACzD,MAAM,kBAAkB,GAA8B;IAClD,aAAa;IACb,IAAI,EAAE,CAAC;IACP,IAAI,EAAE,CAAC;IACP,IAAI,EAAE,CAAC;IAEP,aAAa;IACb,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,CAAC;CACZ,CAAC;AAmCF;;GAEG;AACH,MAAM,OAAO,6BAA6B;IAqF/B,MAAM,KAAK,SAAS;QACvB,OAAO,6BAA6B,CAAC,wBAAwB,CAAC,CAAC,CAAC,6BAA6B,CAAC,oBAAoB,CAAC,CAAC,CAAC,6BAA6B,CAAC,UAAU,CAAC;IAClK,CAAC;IA+BD,YAAY,cAA8B,EAAE,QAAQ,GAAG,KAAK;QALrD,yCAAoC,GAA+B,EAAE,CAAC;QAMzE,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;QAErC,IAAI,CAAC,sBAAsB,GAAG,CAAC,CAAC;QAChC,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;QAC9B,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;QACxB,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;QAE1B,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC5B,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;QAC9B,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;QAC3B,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC5B,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAE5B,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC5B,IAAI,CAAC,sBAAsB,GAAG,EAAE,CAAC;QACjC,IAAI,CAAC,wBAAwB,GAAG,EAAE,CAAC;QACnC,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;QAC3B,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;QACtB,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;QACvB,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;QAEvB,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;QAE3B,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,IAAI,CAAC,yBAAyB,EAAE,CAAC;QACrC,CAAC;IACL,CAAC;IAEO,yBAAyB;QAC7B,MAAM,SAAS,GAAG,6BAA6B,CAAC,SAAS,CAAC;QAE1D,MAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,KAAK,MAAM,IAAI,IAAI,SAAS,EAAE,CAAC;YAC3B,MAAM,OAAO,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC,OAAO,CAAC;YACxC,IAAI,OAAO,CAAC,UAAU,KAAK,CAAC,CAAC,EAAE,CAAC;gBAC5B,SAAS;YACb,CAAC;YACD,IAAI,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,KAAK,SAAS,EAAE,CAAC;gBAC3C,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,GAAG,OAAO,CAAC,YAAY,CAAC;YACtD,CAAC;iBAAM,CAAC;gBACJ,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,EAAE,OAAO,CAAC,YAAY,CAAC,CAAC;YAC5F,CAAC;QACL,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;QACxC,IAAI,IAAI,CAAC,cAAc,KAAK,CAAC,EAAE,CAAC;YAC5B,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;QAC9B,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;QAC1D,CAAC;IACL,CAAC;IAEM,wBAAwB,CAAC,QAAgB,EAAE,cAAsB,CAAC;QACrE,MAAM,KAAK,GAAG,IAAI,CAAC,sBAAsB,CAAC;QAE1C,IAAI,CAAC,sBAAsB,IAAI,CAAC,kBAAkB,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,WAAW,IAAI,CAAC,CAAC,CAAC;QAExF,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,sBAAsB,CAAC,QAAgB,EAAE,cAAsB,CAAC;QACnE,MAAM,KAAK,GAAG,IAAI,CAAC,oBAAoB,CAAC;QAExC,IAAI,CAAC,oBAAoB,IAAI,CAAC,kBAAkB,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,WAAW,IAAI,CAAC,CAAC,CAAC;QAEtF,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,qBAAqB;QACxB,OAAO,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;IACvC,CAAC;IAEO,mBAAmB,CAAC,YAAoB;QAC5C,IAAI,IAAI,CAAC,gBAAgB,GAAG,mBAAmB,GAAG,YAAY,EAAE,CAAC;YAC7D,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;QAC9B,CAAC;QAED,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,EAAE,CAAC;YACpC,4CAA4C;YAC5C,MAAM,iFAAiF,CAAC;QAC5F,CAAC;QAED,MAAM,WAAW,GAAG;YAChB,UAAU,EAAE,IAAI,CAAC,cAAc;YAC/B,YAAY,EAAE,IAAI,CAAC,gBAAgB;SACtC,CAAC;QAEF,IAAI,CAAC,gBAAgB,IAAI,YAAY,CAAC;QAEtC,OAAO,WAAW,CAAC;IACvB,CAAC;;AAlND,gBAAgB;AACF,sDAAwB,GAAG,IAAI,AAAP,CAAQ,CAAC,kIAAkI;AACjL,8DAA8D;AAE7C,kDAAoB,GAA+C;IAChF,KAAK,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,EAAE,EAAE;IACtD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { _IShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\n\r\nconst MaxGroups = 4;\r\nconst MaxBindingsPerGroup = 1 << 16;\r\n\r\n// all types not listed are assumed to consume 1 location\r\nconst TypeToLocationSize: { [key: string]: number } = {\r\n // GLSL types\r\n mat2: 2,\r\n mat3: 3,\r\n mat4: 4,\r\n\r\n // WGSL types\r\n mat2x2: 2,\r\n mat3x3: 3,\r\n mat4x4: 4,\r\n};\r\n\r\n/** @internal */\r\nexport interface WebGPUBindingInfo {\r\n groupIndex: number;\r\n bindingIndex: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUTextureDescription {\r\n autoBindSampler?: boolean;\r\n isTextureArray: boolean;\r\n isStorageTexture: boolean;\r\n textures: Array<WebGPUBindingInfo>;\r\n sampleType?: GPUTextureSampleType; // not used if the texture is a storage texture\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUSamplerDescription {\r\n binding: WebGPUBindingInfo;\r\n type: GPUSamplerBindingType;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUBufferDescription {\r\n binding: WebGPUBindingInfo;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUBindGroupLayoutEntryInfo {\r\n name: string;\r\n index: number; // index of the entry (GPUBindGroupLayoutEntry) in the bindGroupLayoutEntries[group] array\r\n nameInArrayOfTexture?: string; // something like texture0, texture1, ... if texture is an array, else same thing as \"name\"\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class WebGPUShaderProcessingContext implements _IShaderProcessingContext {\r\n /** @internal */\r\n public static _SimplifiedKnownBindings = true; // if true, use only group=0,binding=0 as a known group/binding for the Scene ubo and use group=1,binding=X for all other bindings\r\n // if false, see _KnownUBOs for the known groups/bindings used\r\n\r\n protected static _SimplifiedKnownUBOs: { [key: string]: WebGPUBufferDescription } = {\r\n Scene: { binding: { groupIndex: 0, bindingIndex: 0 } },\r\n Light0: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light1: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light2: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light3: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light4: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light5: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light6: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light7: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light8: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light9: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light10: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light11: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light12: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light13: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light14: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light15: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light16: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light17: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light18: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light19: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light20: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light21: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light22: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light23: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light24: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light25: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light26: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light27: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light28: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light29: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light30: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light31: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Material: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Mesh: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Internals: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n };\r\n\r\n protected static _KnownUBOs: { [key: string]: WebGPUBufferDescription } = {\r\n Scene: { binding: { groupIndex: 0, bindingIndex: 0 } },\r\n\r\n Light0: { binding: { groupIndex: 1, bindingIndex: 0 } },\r\n Light1: { binding: { groupIndex: 1, bindingIndex: 1 } },\r\n Light2: { binding: { groupIndex: 1, bindingIndex: 2 } },\r\n Light3: { binding: { groupIndex: 1, bindingIndex: 3 } },\r\n Light4: { binding: { groupIndex: 1, bindingIndex: 4 } },\r\n Light5: { binding: { groupIndex: 1, bindingIndex: 5 } },\r\n Light6: { binding: { groupIndex: 1, bindingIndex: 6 } },\r\n Light7: { binding: { groupIndex: 1, bindingIndex: 7 } },\r\n Light8: { binding: { groupIndex: 1, bindingIndex: 8 } },\r\n Light9: { binding: { groupIndex: 1, bindingIndex: 9 } },\r\n Light10: { binding: { groupIndex: 1, bindingIndex: 10 } },\r\n Light11: { binding: { groupIndex: 1, bindingIndex: 11 } },\r\n Light12: { binding: { groupIndex: 1, bindingIndex: 12 } },\r\n Light13: { binding: { groupIndex: 1, bindingIndex: 13 } },\r\n Light14: { binding: { groupIndex: 1, bindingIndex: 14 } },\r\n Light15: { binding: { groupIndex: 1, bindingIndex: 15 } },\r\n Light16: { binding: { groupIndex: 1, bindingIndex: 16 } },\r\n Light17: { binding: { groupIndex: 1, bindingIndex: 17 } },\r\n Light18: { binding: { groupIndex: 1, bindingIndex: 18 } },\r\n Light19: { binding: { groupIndex: 1, bindingIndex: 19 } },\r\n Light20: { binding: { groupIndex: 1, bindingIndex: 20 } },\r\n Light21: { binding: { groupIndex: 1, bindingIndex: 21 } },\r\n Light22: { binding: { groupIndex: 1, bindingIndex: 22 } },\r\n Light23: { binding: { groupIndex: 1, bindingIndex: 23 } },\r\n Light24: { binding: { groupIndex: 1, bindingIndex: 24 } },\r\n Light25: { binding: { groupIndex: 1, bindingIndex: 25 } },\r\n Light26: { binding: { groupIndex: 1, bindingIndex: 26 } },\r\n Light27: { binding: { groupIndex: 1, bindingIndex: 27 } },\r\n Light28: { binding: { groupIndex: 1, bindingIndex: 28 } },\r\n Light29: { binding: { groupIndex: 1, bindingIndex: 29 } },\r\n Light30: { binding: { groupIndex: 1, bindingIndex: 30 } },\r\n Light31: { binding: { groupIndex: 1, bindingIndex: 31 } },\r\n\r\n Material: { binding: { groupIndex: 2, bindingIndex: 0 } },\r\n Mesh: { binding: { groupIndex: 2, bindingIndex: 1 } },\r\n Internals: { binding: { groupIndex: 2, bindingIndex: 2 } },\r\n };\r\n\r\n public static get KnownUBOs() {\r\n return WebGPUShaderProcessingContext._SimplifiedKnownBindings ? WebGPUShaderProcessingContext._SimplifiedKnownUBOs : WebGPUShaderProcessingContext._KnownUBOs;\r\n }\r\n\r\n public shaderLanguage: ShaderLanguage;\r\n\r\n public uboNextBindingIndex: number;\r\n public freeGroupIndex: number;\r\n public freeBindingIndex: number;\r\n\r\n public availableVaryings: { [key: string]: number };\r\n public availableAttributes: { [key: string]: number };\r\n public availableBuffers: { [key: string]: WebGPUBufferDescription };\r\n public availableTextures: { [key: string]: WebGPUTextureDescription };\r\n public availableSamplers: { [key: string]: WebGPUSamplerDescription };\r\n\r\n public leftOverUniforms: { name: string; type: string; length: number }[];\r\n\r\n public orderedAttributes: string[];\r\n public bindGroupLayoutEntries: GPUBindGroupLayoutEntry[][];\r\n public bindGroupLayoutEntryInfo: WebGPUBindGroupLayoutEntryInfo[][];\r\n public bindGroupEntries: GPUBindGroupEntry[][];\r\n public bufferNames: string[]; // list of all uniform/storage buffer names used in the shader\r\n public textureNames: string[]; // list of all texture names used in the shader\r\n public samplerNames: string[]; // list of all sampler names used in the shader\r\n public attributeNamesFromEffect: string[];\r\n public attributeLocationsFromEffect: number[];\r\n\r\n public vertexBufferKindToNumberOfComponents: { [kind: string]: number } = {};\r\n\r\n private _attributeNextLocation: number;\r\n private _varyingNextLocation: number;\r\n\r\n constructor(shaderLanguage: ShaderLanguage, pureMode = false) {\r\n this.shaderLanguage = shaderLanguage;\r\n\r\n this._attributeNextLocation = 0;\r\n this._varyingNextLocation = 0;\r\n this.freeGroupIndex = 0;\r\n this.freeBindingIndex = 0;\r\n\r\n this.availableVaryings = {};\r\n this.availableAttributes = {};\r\n this.availableBuffers = {};\r\n this.availableTextures = {};\r\n this.availableSamplers = {};\r\n\r\n this.orderedAttributes = [];\r\n this.bindGroupLayoutEntries = [];\r\n this.bindGroupLayoutEntryInfo = [];\r\n this.bindGroupEntries = [];\r\n this.bufferNames = [];\r\n this.textureNames = [];\r\n this.samplerNames = [];\r\n\r\n this.leftOverUniforms = [];\r\n\r\n if (!pureMode) {\r\n this._findStartingGroupBinding();\r\n }\r\n }\r\n\r\n private _findStartingGroupBinding(): void {\r\n const knownUBOs = WebGPUShaderProcessingContext.KnownUBOs;\r\n\r\n const groups: number[] = [];\r\n for (const name in knownUBOs) {\r\n const binding = knownUBOs[name].binding;\r\n if (binding.groupIndex === -1) {\r\n continue;\r\n }\r\n if (groups[binding.groupIndex] === undefined) {\r\n groups[binding.groupIndex] = binding.bindingIndex;\r\n } else {\r\n groups[binding.groupIndex] = Math.max(groups[binding.groupIndex], binding.bindingIndex);\r\n }\r\n }\r\n\r\n this.freeGroupIndex = groups.length - 1;\r\n if (this.freeGroupIndex === 0) {\r\n this.freeGroupIndex++;\r\n this.freeBindingIndex = 0;\r\n } else {\r\n this.freeBindingIndex = groups[groups.length - 1] + 1;\r\n }\r\n }\r\n\r\n public getAttributeNextLocation(dataType: string, arrayLength: number = 0): number {\r\n const index = this._attributeNextLocation;\r\n\r\n this._attributeNextLocation += (TypeToLocationSize[dataType] ?? 1) * (arrayLength || 1);\r\n\r\n return index;\r\n }\r\n\r\n public getVaryingNextLocation(dataType: string, arrayLength: number = 0): number {\r\n const index = this._varyingNextLocation;\r\n\r\n this._varyingNextLocation += (TypeToLocationSize[dataType] ?? 1) * (arrayLength || 1);\r\n\r\n return index;\r\n }\r\n\r\n public getNextFreeUBOBinding() {\r\n return this._getNextFreeBinding(1);\r\n }\r\n\r\n private _getNextFreeBinding(bindingCount: number) {\r\n if (this.freeBindingIndex > MaxBindingsPerGroup - bindingCount) {\r\n this.freeGroupIndex++;\r\n this.freeBindingIndex = 0;\r\n }\r\n\r\n if (this.freeGroupIndex === MaxGroups) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Too many textures or UBOs have been declared and it is not supported in WebGPU.\";\r\n }\r\n\r\n const returnValue = {\r\n groupIndex: this.freeGroupIndex,\r\n bindingIndex: this.freeBindingIndex,\r\n };\r\n\r\n this.freeBindingIndex += bindingCount;\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { _IShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\n\r\nconst MaxGroups = 4;\r\nconst MaxBindingsPerGroup = 1 << 16;\r\n\r\n// all types not listed are assumed to consume 1 location\r\nconst TypeToLocationSize: { [key: string]: number } = {\r\n // GLSL types\r\n mat2: 2,\r\n mat3: 3,\r\n mat4: 4,\r\n\r\n // WGSL types\r\n mat2x2: 2,\r\n mat3x3: 3,\r\n mat4x4: 4,\r\n};\r\n\r\n/** @internal */\r\nexport interface WebGPUBindingInfo {\r\n groupIndex: number;\r\n bindingIndex: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUTextureDescription {\r\n autoBindSampler?: boolean;\r\n isTextureArray: boolean;\r\n isStorageTexture: boolean;\r\n storageTextureAccess?: GPUStorageTextureAccess; // \"write-only\", \"read-only\", or \"read-write\"\r\n textures: Array<WebGPUBindingInfo>;\r\n sampleType?: GPUTextureSampleType; // not used if the texture is a storage texture\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUSamplerDescription {\r\n binding: WebGPUBindingInfo;\r\n type: GPUSamplerBindingType;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUBufferDescription {\r\n binding: WebGPUBindingInfo;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUBindGroupLayoutEntryInfo {\r\n name: string;\r\n index: number; // index of the entry (GPUBindGroupLayoutEntry) in the bindGroupLayoutEntries[group] array\r\n nameInArrayOfTexture?: string; // something like texture0, texture1, ... if texture is an array, else same thing as \"name\"\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class WebGPUShaderProcessingContext implements _IShaderProcessingContext {\r\n /** @internal */\r\n public static _SimplifiedKnownBindings = true; // if true, use only group=0,binding=0 as a known group/binding for the Scene ubo and use group=1,binding=X for all other bindings\r\n // if false, see _KnownUBOs for the known groups/bindings used\r\n\r\n protected static _SimplifiedKnownUBOs: { [key: string]: WebGPUBufferDescription } = {\r\n Scene: { binding: { groupIndex: 0, bindingIndex: 0 } },\r\n Light0: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light1: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light2: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light3: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light4: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light5: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light6: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light7: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light8: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light9: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light10: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light11: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light12: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light13: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light14: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light15: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light16: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light17: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light18: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light19: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light20: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light21: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light22: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light23: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light24: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light25: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light26: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light27: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light28: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light29: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light30: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light31: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Material: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Mesh: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Internals: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n };\r\n\r\n protected static _KnownUBOs: { [key: string]: WebGPUBufferDescription } = {\r\n Scene: { binding: { groupIndex: 0, bindingIndex: 0 } },\r\n\r\n Light0: { binding: { groupIndex: 1, bindingIndex: 0 } },\r\n Light1: { binding: { groupIndex: 1, bindingIndex: 1 } },\r\n Light2: { binding: { groupIndex: 1, bindingIndex: 2 } },\r\n Light3: { binding: { groupIndex: 1, bindingIndex: 3 } },\r\n Light4: { binding: { groupIndex: 1, bindingIndex: 4 } },\r\n Light5: { binding: { groupIndex: 1, bindingIndex: 5 } },\r\n Light6: { binding: { groupIndex: 1, bindingIndex: 6 } },\r\n Light7: { binding: { groupIndex: 1, bindingIndex: 7 } },\r\n Light8: { binding: { groupIndex: 1, bindingIndex: 8 } },\r\n Light9: { binding: { groupIndex: 1, bindingIndex: 9 } },\r\n Light10: { binding: { groupIndex: 1, bindingIndex: 10 } },\r\n Light11: { binding: { groupIndex: 1, bindingIndex: 11 } },\r\n Light12: { binding: { groupIndex: 1, bindingIndex: 12 } },\r\n Light13: { binding: { groupIndex: 1, bindingIndex: 13 } },\r\n Light14: { binding: { groupIndex: 1, bindingIndex: 14 } },\r\n Light15: { binding: { groupIndex: 1, bindingIndex: 15 } },\r\n Light16: { binding: { groupIndex: 1, bindingIndex: 16 } },\r\n Light17: { binding: { groupIndex: 1, bindingIndex: 17 } },\r\n Light18: { binding: { groupIndex: 1, bindingIndex: 18 } },\r\n Light19: { binding: { groupIndex: 1, bindingIndex: 19 } },\r\n Light20: { binding: { groupIndex: 1, bindingIndex: 20 } },\r\n Light21: { binding: { groupIndex: 1, bindingIndex: 21 } },\r\n Light22: { binding: { groupIndex: 1, bindingIndex: 22 } },\r\n Light23: { binding: { groupIndex: 1, bindingIndex: 23 } },\r\n Light24: { binding: { groupIndex: 1, bindingIndex: 24 } },\r\n Light25: { binding: { groupIndex: 1, bindingIndex: 25 } },\r\n Light26: { binding: { groupIndex: 1, bindingIndex: 26 } },\r\n Light27: { binding: { groupIndex: 1, bindingIndex: 27 } },\r\n Light28: { binding: { groupIndex: 1, bindingIndex: 28 } },\r\n Light29: { binding: { groupIndex: 1, bindingIndex: 29 } },\r\n Light30: { binding: { groupIndex: 1, bindingIndex: 30 } },\r\n Light31: { binding: { groupIndex: 1, bindingIndex: 31 } },\r\n\r\n Material: { binding: { groupIndex: 2, bindingIndex: 0 } },\r\n Mesh: { binding: { groupIndex: 2, bindingIndex: 1 } },\r\n Internals: { binding: { groupIndex: 2, bindingIndex: 2 } },\r\n };\r\n\r\n public static get KnownUBOs() {\r\n return WebGPUShaderProcessingContext._SimplifiedKnownBindings ? WebGPUShaderProcessingContext._SimplifiedKnownUBOs : WebGPUShaderProcessingContext._KnownUBOs;\r\n }\r\n\r\n public shaderLanguage: ShaderLanguage;\r\n\r\n public uboNextBindingIndex: number;\r\n public freeGroupIndex: number;\r\n public freeBindingIndex: number;\r\n\r\n public availableVaryings: { [key: string]: number };\r\n public availableAttributes: { [key: string]: number };\r\n public availableBuffers: { [key: string]: WebGPUBufferDescription };\r\n public availableTextures: { [key: string]: WebGPUTextureDescription };\r\n public availableSamplers: { [key: string]: WebGPUSamplerDescription };\r\n\r\n public leftOverUniforms: { name: string; type: string; length: number }[];\r\n\r\n public orderedAttributes: string[];\r\n public bindGroupLayoutEntries: GPUBindGroupLayoutEntry[][];\r\n public bindGroupLayoutEntryInfo: WebGPUBindGroupLayoutEntryInfo[][];\r\n public bindGroupEntries: GPUBindGroupEntry[][];\r\n public bufferNames: string[]; // list of all uniform/storage buffer names used in the shader\r\n public textureNames: string[]; // list of all texture names used in the shader\r\n public samplerNames: string[]; // list of all sampler names used in the shader\r\n public attributeNamesFromEffect: string[];\r\n public attributeLocationsFromEffect: number[];\r\n\r\n public vertexBufferKindToNumberOfComponents: { [kind: string]: number } = {};\r\n\r\n private _attributeNextLocation: number;\r\n private _varyingNextLocation: number;\r\n\r\n constructor(shaderLanguage: ShaderLanguage, pureMode = false) {\r\n this.shaderLanguage = shaderLanguage;\r\n\r\n this._attributeNextLocation = 0;\r\n this._varyingNextLocation = 0;\r\n this.freeGroupIndex = 0;\r\n this.freeBindingIndex = 0;\r\n\r\n this.availableVaryings = {};\r\n this.availableAttributes = {};\r\n this.availableBuffers = {};\r\n this.availableTextures = {};\r\n this.availableSamplers = {};\r\n\r\n this.orderedAttributes = [];\r\n this.bindGroupLayoutEntries = [];\r\n this.bindGroupLayoutEntryInfo = [];\r\n this.bindGroupEntries = [];\r\n this.bufferNames = [];\r\n this.textureNames = [];\r\n this.samplerNames = [];\r\n\r\n this.leftOverUniforms = [];\r\n\r\n if (!pureMode) {\r\n this._findStartingGroupBinding();\r\n }\r\n }\r\n\r\n private _findStartingGroupBinding(): void {\r\n const knownUBOs = WebGPUShaderProcessingContext.KnownUBOs;\r\n\r\n const groups: number[] = [];\r\n for (const name in knownUBOs) {\r\n const binding = knownUBOs[name].binding;\r\n if (binding.groupIndex === -1) {\r\n continue;\r\n }\r\n if (groups[binding.groupIndex] === undefined) {\r\n groups[binding.groupIndex] = binding.bindingIndex;\r\n } else {\r\n groups[binding.groupIndex] = Math.max(groups[binding.groupIndex], binding.bindingIndex);\r\n }\r\n }\r\n\r\n this.freeGroupIndex = groups.length - 1;\r\n if (this.freeGroupIndex === 0) {\r\n this.freeGroupIndex++;\r\n this.freeBindingIndex = 0;\r\n } else {\r\n this.freeBindingIndex = groups[groups.length - 1] + 1;\r\n }\r\n }\r\n\r\n public getAttributeNextLocation(dataType: string, arrayLength: number = 0): number {\r\n const index = this._attributeNextLocation;\r\n\r\n this._attributeNextLocation += (TypeToLocationSize[dataType] ?? 1) * (arrayLength || 1);\r\n\r\n return index;\r\n }\r\n\r\n public getVaryingNextLocation(dataType: string, arrayLength: number = 0): number {\r\n const index = this._varyingNextLocation;\r\n\r\n this._varyingNextLocation += (TypeToLocationSize[dataType] ?? 1) * (arrayLength || 1);\r\n\r\n return index;\r\n }\r\n\r\n public getNextFreeUBOBinding() {\r\n return this._getNextFreeBinding(1);\r\n }\r\n\r\n private _getNextFreeBinding(bindingCount: number) {\r\n if (this.freeBindingIndex > MaxBindingsPerGroup - bindingCount) {\r\n this.freeGroupIndex++;\r\n this.freeBindingIndex = 0;\r\n }\r\n\r\n if (this.freeGroupIndex === MaxGroups) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Too many textures or UBOs have been declared and it is not supported in WebGPU.\";\r\n }\r\n\r\n const returnValue = {\r\n groupIndex: this.freeGroupIndex,\r\n bindingIndex: this.freeBindingIndex,\r\n };\r\n\r\n this.freeBindingIndex += bindingCount;\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
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@@ -36,7 +36,7 @@ export declare abstract class WebGPUShaderProcessor implements IShaderProcessor
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protected _buildLeftOverUBO(): string;
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protected _collectBindingNames(): void;
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protected _preCreateBindGroupEntries(): void;
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protected _addTextureBindingDescription(name: string, textureInfo: WebGPUTextureDescription, textureIndex: number, dimension: Nullable<GPUTextureViewDimension>, format: Nullable<GPUTextureFormat>, isVertex: boolean): void;
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protected _addTextureBindingDescription(name: string, textureInfo: WebGPUTextureDescription, textureIndex: number, dimension: Nullable<GPUTextureViewDimension>, format: Nullable<GPUTextureFormat>, isVertex: boolean, storageTextureAccess?: GPUStorageTextureAccess): void;
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protected _addSamplerBindingDescription(name: string, samplerInfo: WebGPUSamplerDescription, isVertex: boolean): void;
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protected _addBufferBindingDescription(name: string, uniformBufferInfo: WebGPUBufferDescription, bufferType: GPUBufferBindingType, isVertex: boolean): void;
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}
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