@onerjs/core 8.48.1 → 8.48.3

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.
@@ -2,9 +2,11 @@ import { type Nullable } from "../types.js";
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  import { type Scene } from "../scene.js";
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  import { type AbstractMesh } from "../Meshes/abstractMesh.js";
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  import { Mesh } from "../Meshes/mesh.js";
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- import { Vector3 } from "../Maths/math.vector.js";
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+ import { Matrix, Vector3 } from "../Maths/math.vector.js";
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+ import { type Material } from "../Materials/material.js";
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+ import { StandardMaterial } from "../Materials/standardMaterial.js";
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  import { type IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from "../Physics/v1/IPhysicsEnginePlugin.js";
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- import { type IPhysicsEnginePluginV2 } from "../Physics/v2/IPhysicsEnginePlugin.js";
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+ import { type IPhysicsEnginePluginV2, type PhysicsMassProperties } from "../Physics/v2/IPhysicsEnginePlugin.js";
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  import { PhysicsImpostor } from "../Physics/v1/physicsImpostor.js";
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  import { UtilityLayerRenderer } from "../Rendering/utilityLayerRenderer.js";
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  import { type PhysicsBody } from "../Physics/v2/physicsBody.js";
@@ -43,20 +45,20 @@ export declare class PhysicsViewer {
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  protected _numConstraints: number;
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  /** @internal */
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  protected _physicsEnginePlugin: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2 | null;
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- private _renderFunction;
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- private _inertiaRenderFunction;
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- private _constraintRenderFunction;
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- private _utilityLayer;
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- private _ownUtilityLayer;
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- private _debugBoxMesh;
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- private _debugSphereMesh;
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- private _debugCapsuleMesh;
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- private _debugCylinderMesh;
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- private _debugMaterial;
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- private _debugInertiaMaterial;
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- private _debugMeshMeshes;
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- private _constraintAxesSize;
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- private _constraintAngularSize;
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+ protected _renderFunction: () => void;
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+ protected _inertiaRenderFunction: () => void;
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+ protected _constraintRenderFunction: () => void;
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+ protected _utilityLayer: Nullable<UtilityLayerRenderer>;
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+ protected _ownUtilityLayer: boolean;
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+ protected _debugBoxMesh: Mesh;
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+ protected _debugSphereMesh: Mesh;
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+ protected _debugCapsuleMesh: Mesh;
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+ protected _debugCylinderMesh: Mesh;
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+ protected _debugMaterial: StandardMaterial;
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+ protected _debugInertiaMaterial: StandardMaterial;
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+ protected _debugMeshMeshes: Mesh[];
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+ protected _constraintAxesSize: number;
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+ protected _constraintAngularSize: number;
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  /**
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  * Creates a new PhysicsViewer
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  * @param scene defines the hosting scene
@@ -159,15 +161,15 @@ export declare class PhysicsViewer {
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  * @param constraint the constraint to hide
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  */
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  hideConstraint(constraint: Nullable<PhysicsConstraint>): void;
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- private _getDebugMaterial;
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- private _getDebugInertiaMaterial;
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- private _getDebugAxisColoredMaterial;
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- private _getDebugBoxMesh;
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- private _getDebugSphereMesh;
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- private _getDebugCapsuleMesh;
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- private _getDebugCylinderMesh;
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- private _getDebugMeshMesh;
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- private _getDebugMesh;
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+ protected _getDebugMaterial(scene: Scene): Material;
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+ protected _getDebugInertiaMaterial(scene: Scene): Material;
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+ protected _getDebugAxisColoredMaterial(axisNumber: number, scene: Scene): Material;
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+ protected _getDebugBoxMesh(scene: Scene): AbstractMesh;
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+ protected _getDebugSphereMesh(scene: Scene): AbstractMesh;
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+ protected _getDebugCapsuleMesh(scene: Scene): AbstractMesh;
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+ protected _getDebugCylinderMesh(scene: Scene): AbstractMesh;
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+ protected _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh;
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+ protected _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
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  /**
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  * Creates a debug mesh for a given physics body
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  * @param body The physics body to create the debug mesh for
@@ -178,13 +180,13 @@ export declare class PhysicsViewer {
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  * of the geometry of the body. The mesh is then assigned a debug material from the utility layer scene.
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  * This allows for visualizing the physics body in the scene.
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  */
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- private _getDebugBodyMesh;
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- private _getMeshDebugInertiaMatrixToRef;
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- private _getDebugInertiaMesh;
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- private _getTransformFromBodyToRef;
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- private _createAngularConstraintMesh;
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- private _createCage;
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- private _getDebugConstraintMesh;
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+ protected _getDebugBodyMesh(body: PhysicsBody): Nullable<AbstractMesh>;
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+ protected _getMeshDebugInertiaMatrixToRef(massProps: PhysicsMassProperties, matrix: Matrix): Matrix;
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+ protected _getDebugInertiaMesh(body: PhysicsBody): Nullable<AbstractMesh>;
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+ protected _getTransformFromBodyToRef(body: PhysicsBody, matrix: Matrix, instanceIndex?: number): Matrix;
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+ protected _createAngularConstraintMesh(minLimit: number, maxLimit: number, axisNumber: number, parent: TransformNode, scene: Scene): TransformNode;
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+ protected _createCage(parent: TransformNode, scene: Scene): AbstractMesh;
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+ protected _getDebugConstraintMesh(constraint: PhysicsConstraint): Nullable<Array<TransformNode>>;
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  /**
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  * Clean up physics debug display
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  */
@@ -1 +1 @@
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{ type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { type Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { type IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"../Physics/v1/IPhysicsEnginePlugin\";\r\nimport { PhysicsConstraintAxis, PhysicsConstraintAxisLimitMode, type IPhysicsEnginePluginV2, type PhysicsMassProperties } from \"../Physics/v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsImpostor } from \"../Physics/v1/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { type ICreateCapsuleOptions, CreateCapsule } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { type PhysicsBody } from \"../Physics/v2/physicsBody\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { MeshBuilder } from \"../Meshes/meshBuilder\";\r\nimport { type PhysicsConstraint } from \"../Physics/v2/physicsConstraint\";\r\nimport { AxesViewer } from \"./axesViewer\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n\r\nimport \"../Physics/joinedPhysicsEngineComponent\";\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n /** @internal */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @internal */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _bodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _inertiaBodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _constraints: Array<Nullable<PhysicsConstraint>> = [];\r\n /** @internal */\r\n protected _bodyMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _inertiaMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _constraintMeshes: Array<Nullable<Array<TransformNode>>> = [];\r\n /** @internal */\r\n protected _scene: Nullable<Scene>;\r\n /** @internal */\r\n protected _numMeshes = 0;\r\n /** @internal */\r\n protected _numBodies = 0;\r\n /** @internal */\r\n protected _numInertiaBodies = 0;\r\n /** @internal */\r\n protected _numConstraints = 0;\r\n /** @internal */\r\n protected _physicsEnginePlugin: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2 | null;\r\n private _renderFunction: () => void;\r\n private _inertiaRenderFunction: () => void;\r\n private _constraintRenderFunction: () => void;\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n private _ownUtilityLayer = false;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCapsuleMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugInertiaMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array<Mesh>();\r\n\r\n private _constraintAxesSize = 0.4;\r\n private _constraintAngularSize = 0.4;\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n * @param size Physics V2 size scalar\r\n * @param utilityLayer The utility layer the viewer will be added to\r\n */\r\n constructor(scene?: Scene, size?: number, utilityLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n const physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n if (utilityLayer) {\r\n this._utilityLayer = utilityLayer;\r\n } else {\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n this._ownUtilityLayer = true;\r\n }\r\n if (size) {\r\n this._constraintAxesSize = 0.4 * size;\r\n this._constraintAngularSize = 0.4 * size;\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This code is useful for synchronizing the debug meshes of the physics engine with the physics impostor and mesh.\r\n * It checks if the impostor is disposed and if the plugin version is 1, then it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes are up to date with the physics engine.\r\n */\r\n protected _updateDebugMeshes(): void {\r\n const plugin = this._physicsEnginePlugin;\r\n\r\n if (plugin?.getPluginVersion() === 1) {\r\n this._updateDebugMeshesV1();\r\n } else {\r\n this._updateDebugMeshesV2();\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This method is useful for synchronizing the debug meshes with the physics impostors.\r\n * It iterates through the impostors and meshes, and if the plugin version is 1, it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes accurately reflect the physics impostors, which is important for debugging the physics engine.\r\n */\r\n protected _updateDebugMeshesV1(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV1;\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n const impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n const mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine for V2 plugin.\r\n *\r\n * This method is useful for synchronizing the debug meshes of the physics engine with the current state of the bodies.\r\n * It iterates through the bodies array and updates the debug meshes with the current transform of each body.\r\n * This ensures that the debug meshes accurately reflect the current state of the physics engine.\r\n */\r\n protected _updateDebugMeshesV2(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV2;\r\n for (let i = 0; i < this._numBodies; ) {\r\n const body = this._bodies[i];\r\n if (body && body.isDisposed && this.hideBody(body)) {\r\n continue;\r\n }\r\n const transform = this._bodyMeshes[i];\r\n if (body && transform) {\r\n plugin.syncTransform(body, transform);\r\n }\r\n i++;\r\n }\r\n }\r\n\r\n protected _updateInertiaMeshes(): void {\r\n for (let i = 0; i < this._numInertiaBodies; ) {\r\n const body = this._inertiaBodies[i];\r\n if (body && body.isDisposed && this.hideInertia(body)) {\r\n continue;\r\n }\r\n const mesh = this._inertiaMeshes[i];\r\n if (body && mesh) {\r\n this._updateDebugInertia(body, mesh);\r\n }\r\n i++;\r\n }\r\n }\r\n\r\n protected _updateDebugInertia(body: PhysicsBody, inertiaMesh: AbstractMesh): void {\r\n const inertiaMatrixRef = Matrix.Identity();\r\n const transformMatrixRef = Matrix.Identity();\r\n const finalMatrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const inertiaAsMesh = inertiaMesh as Mesh;\r\n const inertiaMeshMatrixData = inertiaAsMesh._thinInstanceDataStorage.matrixData!;\r\n const bodyTransformMatrixData = (body.transformNode as Mesh)._thinInstanceDataStorage.matrixData!;\r\n for (let i = 0; i < body._pluginDataInstances.length; i++) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n Matrix.FromArrayToRef(bodyTransformMatrixData, i * 16, transformMatrixRef);\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, finalMatrixRef);\r\n finalMatrixRef.copyToArray(inertiaMeshMatrixData, i * 16);\r\n }\r\n inertiaAsMesh.thinInstanceBufferUpdated(\"matrix\");\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n body.transformNode.rotationQuaternion?.toRotationMatrix(transformMatrixRef);\r\n transformMatrixRef.setTranslation(body.transformNode.position);\r\n if (body.transformNode.parent) {\r\n const parentTransform = body.transformNode.parent.computeWorldMatrix(true);\r\n transformMatrixRef.multiplyToRef(parentTransform, transformMatrixRef);\r\n }\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, inertiaMatrixRef);\r\n inertiaMatrixRef.decomposeToTransformNode(inertiaMesh);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraints() {\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n const constraint = this._constraints[i];\r\n const mesh = this._constraintMeshes[i];\r\n if (constraint && mesh) {\r\n this._updateDebugConstraint(constraint, mesh[0]);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Given a scaling vector, make all of its components\r\n * 1, preserving the sign\r\n * @param scaling\r\n */\r\n protected _makeScalingUnitInPlace(scaling: Vector3) {\r\n if (Math.abs(scaling.x - 1) > Epsilon) {\r\n scaling.x = 1 * Math.sign(scaling.x);\r\n }\r\n if (Math.abs(scaling.y - 1) > Epsilon) {\r\n scaling.y = 1 * Math.sign(scaling.y);\r\n }\r\n if (Math.abs(scaling.z - 1) > Epsilon) {\r\n scaling.z = 1 * Math.sign(scaling.z);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraint(constraint: PhysicsConstraint, parentingMesh: TransformNode) {\r\n if (!constraint._initOptions) {\r\n return;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return;\r\n }\r\n\r\n const descendants = parentingMesh.getDescendants(true);\r\n for (const parentConstraintMesh of descendants) {\r\n // Get the parent transform\r\n const parentCoordSystemNode = parentConstraintMesh.getDescendants(true)[0] as TransformNode;\r\n const childCoordSystemNode = parentConstraintMesh.getDescendants(true)[1] as TransformNode;\r\n\r\n const { parentBody, parentBodyIndex } = parentCoordSystemNode.metadata;\r\n const { childBody, childBodyIndex } = childCoordSystemNode.metadata;\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n this._makeScalingUnitInPlace(parentCoordSystemNode.scaling);\r\n\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n this._makeScalingUnitInPlace(childCoordSystemNode.scaling);\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = parentCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n parentTransformNode.position.copyFrom(pivotA);\r\n\r\n const childTransformNode = childCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n childTransformNode.position.copyFrom(pivotB);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisA, perpAxisA, Vector3.CrossToRef(axisA, perpAxisA, TmpVectors.Vector3[0]), TmpVectors.Matrix[0]),\r\n parentTransformNode.rotationQuaternion!\r\n );\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisB, perpAxisB, Vector3.CrossToRef(axisB, perpAxisB, TmpVectors.Vector3[1]), TmpVectors.Matrix[1]),\r\n childTransformNode.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics body.\r\n * @param body The physics body to show.\r\n * @returns The debug mesh, or null if the body is already shown.\r\n *\r\n * This function is useful for visualizing the physics body in the scene.\r\n * It creates a debug mesh for the given body and adds it to the scene.\r\n * It also registers a before render function to update the debug mesh position and rotation.\r\n */\r\n public showBody(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugBodyMesh(body);\r\n\r\n if (debugMesh) {\r\n this._bodies[this._numBodies] = body;\r\n this._bodyMeshes[this._numBodies] = debugMesh;\r\n\r\n if (this._numBodies === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug box corresponding to the inertia of a given body\r\n * @param body the physics body used to get the inertia\r\n * @returns the debug mesh used to show the inertia, or null if the body is already shown\r\n */\r\n public showInertia(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugInertiaMesh(body);\r\n if (debugMesh) {\r\n this._inertiaBodies[this._numInertiaBodies] = body;\r\n this._inertiaMeshes[this._numInertiaBodies] = debugMesh;\r\n\r\n if (this._numInertiaBodies === 0) {\r\n this._inertiaRenderFunction = () => this._updateInertiaMeshes();\r\n this._scene.registerBeforeRender(this._inertiaRenderFunction);\r\n }\r\n\r\n this._numInertiaBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics constraint.\r\n * @param constraint the physics constraint to show\r\n * @returns the debug mesh, or null if the constraint is already shown\r\n */\r\n public showConstraint(constraint: PhysicsConstraint): Nullable<TransformNode> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] == constraint) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugConstraintMesh(constraint);\r\n if (debugMesh) {\r\n this._constraints[this._numConstraints] = constraint;\r\n this._constraintMeshes[this._numConstraints] = debugMesh;\r\n\r\n if (this._numConstraints === 0) {\r\n this._constraintRenderFunction = () => this._updateDebugConstraints();\r\n this._scene.registerBeforeRender(this._constraintRenderFunction);\r\n }\r\n\r\n this._numConstraints++;\r\n }\r\n\r\n return debugMesh ? debugMesh[0] : null;\r\n }\r\n\r\n /**\r\n * Hides an impostor from the scene.\r\n * @param impostor - The impostor to hide.\r\n *\r\n * This method is useful for hiding an impostor from the scene. It removes the\r\n * impostor from the utility layer scene, disposes the mesh, and removes the\r\n * impostor from the list of impostors. If the impostor is the last one in the\r\n * list, it also unregisters the render function.\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n const mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n const index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hides a body from the physics engine.\r\n * @param body - The body to hide.\r\n * @returns true if body actually removed\r\n *\r\n * This function is useful for hiding a body from the physics engine.\r\n * It removes the body from the utility layer scene and disposes the mesh associated with it.\r\n * It also unregisters the render function if the number of bodies is 0.\r\n * This is useful for hiding a body from the physics engine without deleting it.\r\n */\r\n public hideBody(body: Nullable<PhysicsBody>): boolean {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return false;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] === body) {\r\n const mesh = this._bodyMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._numBodies--;\r\n if (this._numBodies > 0) {\r\n this._bodyMeshes[i] = this._bodyMeshes[this._numBodies];\r\n this._bodies[i] = this._bodies[this._numBodies];\r\n this._bodyMeshes[this._numBodies] = null;\r\n this._bodies[this._numBodies] = null;\r\n } else {\r\n this._bodyMeshes[0] = null;\r\n this._bodies[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n return removed;\r\n }\r\n\r\n /**\r\n * Hides a body's inertia from the viewer utility layer\r\n * @param body the body to hide\r\n * @returns true if inertia actually removed\r\n */\r\n public hideInertia(body: Nullable<PhysicsBody>): boolean {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return false;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] === body) {\r\n const mesh = this._inertiaMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._inertiaBodies.splice(i, 1);\r\n this._inertiaMeshes.splice(i, 1);\r\n\r\n this._numInertiaBodies--;\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numInertiaBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._inertiaRenderFunction);\r\n }\r\n return removed;\r\n }\r\n\r\n /**\r\n * Hide a physics constraint from the viewer utility layer\r\n * @param constraint the constraint to hide\r\n */\r\n public hideConstraint(constraint: Nullable<PhysicsConstraint>) {\r\n if (!constraint || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n let removed = false;\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] === constraint) {\r\n const meshes = this._constraintMeshes[i];\r\n\r\n if (!meshes) {\r\n continue;\r\n }\r\n\r\n for (const mesh of meshes) {\r\n mesh.dispose();\r\n }\r\n\r\n this._constraints.splice(i, 1);\r\n this._constraintMeshes.splice(i, 1);\r\n\r\n this._numConstraints--;\r\n\r\n if (this._numConstraints > 0) {\r\n this._constraints[i] = this._constraints[this._numConstraints];\r\n this._constraintMeshes[i] = this._constraintMeshes[this._numConstraints];\r\n this._constraints[this._numConstraints] = null;\r\n this._constraintMeshes[this._numConstraints] = null;\r\n } else {\r\n this._constraints[0] = null;\r\n this._constraintMeshes[0] = null;\r\n }\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numConstraints === 0) {\r\n this._scene.unregisterBeforeRender(this._constraintRenderFunction);\r\n }\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial(\"\", scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugInertiaMaterial(scene: Scene): Material {\r\n if (!this._debugInertiaMaterial) {\r\n this._debugInertiaMaterial = new StandardMaterial(\"\", scene);\r\n this._debugInertiaMaterial.disableLighting = true;\r\n this._debugInertiaMaterial.alpha = 0.0;\r\n }\r\n\r\n return this._debugInertiaMaterial;\r\n }\r\n\r\n private _getDebugAxisColoredMaterial(axisNumber: number, scene: Scene): Material {\r\n const material = new StandardMaterial(\"\", scene);\r\n material.emissiveColor = axisNumber == 0 ? Color3.Red() : axisNumber == 1 ? Color3.Green() : Color3.Blue();\r\n material.disableLighting = true;\r\n return material;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox(\"physicsBodyBoxViewMesh\", { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance(\"physicsBodyBoxViewInstance\");\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere(\"physicsBodySphereViewMesh\", { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance(\"physicsBodySphereViewInstance\");\r\n }\r\n\r\n private _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule(\"physicsBodyCapsuleViewMesh\", { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance(\"physicsBodyCapsuleViewInstance\");\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder(\"physicsBodyCylinderViewMesh\", { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance(\"physicsBodyCylinderViewInstance\");\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n const wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n let mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n if (!impostor.physicsBody) {\r\n Logger.Warn(\"Unable to get physicsBody of impostor. It might be initialized later by its parent's impostor.\");\r\n return null;\r\n }\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor: {\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n const radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n }\r\n case PhysicsImpostor.CapsuleImpostor: {\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n }\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n const childMeshes = targetMesh.getChildMeshes().filter((c) => {\r\n return c.physicsImpostor ? 1 : 0;\r\n });\r\n for (const m of childMeshes) {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n }\r\n } else {\r\n Logger.Warn(\"No target mesh parameter provided for NoImpostor. Skipping.\");\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor: {\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n }\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Creates a debug mesh for a given physics body\r\n * @param body The physics body to create the debug mesh for\r\n * @returns The created debug mesh or null if the utility layer is not available\r\n *\r\n * This code is useful for creating a debug mesh for a given physics body.\r\n * It creates a Mesh object with a VertexData object containing the positions and indices\r\n * of the geometry of the body. The mesh is then assigned a debug material from the utility layer scene.\r\n * This allows for visualizing the physics body in the scene.\r\n */\r\n private _getDebugBodyMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n const mesh = new Mesh(\"custom\", utilityLayerScene);\r\n const vertexData = new VertexData();\r\n const geometry = body.getGeometry() as any;\r\n vertexData.positions = geometry.positions;\r\n vertexData.indices = geometry.indices;\r\n vertexData.applyToMesh(mesh);\r\n if (body._pluginDataInstances) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n mesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n }\r\n mesh.material = this._getDebugMaterial(utilityLayerScene);\r\n return mesh;\r\n }\r\n\r\n private _getMeshDebugInertiaMatrixToRef(massProps: PhysicsMassProperties, matrix: Matrix) {\r\n const orientation = massProps.inertiaOrientation ?? Quaternion.Identity();\r\n const inertiaLocal = massProps.inertia ?? Vector3.Zero();\r\n const center = massProps.centerOfMass ?? Vector3.Zero();\r\n\r\n const betaSqrd = (inertiaLocal.x - inertiaLocal.y + inertiaLocal.z) * 6;\r\n const beta = Math.sqrt(Math.max(betaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const gammaSqrd = inertiaLocal.x * 12 - betaSqrd;\r\n const gamma = Math.sqrt(Math.max(gammaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const alphaSqrd = inertiaLocal.z * 12 - betaSqrd;\r\n const alpha = Math.sqrt(Math.max(alphaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const extents = TmpVectors.Vector3[0];\r\n extents.set(alpha, beta, gamma);\r\n\r\n const scaling = Matrix.ScalingToRef(extents.x, extents.y, extents.z, TmpVectors.Matrix[0]);\r\n const rotation = orientation.toRotationMatrix(TmpVectors.Matrix[1]);\r\n const translation = Matrix.TranslationToRef(center.x, center.y, center.z, TmpVectors.Matrix[2]);\r\n\r\n scaling.multiplyToRef(rotation, matrix);\r\n matrix.multiplyToRef(translation, matrix);\r\n\r\n return matrix;\r\n }\r\n\r\n private _getDebugInertiaMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n // The base inertia mesh is going to be a 1x1 cube that's scaled and rotated according to the inertia\r\n const inertiaBoxMesh = MeshBuilder.CreateBox(\"custom\", { size: 1 }, utilityLayerScene);\r\n const matrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n for (let i = 0; i < body._pluginDataInstances.length; ++i) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.copyToArray(instanceBuffer, i * 16);\r\n }\r\n inertiaBoxMesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.decomposeToTransformNode(inertiaBoxMesh);\r\n }\r\n inertiaBoxMesh.enableEdgesRendering();\r\n inertiaBoxMesh.edgesWidth = 2.0;\r\n inertiaBoxMesh.edgesColor = new Color4(1, 0, 1, 1);\r\n inertiaBoxMesh.material = this._getDebugInertiaMaterial(utilityLayerScene);\r\n\r\n return inertiaBoxMesh;\r\n }\r\n\r\n private _getTransformFromBodyToRef(body: PhysicsBody, matrix: Matrix, instanceIndex?: number) {\r\n const tnode = body.transformNode;\r\n if (instanceIndex && instanceIndex >= 0) {\r\n return Matrix.FromArrayToRef((tnode as Mesh)._thinInstanceDataStorage.matrixData!, instanceIndex, matrix);\r\n } else {\r\n return matrix.copyFrom(tnode.getWorldMatrix());\r\n }\r\n }\r\n\r\n private _createAngularConstraintMesh(minLimit: number, maxLimit: number, axisNumber: number, parent: TransformNode, scene: Scene): TransformNode {\r\n const arcAngle = (maxLimit - minLimit) / (Math.PI * 2);\r\n const mesh = MeshBuilder.CreateCylinder(\"ConstraintCylinder\", { height: 0.0001, diameter: 3 * this._constraintAngularSize, arc: arcAngle }, scene);\r\n const root = new TransformNode(\"angular_root\", scene);\r\n root.metadata = { bodyNode: parent };\r\n mesh.material = this._getDebugAxisColoredMaterial(axisNumber, scene);\r\n parent.getWorldMatrix().decomposeToTransformNode(root);\r\n mesh.parent = root;\r\n const parentScaling = parent.absoluteScaling;\r\n switch (axisNumber) {\r\n case 0:\r\n mesh.rotation.z = Math.PI * 0.5;\r\n mesh.rotation.x = -minLimit + Math.PI * 0.5;\r\n // scaling on y,z\r\n mesh.scaling.x = 1 / parentScaling.x;\r\n mesh.scaling.y = 1 / parentScaling.z;\r\n mesh.scaling.z = 1 / parentScaling.y;\r\n break;\r\n case 1:\r\n mesh.rotation.y = Math.PI * 1.5 + minLimit;\r\n // flip x,z\r\n mesh.scaling.x = 1 / parentScaling.z;\r\n mesh.scaling.y = 1 / parentScaling.y;\r\n mesh.scaling.z = 1 / parentScaling.x;\r\n break;\r\n case 2:\r\n mesh.rotation.x = Math.PI * 0.5;\r\n // flip z,y\r\n mesh.scaling.x = 1 / parentScaling.x;\r\n mesh.scaling.y = 1 / parentScaling.z;\r\n mesh.scaling.z = 1 / parentScaling.y;\r\n break;\r\n }\r\n return root;\r\n }\r\n\r\n private _createCage(parent: TransformNode, scene: Scene): AbstractMesh {\r\n const cage = MeshBuilder.CreateBox(\"cage\", { size: 1 }, scene);\r\n cage.setPivotPoint(new Vector3(-0.5, -0.5, -0.5));\r\n const transparentMaterial = new StandardMaterial(\"cage_material\", scene);\r\n transparentMaterial.alpha = 0; // Fully transparent\r\n cage.material = transparentMaterial;\r\n\r\n cage.enableEdgesRendering();\r\n cage.edgesWidth = 4.0;\r\n cage.edgesColor = new Color4(1, 1, 1, 1);\r\n cage.parent = parent;\r\n return cage;\r\n }\r\n\r\n private _getDebugConstraintMesh(constraint: PhysicsConstraint): Nullable<Array<TransformNode>> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (!constraint._initOptions) {\r\n return null;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return null;\r\n }\r\n\r\n // Create a mesh to parent all the constraint debug meshes to\r\n const parentingMesh = new Mesh(\"parentingDebugConstraint\", utilityLayerScene);\r\n\r\n // First, get a reference to all physic bodies that are using this constraint\r\n const bodiesUsingConstraint = constraint.getBodiesUsingConstraint();\r\n\r\n const parentedConstraintMeshes = [];\r\n parentedConstraintMeshes.push(parentingMesh);\r\n\r\n for (const bodyPairInfo of bodiesUsingConstraint) {\r\n // Create a mesh to keep the pair of constraint axes\r\n const parentOfPair = new TransformNode(\"parentOfPair\", utilityLayerScene);\r\n parentOfPair.parent = parentingMesh;\r\n\r\n const { parentBody, parentBodyIndex, childBody, childBodyIndex } = bodyPairInfo;\r\n // Get the parent transform\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n const parentCoordSystemNode = new TransformNode(\"parentCoordSystem\", utilityLayerScene);\r\n // parentCoordSystemNode.parent = parentingMesh;\r\n parentCoordSystemNode.parent = parentOfPair;\r\n // Save parent and index here to be able to get the transform on update\r\n parentCoordSystemNode.metadata = { parentBody, parentBodyIndex };\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n\r\n const childCoordSystemNode = new TransformNode(\"childCoordSystem\", utilityLayerScene);\r\n // childCoordSystemNode.parent = parentingMesh;\r\n childCoordSystemNode.parent = parentOfPair;\r\n // Save child and index here to be able to get the transform on update\r\n childCoordSystemNode.metadata = { childBody, childBodyIndex };\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n const rotTransformParent = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisA, perpAxisA, axisA.cross(perpAxisA), TmpVectors.Matrix[0]));\r\n const rotTransformChild = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisB, perpAxisB, axisB.cross(perpAxisB), TmpVectors.Matrix[0]));\r\n\r\n const translateTransformParent = pivotA;\r\n const translateTransformChild = pivotB;\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = new TransformNode(\"constraint_parent\", utilityLayerScene);\r\n parentTransformNode.position.copyFrom(translateTransformParent);\r\n parentTransformNode.rotationQuaternion = rotTransformParent;\r\n parentTransformNode.parent = parentCoordSystemNode;\r\n\r\n const childTransformNode = new TransformNode(\"constraint_child\", utilityLayerScene);\r\n childTransformNode.parent = childCoordSystemNode;\r\n childTransformNode.position.copyFrom(translateTransformChild);\r\n childTransformNode.rotationQuaternion = rotTransformChild;\r\n\r\n // Create axes for the constraint\r\n const parentAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n parentAxes.xAxis.parent = parentTransformNode;\r\n // parentAxes.xAxis.isPi\r\n parentAxes.yAxis.parent = parentTransformNode;\r\n parentAxes.zAxis.parent = parentTransformNode;\r\n\r\n const childAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n childAxes.xAxis.parent = childTransformNode;\r\n childAxes.yAxis.parent = childTransformNode;\r\n childAxes.zAxis.parent = childTransformNode;\r\n\r\n // constrain vis\r\n const engine = this._physicsEnginePlugin! as IPhysicsEnginePluginV2;\r\n\r\n const constraintAxisAngular = [PhysicsConstraintAxis.ANGULAR_X, PhysicsConstraintAxis.ANGULAR_Y, PhysicsConstraintAxis.ANGULAR_Z];\r\n const constraintAxisLinear = [PhysicsConstraintAxis.LINEAR_X, PhysicsConstraintAxis.LINEAR_Y, PhysicsConstraintAxis.LINEAR_Z];\r\n const constraintAxis = [constraintAxisAngular, constraintAxisLinear];\r\n\r\n // count axis. Angular and Linear\r\n const lockCount = [0, 0];\r\n for (let angularLinear = 0; angularLinear < 2; angularLinear++) {\r\n for (let axis = 0; axis < 3; axis++) {\r\n const constraintAxisValue = constraintAxis[angularLinear][axis];\r\n const axisMode = engine.getAxisMode(constraint, constraintAxisValue);\r\n if (axisMode == PhysicsConstraintAxisLimitMode.LOCKED) {\r\n lockCount[angularLinear]++;\r\n }\r\n }\r\n }\r\n\r\n // Any free/limited Linear axis\r\n if (lockCount[1] != 3) {\r\n const cage = this._createCage(parentTransformNode, utilityLayerScene);\r\n\r\n const min = TmpVectors.Vector3[0];\r\n const max = TmpVectors.Vector3[1];\r\n const limited = [false, false, false];\r\n\r\n limited[0] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_X) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n limited[1] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_Y) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n limited[2] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_Z) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n\r\n min.x = limited[0] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_X)! : 0;\r\n max.x = limited[0] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_X)! : 0;\r\n min.y = limited[1] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_Y)! : 0;\r\n max.y = limited[1] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_Y)! : 0;\r\n min.z = limited[2] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_Z)! : 0;\r\n max.z = limited[2] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_Z)! : 0;\r\n\r\n cage.position.x = min.x + 0.5;\r\n cage.position.y = min.y + 0.5;\r\n cage.position.z = min.z + 0.5;\r\n\r\n cage.scaling.x = max.x - min.x + Epsilon;\r\n cage.scaling.y = max.y - min.y + Epsilon;\r\n cage.scaling.z = max.z - min.z + Epsilon;\r\n parentedConstraintMeshes.push(cage);\r\n }\r\n\r\n // Angular\r\n if (lockCount[0] != 3) {\r\n for (let axisIndex = 0; axisIndex < 3; axisIndex++) {\r\n const axis = constraintAxisAngular[axisIndex];\r\n const axisMode = engine.getAxisMode(constraint, axis);\r\n let minLimit = 0;\r\n let maxLimit = Math.PI * 2;\r\n if (axisMode == PhysicsConstraintAxisLimitMode.LIMITED) {\r\n minLimit = engine.getAxisMinLimit(constraint, axis)!;\r\n maxLimit = engine.getAxisMaxLimit(constraint, axis)!;\r\n }\r\n if (axisMode != PhysicsConstraintAxisLimitMode.LOCKED && constraint.options.pivotB) {\r\n const mesh = this._createAngularConstraintMesh(minLimit, maxLimit, axisIndex, childBody.transformNode, utilityLayerScene);\r\n mesh.position.copyFrom(constraint.options.pivotB);\r\n parentedConstraintMeshes.push(mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return parentedConstraintMeshes;\r\n }\r\n\r\n /**\r\n * Clean up physics debug display\r\n */\r\n public dispose() {\r\n // impostors\r\n for (let index = this._numMeshes - 1; index >= 0; index--) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n // bodies\r\n for (let index = this._numBodies - 1; index >= 0; index--) {\r\n this.hideBody(this._bodies[0]);\r\n }\r\n // inertia\r\n for (let index = this._numInertiaBodies - 1; index >= 0; index--) {\r\n this.hideInertia(this._inertiaBodies[0]);\r\n }\r\n\r\n for (let index = this._numConstraints - 1; index >= 0; index--) {\r\n this.hideConstraint(this._constraints[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._ownUtilityLayer && this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { type Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { type IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"../Physics/v1/IPhysicsEnginePlugin\";\r\nimport { PhysicsConstraintAxis, PhysicsConstraintAxisLimitMode, type IPhysicsEnginePluginV2, type PhysicsMassProperties } from \"../Physics/v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsImpostor } from \"../Physics/v1/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { type ICreateCapsuleOptions, CreateCapsule } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { type PhysicsBody } from \"../Physics/v2/physicsBody\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { MeshBuilder } from \"../Meshes/meshBuilder\";\r\nimport { type PhysicsConstraint } from \"../Physics/v2/physicsConstraint\";\r\nimport { AxesViewer } from \"./axesViewer\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n\r\nimport \"../Physics/joinedPhysicsEngineComponent\";\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n /** @internal */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @internal */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _bodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _inertiaBodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _constraints: Array<Nullable<PhysicsConstraint>> = [];\r\n /** @internal */\r\n protected _bodyMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _inertiaMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _constraintMeshes: Array<Nullable<Array<TransformNode>>> = [];\r\n /** @internal */\r\n protected _scene: Nullable<Scene>;\r\n /** @internal */\r\n protected _numMeshes = 0;\r\n /** @internal */\r\n protected _numBodies = 0;\r\n /** @internal */\r\n protected _numInertiaBodies = 0;\r\n /** @internal */\r\n protected _numConstraints = 0;\r\n /** @internal */\r\n protected _physicsEnginePlugin: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2 | null;\r\n protected _renderFunction: () => void;\r\n protected _inertiaRenderFunction: () => void;\r\n protected _constraintRenderFunction: () => void;\r\n protected _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n protected _ownUtilityLayer = false;\r\n\r\n protected _debugBoxMesh: Mesh;\r\n protected _debugSphereMesh: Mesh;\r\n protected _debugCapsuleMesh: Mesh;\r\n protected _debugCylinderMesh: Mesh;\r\n protected _debugMaterial: StandardMaterial;\r\n protected _debugInertiaMaterial: StandardMaterial;\r\n protected _debugMeshMeshes = new Array<Mesh>();\r\n\r\n protected _constraintAxesSize = 0.4;\r\n protected _constraintAngularSize = 0.4;\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n * @param size Physics V2 size scalar\r\n * @param utilityLayer The utility layer the viewer will be added to\r\n */\r\n constructor(scene?: Scene, size?: number, utilityLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n const physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n if (utilityLayer) {\r\n this._utilityLayer = utilityLayer;\r\n } else {\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n this._ownUtilityLayer = true;\r\n }\r\n if (size) {\r\n this._constraintAxesSize = 0.4 * size;\r\n this._constraintAngularSize = 0.4 * size;\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This code is useful for synchronizing the debug meshes of the physics engine with the physics impostor and mesh.\r\n * It checks if the impostor is disposed and if the plugin version is 1, then it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes are up to date with the physics engine.\r\n */\r\n protected _updateDebugMeshes(): void {\r\n const plugin = this._physicsEnginePlugin;\r\n\r\n if (plugin?.getPluginVersion() === 1) {\r\n this._updateDebugMeshesV1();\r\n } else {\r\n this._updateDebugMeshesV2();\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This method is useful for synchronizing the debug meshes with the physics impostors.\r\n * It iterates through the impostors and meshes, and if the plugin version is 1, it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes accurately reflect the physics impostors, which is important for debugging the physics engine.\r\n */\r\n protected _updateDebugMeshesV1(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV1;\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n const impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n const mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine for V2 plugin.\r\n *\r\n * This method is useful for synchronizing the debug meshes of the physics engine with the current state of the bodies.\r\n * It iterates through the bodies array and updates the debug meshes with the current transform of each body.\r\n * This ensures that the debug meshes accurately reflect the current state of the physics engine.\r\n */\r\n protected _updateDebugMeshesV2(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV2;\r\n for (let i = 0; i < this._numBodies; ) {\r\n const body = this._bodies[i];\r\n if (body && body.isDisposed && this.hideBody(body)) {\r\n continue;\r\n }\r\n const transform = this._bodyMeshes[i];\r\n if (body && transform) {\r\n plugin.syncTransform(body, transform);\r\n }\r\n i++;\r\n }\r\n }\r\n\r\n protected _updateInertiaMeshes(): void {\r\n for (let i = 0; i < this._numInertiaBodies; ) {\r\n const body = this._inertiaBodies[i];\r\n if (body && body.isDisposed && this.hideInertia(body)) {\r\n continue;\r\n }\r\n const mesh = this._inertiaMeshes[i];\r\n if (body && mesh) {\r\n this._updateDebugInertia(body, mesh);\r\n }\r\n i++;\r\n }\r\n }\r\n\r\n protected _updateDebugInertia(body: PhysicsBody, inertiaMesh: AbstractMesh): void {\r\n const inertiaMatrixRef = Matrix.Identity();\r\n const transformMatrixRef = Matrix.Identity();\r\n const finalMatrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const inertiaAsMesh = inertiaMesh as Mesh;\r\n const inertiaMeshMatrixData = inertiaAsMesh._thinInstanceDataStorage.matrixData!;\r\n const bodyTransformMatrixData = (body.transformNode as Mesh)._thinInstanceDataStorage.matrixData!;\r\n for (let i = 0; i < body._pluginDataInstances.length; i++) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n Matrix.FromArrayToRef(bodyTransformMatrixData, i * 16, transformMatrixRef);\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, finalMatrixRef);\r\n finalMatrixRef.copyToArray(inertiaMeshMatrixData, i * 16);\r\n }\r\n inertiaAsMesh.thinInstanceBufferUpdated(\"matrix\");\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n body.transformNode.rotationQuaternion?.toRotationMatrix(transformMatrixRef);\r\n transformMatrixRef.setTranslation(body.transformNode.position);\r\n if (body.transformNode.parent) {\r\n const parentTransform = body.transformNode.parent.computeWorldMatrix(true);\r\n transformMatrixRef.multiplyToRef(parentTransform, transformMatrixRef);\r\n }\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, inertiaMatrixRef);\r\n inertiaMatrixRef.decomposeToTransformNode(inertiaMesh);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraints() {\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n const constraint = this._constraints[i];\r\n const mesh = this._constraintMeshes[i];\r\n if (constraint && mesh) {\r\n this._updateDebugConstraint(constraint, mesh[0]);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Given a scaling vector, make all of its components\r\n * 1, preserving the sign\r\n * @param scaling\r\n */\r\n protected _makeScalingUnitInPlace(scaling: Vector3) {\r\n if (Math.abs(scaling.x - 1) > Epsilon) {\r\n scaling.x = 1 * Math.sign(scaling.x);\r\n }\r\n if (Math.abs(scaling.y - 1) > Epsilon) {\r\n scaling.y = 1 * Math.sign(scaling.y);\r\n }\r\n if (Math.abs(scaling.z - 1) > Epsilon) {\r\n scaling.z = 1 * Math.sign(scaling.z);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraint(constraint: PhysicsConstraint, parentingMesh: TransformNode) {\r\n if (!constraint._initOptions) {\r\n return;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return;\r\n }\r\n\r\n const descendants = parentingMesh.getDescendants(true);\r\n for (const parentConstraintMesh of descendants) {\r\n // Get the parent transform\r\n const parentCoordSystemNode = parentConstraintMesh.getDescendants(true)[0] as TransformNode;\r\n const childCoordSystemNode = parentConstraintMesh.getDescendants(true)[1] as TransformNode;\r\n\r\n const { parentBody, parentBodyIndex } = parentCoordSystemNode.metadata;\r\n const { childBody, childBodyIndex } = childCoordSystemNode.metadata;\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n this._makeScalingUnitInPlace(parentCoordSystemNode.scaling);\r\n\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n this._makeScalingUnitInPlace(childCoordSystemNode.scaling);\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = parentCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n parentTransformNode.position.copyFrom(pivotA);\r\n\r\n const childTransformNode = childCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n childTransformNode.position.copyFrom(pivotB);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisA, perpAxisA, Vector3.CrossToRef(axisA, perpAxisA, TmpVectors.Vector3[0]), TmpVectors.Matrix[0]),\r\n parentTransformNode.rotationQuaternion!\r\n );\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisB, perpAxisB, Vector3.CrossToRef(axisB, perpAxisB, TmpVectors.Vector3[1]), TmpVectors.Matrix[1]),\r\n childTransformNode.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics body.\r\n * @param body The physics body to show.\r\n * @returns The debug mesh, or null if the body is already shown.\r\n *\r\n * This function is useful for visualizing the physics body in the scene.\r\n * It creates a debug mesh for the given body and adds it to the scene.\r\n * It also registers a before render function to update the debug mesh position and rotation.\r\n */\r\n public showBody(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugBodyMesh(body);\r\n\r\n if (debugMesh) {\r\n this._bodies[this._numBodies] = body;\r\n this._bodyMeshes[this._numBodies] = debugMesh;\r\n\r\n if (this._numBodies === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug box corresponding to the inertia of a given body\r\n * @param body the physics body used to get the inertia\r\n * @returns the debug mesh used to show the inertia, or null if the body is already shown\r\n */\r\n public showInertia(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugInertiaMesh(body);\r\n if (debugMesh) {\r\n this._inertiaBodies[this._numInertiaBodies] = body;\r\n this._inertiaMeshes[this._numInertiaBodies] = debugMesh;\r\n\r\n if (this._numInertiaBodies === 0) {\r\n this._inertiaRenderFunction = () => this._updateInertiaMeshes();\r\n this._scene.registerBeforeRender(this._inertiaRenderFunction);\r\n }\r\n\r\n this._numInertiaBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics constraint.\r\n * @param constraint the physics constraint to show\r\n * @returns the debug mesh, or null if the constraint is already shown\r\n */\r\n public showConstraint(constraint: PhysicsConstraint): Nullable<TransformNode> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] == constraint) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugConstraintMesh(constraint);\r\n if (debugMesh) {\r\n this._constraints[this._numConstraints] = constraint;\r\n this._constraintMeshes[this._numConstraints] = debugMesh;\r\n\r\n if (this._numConstraints === 0) {\r\n this._constraintRenderFunction = () => this._updateDebugConstraints();\r\n this._scene.registerBeforeRender(this._constraintRenderFunction);\r\n }\r\n\r\n this._numConstraints++;\r\n }\r\n\r\n return debugMesh ? debugMesh[0] : null;\r\n }\r\n\r\n /**\r\n * Hides an impostor from the scene.\r\n * @param impostor - The impostor to hide.\r\n *\r\n * This method is useful for hiding an impostor from the scene. It removes the\r\n * impostor from the utility layer scene, disposes the mesh, and removes the\r\n * impostor from the list of impostors. If the impostor is the last one in the\r\n * list, it also unregisters the render function.\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n const mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n const index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hides a body from the physics engine.\r\n * @param body - The body to hide.\r\n * @returns true if body actually removed\r\n *\r\n * This function is useful for hiding a body from the physics engine.\r\n * It removes the body from the utility layer scene and disposes the mesh associated with it.\r\n * It also unregisters the render function if the number of bodies is 0.\r\n * This is useful for hiding a body from the physics engine without deleting it.\r\n */\r\n public hideBody(body: Nullable<PhysicsBody>): boolean {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return false;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] === body) {\r\n const mesh = this._bodyMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._numBodies--;\r\n if (this._numBodies > 0) {\r\n this._bodyMeshes[i] = this._bodyMeshes[this._numBodies];\r\n this._bodies[i] = this._bodies[this._numBodies];\r\n this._bodyMeshes[this._numBodies] = null;\r\n this._bodies[this._numBodies] = null;\r\n } else {\r\n this._bodyMeshes[0] = null;\r\n this._bodies[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n return removed;\r\n }\r\n\r\n /**\r\n * Hides a body's inertia from the viewer utility layer\r\n * @param body the body to hide\r\n * @returns true if inertia actually removed\r\n */\r\n public hideInertia(body: Nullable<PhysicsBody>): boolean {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return false;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] === body) {\r\n const mesh = this._inertiaMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._inertiaBodies.splice(i, 1);\r\n this._inertiaMeshes.splice(i, 1);\r\n\r\n this._numInertiaBodies--;\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numInertiaBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._inertiaRenderFunction);\r\n }\r\n return removed;\r\n }\r\n\r\n /**\r\n * Hide a physics constraint from the viewer utility layer\r\n * @param constraint the constraint to hide\r\n */\r\n public hideConstraint(constraint: Nullable<PhysicsConstraint>) {\r\n if (!constraint || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n let removed = false;\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] === constraint) {\r\n const meshes = this._constraintMeshes[i];\r\n\r\n if (!meshes) {\r\n continue;\r\n }\r\n\r\n for (const mesh of meshes) {\r\n mesh.dispose();\r\n }\r\n\r\n this._constraints.splice(i, 1);\r\n this._constraintMeshes.splice(i, 1);\r\n\r\n this._numConstraints--;\r\n\r\n if (this._numConstraints > 0) {\r\n this._constraints[i] = this._constraints[this._numConstraints];\r\n this._constraintMeshes[i] = this._constraintMeshes[this._numConstraints];\r\n this._constraints[this._numConstraints] = null;\r\n this._constraintMeshes[this._numConstraints] = null;\r\n } else {\r\n this._constraints[0] = null;\r\n this._constraintMeshes[0] = null;\r\n }\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numConstraints === 0) {\r\n this._scene.unregisterBeforeRender(this._constraintRenderFunction);\r\n }\r\n }\r\n\r\n protected _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial(\"\", scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n protected _getDebugInertiaMaterial(scene: Scene): Material {\r\n if (!this._debugInertiaMaterial) {\r\n this._debugInertiaMaterial = new StandardMaterial(\"\", scene);\r\n this._debugInertiaMaterial.disableLighting = true;\r\n this._debugInertiaMaterial.alpha = 0.0;\r\n }\r\n\r\n return this._debugInertiaMaterial;\r\n }\r\n\r\n protected _getDebugAxisColoredMaterial(axisNumber: number, scene: Scene): Material {\r\n const material = new StandardMaterial(\"\", scene);\r\n material.emissiveColor = axisNumber == 0 ? Color3.Red() : axisNumber == 1 ? Color3.Green() : Color3.Blue();\r\n material.disableLighting = true;\r\n return material;\r\n }\r\n\r\n protected _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox(\"physicsBodyBoxViewMesh\", { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance(\"physicsBodyBoxViewInstance\");\r\n }\r\n\r\n protected _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere(\"physicsBodySphereViewMesh\", { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance(\"physicsBodySphereViewInstance\");\r\n }\r\n\r\n protected _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule(\"physicsBodyCapsuleViewMesh\", { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance(\"physicsBodyCapsuleViewInstance\");\r\n }\r\n\r\n protected _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder(\"physicsBodyCylinderViewMesh\", { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance(\"physicsBodyCylinderViewInstance\");\r\n }\r\n\r\n protected _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n const wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n protected _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n let mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n if (!impostor.physicsBody) {\r\n Logger.Warn(\"Unable to get physicsBody of impostor. It might be initialized later by its parent's impostor.\");\r\n return null;\r\n }\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor: {\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n const radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n }\r\n case PhysicsImpostor.CapsuleImpostor: {\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n }\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n const childMeshes = targetMesh.getChildMeshes().filter((c) => {\r\n return c.physicsImpostor ? 1 : 0;\r\n });\r\n for (const m of childMeshes) {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n }\r\n } else {\r\n Logger.Warn(\"No target mesh parameter provided for NoImpostor. Skipping.\");\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor: {\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n }\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Creates a debug mesh for a given physics body\r\n * @param body The physics body to create the debug mesh for\r\n * @returns The created debug mesh or null if the utility layer is not available\r\n *\r\n * This code is useful for creating a debug mesh for a given physics body.\r\n * It creates a Mesh object with a VertexData object containing the positions and indices\r\n * of the geometry of the body. The mesh is then assigned a debug material from the utility layer scene.\r\n * This allows for visualizing the physics body in the scene.\r\n */\r\n protected _getDebugBodyMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n const mesh = new Mesh(\"custom\", utilityLayerScene);\r\n const vertexData = new VertexData();\r\n const geometry = body.getGeometry() as any;\r\n vertexData.positions = geometry.positions;\r\n vertexData.indices = geometry.indices;\r\n vertexData.applyToMesh(mesh);\r\n if (body._pluginDataInstances) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n mesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n }\r\n mesh.material = this._getDebugMaterial(utilityLayerScene);\r\n return mesh;\r\n }\r\n\r\n protected _getMeshDebugInertiaMatrixToRef(massProps: PhysicsMassProperties, matrix: Matrix) {\r\n const orientation = massProps.inertiaOrientation ?? Quaternion.Identity();\r\n const inertiaLocal = massProps.inertia ?? Vector3.Zero();\r\n const center = massProps.centerOfMass ?? Vector3.Zero();\r\n\r\n const betaSqrd = (inertiaLocal.x - inertiaLocal.y + inertiaLocal.z) * 6;\r\n const beta = Math.sqrt(Math.max(betaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const gammaSqrd = inertiaLocal.x * 12 - betaSqrd;\r\n const gamma = Math.sqrt(Math.max(gammaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const alphaSqrd = inertiaLocal.z * 12 - betaSqrd;\r\n const alpha = Math.sqrt(Math.max(alphaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const extents = TmpVectors.Vector3[0];\r\n extents.set(alpha, beta, gamma);\r\n\r\n const scaling = Matrix.ScalingToRef(extents.x, extents.y, extents.z, TmpVectors.Matrix[0]);\r\n const rotation = orientation.toRotationMatrix(TmpVectors.Matrix[1]);\r\n const translation = Matrix.TranslationToRef(center.x, center.y, center.z, TmpVectors.Matrix[2]);\r\n\r\n scaling.multiplyToRef(rotation, matrix);\r\n matrix.multiplyToRef(translation, matrix);\r\n\r\n return matrix;\r\n }\r\n\r\n protected _getDebugInertiaMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n // The base inertia mesh is going to be a 1x1 cube that's scaled and rotated according to the inertia\r\n const inertiaBoxMesh = MeshBuilder.CreateBox(\"custom\", { size: 1 }, utilityLayerScene);\r\n const matrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n for (let i = 0; i < body._pluginDataInstances.length; ++i) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.copyToArray(instanceBuffer, i * 16);\r\n }\r\n inertiaBoxMesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.decomposeToTransformNode(inertiaBoxMesh);\r\n }\r\n inertiaBoxMesh.enableEdgesRendering();\r\n inertiaBoxMesh.edgesWidth = 2.0;\r\n inertiaBoxMesh.edgesColor = new Color4(1, 0, 1, 1);\r\n inertiaBoxMesh.material = this._getDebugInertiaMaterial(utilityLayerScene);\r\n\r\n return inertiaBoxMesh;\r\n }\r\n\r\n protected _getTransformFromBodyToRef(body: PhysicsBody, matrix: Matrix, instanceIndex?: number) {\r\n const tnode = body.transformNode;\r\n if (instanceIndex && instanceIndex >= 0) {\r\n return Matrix.FromArrayToRef((tnode as Mesh)._thinInstanceDataStorage.matrixData!, instanceIndex, matrix);\r\n } else {\r\n return matrix.copyFrom(tnode.getWorldMatrix());\r\n }\r\n }\r\n\r\n protected _createAngularConstraintMesh(minLimit: number, maxLimit: number, axisNumber: number, parent: TransformNode, scene: Scene): TransformNode {\r\n const arcAngle = (maxLimit - minLimit) / (Math.PI * 2);\r\n const mesh = MeshBuilder.CreateCylinder(\"ConstraintCylinder\", { height: 0.0001, diameter: 3 * this._constraintAngularSize, arc: arcAngle }, scene);\r\n const root = new TransformNode(\"angular_root\", scene);\r\n root.metadata = { bodyNode: parent };\r\n mesh.material = this._getDebugAxisColoredMaterial(axisNumber, scene);\r\n parent.getWorldMatrix().decomposeToTransformNode(root);\r\n mesh.parent = root;\r\n const parentScaling = parent.absoluteScaling;\r\n switch (axisNumber) {\r\n case 0:\r\n mesh.rotation.z = Math.PI * 0.5;\r\n mesh.rotation.x = -minLimit + Math.PI * 0.5;\r\n // scaling on y,z\r\n mesh.scaling.x = 1 / parentScaling.x;\r\n mesh.scaling.y = 1 / parentScaling.z;\r\n mesh.scaling.z = 1 / parentScaling.y;\r\n break;\r\n case 1:\r\n mesh.rotation.y = Math.PI * 1.5 + minLimit;\r\n // flip x,z\r\n mesh.scaling.x = 1 / parentScaling.z;\r\n mesh.scaling.y = 1 / parentScaling.y;\r\n mesh.scaling.z = 1 / parentScaling.x;\r\n break;\r\n case 2:\r\n mesh.rotation.x = Math.PI * 0.5;\r\n // flip z,y\r\n mesh.scaling.x = 1 / parentScaling.x;\r\n mesh.scaling.y = 1 / parentScaling.z;\r\n mesh.scaling.z = 1 / parentScaling.y;\r\n break;\r\n }\r\n return root;\r\n }\r\n\r\n protected _createCage(parent: TransformNode, scene: Scene): AbstractMesh {\r\n const cage = MeshBuilder.CreateBox(\"cage\", { size: 1 }, scene);\r\n cage.setPivotPoint(new Vector3(-0.5, -0.5, -0.5));\r\n const transparentMaterial = new StandardMaterial(\"cage_material\", scene);\r\n transparentMaterial.alpha = 0; // Fully transparent\r\n cage.material = transparentMaterial;\r\n\r\n cage.enableEdgesRendering();\r\n cage.edgesWidth = 4.0;\r\n cage.edgesColor = new Color4(1, 1, 1, 1);\r\n cage.parent = parent;\r\n return cage;\r\n }\r\n\r\n protected _getDebugConstraintMesh(constraint: PhysicsConstraint): Nullable<Array<TransformNode>> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (!constraint._initOptions) {\r\n return null;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return null;\r\n }\r\n\r\n // Create a mesh to parent all the constraint debug meshes to\r\n const parentingMesh = new Mesh(\"parentingDebugConstraint\", utilityLayerScene);\r\n\r\n // First, get a reference to all physic bodies that are using this constraint\r\n const bodiesUsingConstraint = constraint.getBodiesUsingConstraint();\r\n\r\n const parentedConstraintMeshes = [];\r\n parentedConstraintMeshes.push(parentingMesh);\r\n\r\n for (const bodyPairInfo of bodiesUsingConstraint) {\r\n // Create a mesh to keep the pair of constraint axes\r\n const parentOfPair = new TransformNode(\"parentOfPair\", utilityLayerScene);\r\n parentOfPair.parent = parentingMesh;\r\n\r\n const { parentBody, parentBodyIndex, childBody, childBodyIndex } = bodyPairInfo;\r\n // Get the parent transform\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n const parentCoordSystemNode = new TransformNode(\"parentCoordSystem\", utilityLayerScene);\r\n // parentCoordSystemNode.parent = parentingMesh;\r\n parentCoordSystemNode.parent = parentOfPair;\r\n // Save parent and index here to be able to get the transform on update\r\n parentCoordSystemNode.metadata = { parentBody, parentBodyIndex };\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n\r\n const childCoordSystemNode = new TransformNode(\"childCoordSystem\", utilityLayerScene);\r\n // childCoordSystemNode.parent = parentingMesh;\r\n childCoordSystemNode.parent = parentOfPair;\r\n // Save child and index here to be able to get the transform on update\r\n childCoordSystemNode.metadata = { childBody, childBodyIndex };\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n const rotTransformParent = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisA, perpAxisA, axisA.cross(perpAxisA), TmpVectors.Matrix[0]));\r\n const rotTransformChild = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisB, perpAxisB, axisB.cross(perpAxisB), TmpVectors.Matrix[0]));\r\n\r\n const translateTransformParent = pivotA;\r\n const translateTransformChild = pivotB;\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = new TransformNode(\"constraint_parent\", utilityLayerScene);\r\n parentTransformNode.position.copyFrom(translateTransformParent);\r\n parentTransformNode.rotationQuaternion = rotTransformParent;\r\n parentTransformNode.parent = parentCoordSystemNode;\r\n\r\n const childTransformNode = new TransformNode(\"constraint_child\", utilityLayerScene);\r\n childTransformNode.parent = childCoordSystemNode;\r\n childTransformNode.position.copyFrom(translateTransformChild);\r\n childTransformNode.rotationQuaternion = rotTransformChild;\r\n\r\n // Create axes for the constraint\r\n const parentAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n parentAxes.xAxis.parent = parentTransformNode;\r\n // parentAxes.xAxis.isPi\r\n parentAxes.yAxis.parent = parentTransformNode;\r\n parentAxes.zAxis.parent = parentTransformNode;\r\n\r\n const childAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n childAxes.xAxis.parent = childTransformNode;\r\n childAxes.yAxis.parent = childTransformNode;\r\n childAxes.zAxis.parent = childTransformNode;\r\n\r\n // constrain vis\r\n const engine = this._physicsEnginePlugin! as IPhysicsEnginePluginV2;\r\n\r\n const constraintAxisAngular = [PhysicsConstraintAxis.ANGULAR_X, PhysicsConstraintAxis.ANGULAR_Y, PhysicsConstraintAxis.ANGULAR_Z];\r\n const constraintAxisLinear = [PhysicsConstraintAxis.LINEAR_X, PhysicsConstraintAxis.LINEAR_Y, PhysicsConstraintAxis.LINEAR_Z];\r\n const constraintAxis = [constraintAxisAngular, constraintAxisLinear];\r\n\r\n // count axis. Angular and Linear\r\n const lockCount = [0, 0];\r\n for (let angularLinear = 0; angularLinear < 2; angularLinear++) {\r\n for (let axis = 0; axis < 3; axis++) {\r\n const constraintAxisValue = constraintAxis[angularLinear][axis];\r\n const axisMode = engine.getAxisMode(constraint, constraintAxisValue);\r\n if (axisMode == PhysicsConstraintAxisLimitMode.LOCKED) {\r\n lockCount[angularLinear]++;\r\n }\r\n }\r\n }\r\n\r\n // Any free/limited Linear axis\r\n if (lockCount[1] != 3) {\r\n const cage = this._createCage(parentTransformNode, utilityLayerScene);\r\n\r\n const min = TmpVectors.Vector3[0];\r\n const max = TmpVectors.Vector3[1];\r\n const limited = [false, false, false];\r\n\r\n limited[0] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_X) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n limited[1] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_Y) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n limited[2] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_Z) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n\r\n min.x = limited[0] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_X)! : 0;\r\n max.x = limited[0] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_X)! : 0;\r\n min.y = limited[1] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_Y)! : 0;\r\n max.y = limited[1] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_Y)! : 0;\r\n min.z = limited[2] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_Z)! : 0;\r\n max.z = limited[2] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_Z)! : 0;\r\n\r\n cage.position.x = min.x + 0.5;\r\n cage.position.y = min.y + 0.5;\r\n cage.position.z = min.z + 0.5;\r\n\r\n cage.scaling.x = max.x - min.x + Epsilon;\r\n cage.scaling.y = max.y - min.y + Epsilon;\r\n cage.scaling.z = max.z - min.z + Epsilon;\r\n parentedConstraintMeshes.push(cage);\r\n }\r\n\r\n // Angular\r\n if (lockCount[0] != 3) {\r\n for (let axisIndex = 0; axisIndex < 3; axisIndex++) {\r\n const axis = constraintAxisAngular[axisIndex];\r\n const axisMode = engine.getAxisMode(constraint, axis);\r\n let minLimit = 0;\r\n let maxLimit = Math.PI * 2;\r\n if (axisMode == PhysicsConstraintAxisLimitMode.LIMITED) {\r\n minLimit = engine.getAxisMinLimit(constraint, axis)!;\r\n maxLimit = engine.getAxisMaxLimit(constraint, axis)!;\r\n }\r\n if (axisMode != PhysicsConstraintAxisLimitMode.LOCKED && constraint.options.pivotB) {\r\n const mesh = this._createAngularConstraintMesh(minLimit, maxLimit, axisIndex, childBody.transformNode, utilityLayerScene);\r\n mesh.position.copyFrom(constraint.options.pivotB);\r\n parentedConstraintMeshes.push(mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return parentedConstraintMeshes;\r\n }\r\n\r\n /**\r\n * Clean up physics debug display\r\n */\r\n public dispose() {\r\n // impostors\r\n for (let index = this._numMeshes - 1; index >= 0; index--) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n // bodies\r\n for (let index = this._numBodies - 1; index >= 0; index--) {\r\n this.hideBody(this._bodies[0]);\r\n }\r\n // inertia\r\n for (let index = this._numInertiaBodies - 1; index >= 0; index--) {\r\n this.hideInertia(this._inertiaBodies[0]);\r\n }\r\n\r\n for (let index = this._numConstraints - 1; index >= 0; index--) {\r\n this.hideConstraint(this._constraints[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._ownUtilityLayer && this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -630,7 +630,7 @@ Mesh.prototype._processInstancedBuffers = function (visibleInstances, renderSelf
630
630
  while (size < expectedSize) {
631
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  size *= 2;
632
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  }
633
- if (this._userInstancedBuffersStorage.data[kind].length != size) {
633
+ if (this._userInstancedBuffersStorage.data[kind]?.length != size) {
634
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  this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);
635
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  this._userInstancedBuffersStorage.sizes[kind] = size;
636
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  if (usePerPassStorage) {
@@ -1 +1 @@
1
- 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{ type Nullable, type FloatArray, type IndicesArray } from \"../types\";\r\nimport { type Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { type Node } from \"../node\";\r\nimport { type IMeshDataOptions, AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { type Material } from \"../Materials/material\";\r\nimport { type Skeleton } from \"../Bones/skeleton\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from \"./transformNode\";\r\nimport { type Light } from \"../Lights/light\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { type Geometry } from \"./geometry\";\r\n\r\nMesh._instancedMeshFactory = (name: string, mesh: Mesh): InstancedMesh => {\r\n const instance = new InstancedMesh(name, mesh);\r\n\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n};\r\n\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nexport class InstancedMesh extends AbstractMesh {\r\n private _sourceMesh: Mesh;\r\n private _currentLOD: Mesh;\r\n private _billboardWorldMatrix: Matrix;\r\n\r\n /** @internal */\r\n public _indexInSourceMeshInstanceArray = -1;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _previousWorldMatrix: Nullable<Matrix>;\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh source.\r\n * @param name defines the name of the instance\r\n * @param source the mesh to create the instance from\r\n */\r\n constructor(name: string, source: Mesh) {\r\n super(name, source.getScene());\r\n\r\n source.addInstance(this);\r\n\r\n this._sourceMesh = source;\r\n\r\n this._unIndexed = source._unIndexed;\r\n\r\n this.position.copyFrom(source.position);\r\n this.rotation.copyFrom(source.rotation);\r\n this.scaling.copyFrom(source.scaling);\r\n\r\n if (source.rotationQuaternion) {\r\n this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n\r\n this.animations = source.animations.slice();\r\n for (const range of source.getAnimationRanges()) {\r\n if (range != null) {\r\n this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n\r\n this.infiniteDistance = source.infiniteDistance;\r\n\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n if (!source.skeleton && !source.morphTargetManager && source.hasBoundingInfo) {\r\n // without skeleton or morphTargetManager, use bounding info of source mesh directly\r\n const boundingInfo = source.getBoundingInfo();\r\n this.buildBoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n } else {\r\n this.refreshBoundingInfo(true, true);\r\n }\r\n this._syncSubMeshes();\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedMesh\";\r\n }\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public override get lightSources(): Light[] {\r\n return this._sourceMesh._lightSources;\r\n }\r\n\r\n /** @internal */\r\n public override _resyncLightSources(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n /** @internal */\r\n public override _resyncLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n /** @internal */\r\n public override _removeLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n public override get receiveShadows(): boolean {\r\n return this._sourceMesh.receiveShadows;\r\n }\r\n\r\n public override set receiveShadows(_value: boolean) {\r\n if (this._sourceMesh?.receiveShadows !== _value) {\r\n Tools.Warn(\"Setting receiveShadows on an instanced mesh has no effect\");\r\n }\r\n }\r\n\r\n /**\r\n * The material of the source mesh\r\n */\r\n public override get material(): Nullable<Material> {\r\n return this._sourceMesh.material;\r\n }\r\n\r\n public override set material(_value: Nullable<Material>) {\r\n if (this._sourceMesh?.material !== _value) {\r\n Tools.Warn(\"Setting material on an instanced mesh has no effect\");\r\n }\r\n }\r\n\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n public override get visibility(): number {\r\n return this._sourceMesh.visibility;\r\n }\r\n\r\n public override set visibility(_value: number) {\r\n if (this._sourceMesh?.visibility !== _value) {\r\n Tools.Warn(\"Setting visibility on an instanced mesh has no effect\");\r\n }\r\n }\r\n\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n public override get skeleton(): Nullable<Skeleton> {\r\n return this._sourceMesh.skeleton;\r\n }\r\n\r\n public override set skeleton(_value: Nullable<Skeleton>) {\r\n if (this._sourceMesh?.skeleton !== _value) {\r\n Tools.Warn(\"Setting skeleton on an instanced mesh has no effect\");\r\n }\r\n }\r\n\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n public override get renderingGroupId(): number {\r\n return this._sourceMesh.renderingGroupId;\r\n }\r\n\r\n public override set renderingGroupId(value: number) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n }\r\n\r\n /**\r\n * @returns the total number of vertices (integer).\r\n */\r\n public override getTotalVertices(): number {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the number of indices or zero if the mesh has no geometry.\r\n */\r\n public override getTotalIndices(): number {\r\n return this._sourceMesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * The source mesh of the instance\r\n */\r\n public get sourceMesh(): Mesh {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Gets the mesh internal Geometry object\r\n */\r\n public override get geometry(): Nullable<Geometry> {\r\n return this._sourceMesh._geometry;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return this._sourceMesh.createInstance(name);\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns is it ready\r\n */\r\n public override isReady(completeCheck = false): boolean {\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retrieve (eg. positions, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\r\n * @returns a float array or a Float32Array of the requested kind of data : positions, normals, uvs, etc.\r\n */\r\n public override getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray> {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared, forceCopy);\r\n }\r\n\r\n /** @internal */\r\n public override copyVerticesData(kind: string, vertexData: { [kind: string]: Float32Array }): void {\r\n this._sourceMesh.copyVerticesData(kind, vertexData);\r\n }\r\n\r\n /** @internal */\r\n public override getVertexBuffer(kind: string, bypassInstanceData?: boolean): Nullable<VertexBuffer> {\r\n return this._sourceMesh.getVertexBuffer(kind, bypassInstanceData);\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initially none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind defines vertex data kind\r\n * @param data defines the data source\r\n * @param updatable defines if the data must be flagged as updatable (false as default)\r\n * @param stride defines the vertex stride (optional)\r\n * @returns the current mesh\r\n */\r\n public override setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind defines vertex data kind\r\n * @param data defines the data source\r\n * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\r\n * @param makeItUnique defines it the updated vertex buffer must be flagged as unique (false by default)\r\n * @returns the source mesh\r\n */\r\n public override updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n * @param indices the source data\r\n * @param totalVertices defines the total number of vertices referenced by indices (could be null)\r\n * @returns source mesh\r\n */\r\n public override setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns true if data kind is present\r\n */\r\n public override isVerticesDataPresent(kind: string): boolean {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * @returns an array of indices (IndicesArray).\r\n */\r\n public override getIndices(): Nullable<IndicesArray> {\r\n return this._sourceMesh.getIndices();\r\n }\r\n\r\n /** @internal */\r\n public override get _positions(): Nullable<Vector3[]> {\r\n return this._sourceMesh._positions;\r\n }\r\n\r\n /** @internal */\r\n public override refreshBoundingInfo(applySkeletonOrOptions: boolean | IMeshDataOptions = false, applyMorph: boolean = false): InstancedMesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n let options: IMeshDataOptions;\r\n if (typeof applySkeletonOrOptions === \"object\") {\r\n options = applySkeletonOrOptions;\r\n } else {\r\n options = {\r\n applySkeleton: applySkeletonOrOptions,\r\n applyMorph: applyMorph,\r\n };\r\n }\r\n\r\n const bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getData(options, null, VertexBuffer.PositionKind), bias);\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public override _preActivate(): InstancedMesh {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n super._activate(renderId, intermediateRendering);\r\n\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n\r\n if (this._currentLOD) {\r\n const differentSign = this._currentLOD._getWorldMatrixDeterminant() >= 0 !== this._getWorldMatrixDeterminant() >= 0;\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n } else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public override _postActivate(): void {\r\n if (this._sourceMesh.edgesShareWithInstances && this._sourceMesh._edgesRenderer && this._sourceMesh._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer of the source mesh\r\n this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer);\r\n this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n } else if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer defined for this instance\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override getWorldMatrix(): Matrix {\r\n if (\r\n this._currentLOD &&\r\n this._currentLOD !== this._sourceMesh &&\r\n this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE &&\r\n this._currentLOD._masterMesh !== this\r\n ) {\r\n if (!this._billboardWorldMatrix) {\r\n this._billboardWorldMatrix = new Matrix();\r\n }\r\n const tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return this._billboardWorldMatrix;\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n /** @internal */\r\n public override get isAnInstance(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n * @param camera defines the camera to use to pick the LOD level\r\n * @returns a Mesh or `null` if no LOD is associated with the AbstractMesh\r\n */\r\n public override getLOD(camera: Camera): AbstractMesh {\r\n if (!camera) {\r\n return this;\r\n }\r\n\r\n const sourceMeshLODLevels = this.sourceMesh.getLODLevels();\r\n if (!sourceMeshLODLevels || sourceMeshLODLevels.length === 0) {\r\n this._currentLOD = this.sourceMesh;\r\n } else {\r\n const boundingInfo = this.getBoundingInfo();\r\n this._currentLOD = <Mesh>this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n }\r\n\r\n return this._currentLOD;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n return this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n }\r\n\r\n /** @internal */\r\n public _syncSubMeshes(): InstancedMesh {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (let index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public override _generatePointsArray(): boolean {\r\n return this._sourceMesh._generatePointsArray();\r\n }\r\n\r\n /** @internal */\r\n public override _updateBoundingInfo(): AbstractMesh {\r\n if (this.hasBoundingInfo) {\r\n this.getBoundingInfo().update(this.worldMatrixFromCache);\r\n } else {\r\n this.buildBoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n *\r\n * Returns the clone.\r\n * @param name the cloned mesh name\r\n * @param newParent the optional Node to parent the clone to.\r\n * @param doNotCloneChildren if `true` the model children aren't cloned.\r\n * @param newSourceMesh if set this mesh will be used as the source mesh instead of ths instance's one\r\n * @returns the clone\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean, newSourceMesh?: Mesh): InstancedMesh {\r\n const result = (newSourceMesh || this._sourceMesh).createInstance(name);\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(\r\n this,\r\n result,\r\n [\r\n \"name\",\r\n \"subMeshes\",\r\n \"uniqueId\",\r\n \"parent\",\r\n \"lightSources\",\r\n \"receiveShadows\",\r\n \"material\",\r\n \"visibility\",\r\n \"skeleton\",\r\n \"sourceMesh\",\r\n \"isAnInstance\",\r\n \"facetNb\",\r\n \"isFacetDataEnabled\",\r\n \"isBlocked\",\r\n \"useBones\",\r\n \"hasInstances\",\r\n \"collider\",\r\n \"edgesRenderer\",\r\n \"forward\",\r\n \"up\",\r\n \"right\",\r\n \"absolutePosition\",\r\n \"absoluteScaling\",\r\n \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\",\r\n \"nonUniformScaling\",\r\n \"behaviors\",\r\n \"worldMatrixFromCache\",\r\n \"hasThinInstances\",\r\n \"hasBoundingInfo\",\r\n \"geometry\",\r\n ],\r\n []\r\n );\r\n\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (let index = 0; index < this.getScene().meshes.length; index++) {\r\n const mesh = this.getScene().meshes[index];\r\n\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n\r\n result.computeWorldMatrix(true);\r\n\r\n this.onClonedObservable.notifyObservers(result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _serializeAsParent(serializationObject: any) {\r\n super._serializeAsParent(serializationObject);\r\n\r\n serializationObject.parentId = this._sourceMesh.uniqueId;\r\n serializationObject.parentInstanceIndex = this._indexInSourceMeshInstanceArray;\r\n }\r\n\r\n /**\r\n * Instantiate (when possible) or clone that node with its hierarchy\r\n * @param newParent defines the new parent to use for the instance (or clone)\r\n * @param options defines options to configure how copy is done\r\n * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\r\n * @returns an instance (or a clone) of the current node with its hierarchy\r\n */\r\n public override instantiateHierarchy(\r\n newParent: Nullable<TransformNode> = null,\r\n options?: { doNotInstantiate: boolean | ((node: TransformNode) => boolean); newSourcedMesh?: Mesh },\r\n onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void\r\n ): Nullable<TransformNode> {\r\n const clone = this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true, options && options.newSourcedMesh);\r\n\r\n if (clone) {\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, clone);\r\n }\r\n }\r\n\r\n for (const child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(clone, options, onNewNodeCreated);\r\n }\r\n\r\n return clone;\r\n }\r\n}\r\n\r\ndeclare module \"./mesh\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Mesh {\r\n /**\r\n * Register a custom buffer that will be instanced\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances#custom-buffers\r\n * @param kind defines the buffer kind\r\n * @param stride defines the stride in floats\r\n */\r\n registerInstancedBuffer(kind: string, stride: number): void;\r\n\r\n /**\r\n * Invalidate VertexArrayObjects belonging to the mesh (but not to the Geometry of the mesh).\r\n */\r\n _invalidateInstanceVertexArrayObject(): void;\r\n\r\n /**\r\n * true to use the edge renderer for all instances of this mesh\r\n */\r\n edgesShareWithInstances: boolean;\r\n\r\n /** @internal */\r\n _userInstancedBuffersStorage: {\r\n /** @internal */\r\n data: { [key: string]: Float32Array };\r\n /** @internal */\r\n sizes: { [key: string]: number };\r\n /** @internal */\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n /** @internal */\r\n strides: { [key: string]: number };\r\n /** @internal */\r\n vertexArrayObjects?: { [key: string]: WebGLVertexArrayObject };\r\n /** @internal */\r\n renderPasses?: {\r\n [renderPassId: number]: { [kind: string]: Nullable<VertexBuffer> };\r\n };\r\n };\r\n }\r\n}\r\n\r\ndeclare module \"./abstractMesh\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractMesh {\r\n /**\r\n * Object used to store instanced buffers defined by user\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances#custom-buffers\r\n */\r\n instancedBuffers: { [key: string]: any };\r\n }\r\n}\r\n\r\nMesh.prototype.registerInstancedBuffer = function (kind: string, stride: number): void {\r\n // Remove existing one (shared VBO)\r\n this._userInstancedBuffersStorage?.vertexBuffers[kind]?.dispose();\r\n\r\n // Remove existing per-pass VBOs (WebGPU)\r\n if (this._userInstancedBuffersStorage?.renderPasses) {\r\n for (const passId in this._userInstancedBuffersStorage.renderPasses) {\r\n const passVBOs = this._userInstancedBuffersStorage.renderPasses[passId];\r\n passVBOs[kind]?.dispose();\r\n delete passVBOs[kind];\r\n }\r\n }\r\n\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n }\r\n\r\n for (const instance of this.instances) {\r\n if (!instance.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n }\r\n }\r\n\r\n if (!this._userInstancedBuffersStorage) {\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: this.getEngine().getCaps().vertexArrayObject ? {} : undefined,\r\n };\r\n }\r\n\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n // In WebGPU, per-pass VBOs are used instead of a shared one (created on demand in _processInstancedBuffers)\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = this._instanceDataStorage.useMonoDataStorageRenderPass\r\n ? new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true)\r\n : null;\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n};\r\n\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances: Nullable<InstancedMesh[]>, renderSelf: boolean) {\r\n const instanceCount = visibleInstances ? visibleInstances.length : 0;\r\n\r\n // In WebGPU, queue.writeBuffer() writes are all applied before the command buffer executes,\r\n // so a shared VBO written by multiple render passes (e.g. effect layer + main scene) will\r\n // only reflect the last write for ALL passes. Use per-render-pass VBOs instead.\r\n const usePerPassStorage = !this._instanceDataStorage.useMonoDataStorageRenderPass;\r\n let perPassVertexBuffers: { [kind: string]: Nullable<VertexBuffer> } | undefined;\r\n if (usePerPassStorage) {\r\n const currentRenderPassId = this._instanceDataStorage.engine.currentRenderPassId;\r\n if (!this._userInstancedBuffersStorage.renderPasses) {\r\n this._userInstancedBuffersStorage.renderPasses = {};\r\n }\r\n if (!this._userInstancedBuffersStorage.renderPasses[currentRenderPassId]) {\r\n this._userInstancedBuffersStorage.renderPasses[currentRenderPassId] = {};\r\n }\r\n perPassVertexBuffers = this._userInstancedBuffersStorage.renderPasses[currentRenderPassId];\r\n }\r\n\r\n for (const kind in this.instancedBuffers) {\r\n let size = this._userInstancedBuffersStorage.sizes[kind];\r\n const stride = this._userInstancedBuffersStorage.strides[kind];\r\n\r\n // Resize if required\r\n const expectedSize = (instanceCount + 1) * stride;\r\n\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (usePerPassStorage) {\r\n if (perPassVertexBuffers![kind]) {\r\n perPassVertexBuffers![kind]!.dispose();\r\n perPassVertexBuffers![kind] = null;\r\n }\r\n } else if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n\r\n const data = this._userInstancedBuffersStorage.data[kind];\r\n\r\n // Update data buffer\r\n let offset = 0;\r\n if (renderSelf) {\r\n const value = this.instancedBuffers[kind] ?? 0;\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n for (let instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n const instance = visibleInstances![instanceIndex];\r\n\r\n const value = instance.instancedBuffers[kind] ?? 0;\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n // Update vertex buffer (per-pass in WebGPU, shared in WebGL)\r\n if (usePerPassStorage) {\r\n if (!perPassVertexBuffers![kind]) {\r\n perPassVertexBuffers![kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n perPassVertexBuffers![kind]!.updateDirectly(data, 0);\r\n }\r\n } else {\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userInstancedBuffersStorage.data[kind],\r\n kind,\r\n true,\r\n false,\r\n stride,\r\n true\r\n );\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].updateDirectly(data, 0);\r\n }\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._invalidateInstanceVertexArrayObject = function () {\r\n if (!this._userInstancedBuffersStorage || this._userInstancedBuffersStorage.vertexArrayObjects === undefined) {\r\n return;\r\n }\r\n\r\n for (const kind in this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n (this.getEngine() as ThinEngine).releaseVertexArrayObject(this._userInstancedBuffersStorage.vertexArrayObjects[kind]);\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n};\r\n\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n for (const renderPassId in this._instanceDataStorage.renderPasses) {\r\n this._instanceDataStorage.renderPasses[renderPassId].instancesBuffer?.dispose();\r\n }\r\n this._instanceDataStorage.renderPasses = {};\r\n this._instanceDataStorage.dataStorageRenderPass?.instancesBuffer?.dispose();\r\n\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n\r\n for (const kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].dispose();\r\n }\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this.instancedBuffers = {};\r\n};\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.InstancedMesh\", InstancedMesh);\r\n"]}
1
+ 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{ type Nullable, type FloatArray, type IndicesArray } from \"../types\";\r\nimport { type Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { type Node } from \"../node\";\r\nimport { type IMeshDataOptions, AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { type Material } from \"../Materials/material\";\r\nimport { type Skeleton } from \"../Bones/skeleton\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from \"./transformNode\";\r\nimport { type Light } from \"../Lights/light\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { type Geometry } from \"./geometry\";\r\n\r\nMesh._instancedMeshFactory = (name: string, mesh: Mesh): InstancedMesh => {\r\n const instance = new InstancedMesh(name, mesh);\r\n\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n};\r\n\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nexport class InstancedMesh extends AbstractMesh {\r\n private _sourceMesh: Mesh;\r\n private _currentLOD: Mesh;\r\n private _billboardWorldMatrix: Matrix;\r\n\r\n /** @internal */\r\n public _indexInSourceMeshInstanceArray = -1;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _previousWorldMatrix: Nullable<Matrix>;\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh source.\r\n * @param name defines the name of the instance\r\n * @param source the mesh to create the instance from\r\n */\r\n constructor(name: string, source: Mesh) {\r\n super(name, source.getScene());\r\n\r\n source.addInstance(this);\r\n\r\n this._sourceMesh = source;\r\n\r\n this._unIndexed = source._unIndexed;\r\n\r\n this.position.copyFrom(source.position);\r\n this.rotation.copyFrom(source.rotation);\r\n this.scaling.copyFrom(source.scaling);\r\n\r\n if (source.rotationQuaternion) {\r\n this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n\r\n this.animations = source.animations.slice();\r\n for (const range of source.getAnimationRanges()) {\r\n if (range != null) {\r\n this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n\r\n this.infiniteDistance = source.infiniteDistance;\r\n\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n if (!source.skeleton && !source.morphTargetManager && source.hasBoundingInfo) {\r\n // without skeleton or morphTargetManager, use bounding info of source mesh directly\r\n const boundingInfo = source.getBoundingInfo();\r\n this.buildBoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n } else {\r\n this.refreshBoundingInfo(true, true);\r\n }\r\n this._syncSubMeshes();\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedMesh\";\r\n }\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public override get lightSources(): Light[] {\r\n return this._sourceMesh._lightSources;\r\n }\r\n\r\n /** @internal */\r\n public override _resyncLightSources(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n /** @internal */\r\n public override _resyncLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n /** @internal */\r\n public override _removeLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n public override get receiveShadows(): boolean {\r\n return this._sourceMesh.receiveShadows;\r\n }\r\n\r\n public override set receiveShadows(_value: boolean) {\r\n if (this._sourceMesh?.receiveShadows !== _value) {\r\n Tools.Warn(\"Setting receiveShadows on an instanced mesh has no effect\");\r\n }\r\n }\r\n\r\n /**\r\n * The material of the source mesh\r\n */\r\n public override get material(): Nullable<Material> {\r\n return this._sourceMesh.material;\r\n }\r\n\r\n public override set material(_value: Nullable<Material>) {\r\n if (this._sourceMesh?.material !== _value) {\r\n Tools.Warn(\"Setting material on an instanced mesh has no effect\");\r\n }\r\n }\r\n\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n public override get visibility(): number {\r\n return this._sourceMesh.visibility;\r\n }\r\n\r\n public override set visibility(_value: number) {\r\n if (this._sourceMesh?.visibility !== _value) {\r\n Tools.Warn(\"Setting visibility on an instanced mesh has no effect\");\r\n }\r\n }\r\n\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n public override get skeleton(): Nullable<Skeleton> {\r\n return this._sourceMesh.skeleton;\r\n }\r\n\r\n public override set skeleton(_value: Nullable<Skeleton>) {\r\n if (this._sourceMesh?.skeleton !== _value) {\r\n Tools.Warn(\"Setting skeleton on an instanced mesh has no effect\");\r\n }\r\n }\r\n\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n public override get renderingGroupId(): number {\r\n return this._sourceMesh.renderingGroupId;\r\n }\r\n\r\n public override set renderingGroupId(value: number) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n }\r\n\r\n /**\r\n * @returns the total number of vertices (integer).\r\n */\r\n public override getTotalVertices(): number {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the number of indices or zero if the mesh has no geometry.\r\n */\r\n public override getTotalIndices(): number {\r\n return this._sourceMesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * The source mesh of the instance\r\n */\r\n public get sourceMesh(): Mesh {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Gets the mesh internal Geometry object\r\n */\r\n public override get geometry(): Nullable<Geometry> {\r\n return this._sourceMesh._geometry;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return this._sourceMesh.createInstance(name);\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns is it ready\r\n */\r\n public override isReady(completeCheck = false): boolean {\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retrieve (eg. positions, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\r\n * @returns a float array or a Float32Array of the requested kind of data : positions, normals, uvs, etc.\r\n */\r\n public override getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray> {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared, forceCopy);\r\n }\r\n\r\n /** @internal */\r\n public override copyVerticesData(kind: string, vertexData: { [kind: string]: Float32Array }): void {\r\n this._sourceMesh.copyVerticesData(kind, vertexData);\r\n }\r\n\r\n /** @internal */\r\n public override getVertexBuffer(kind: string, bypassInstanceData?: boolean): Nullable<VertexBuffer> {\r\n return this._sourceMesh.getVertexBuffer(kind, bypassInstanceData);\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initially none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind defines vertex data kind\r\n * @param data defines the data source\r\n * @param updatable defines if the data must be flagged as updatable (false as default)\r\n * @param stride defines the vertex stride (optional)\r\n * @returns the current mesh\r\n */\r\n public override setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind defines vertex data kind\r\n * @param data defines the data source\r\n * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\r\n * @param makeItUnique defines it the updated vertex buffer must be flagged as unique (false by default)\r\n * @returns the source mesh\r\n */\r\n public override updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n * @param indices the source data\r\n * @param totalVertices defines the total number of vertices referenced by indices (could be null)\r\n * @returns source mesh\r\n */\r\n public override setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns true if data kind is present\r\n */\r\n public override isVerticesDataPresent(kind: string): boolean {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * @returns an array of indices (IndicesArray).\r\n */\r\n public override getIndices(): Nullable<IndicesArray> {\r\n return this._sourceMesh.getIndices();\r\n }\r\n\r\n /** @internal */\r\n public override get _positions(): Nullable<Vector3[]> {\r\n return this._sourceMesh._positions;\r\n }\r\n\r\n /** @internal */\r\n public override refreshBoundingInfo(applySkeletonOrOptions: boolean | IMeshDataOptions = false, applyMorph: boolean = false): InstancedMesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n let options: IMeshDataOptions;\r\n if (typeof applySkeletonOrOptions === \"object\") {\r\n options = applySkeletonOrOptions;\r\n } else {\r\n options = {\r\n applySkeleton: applySkeletonOrOptions,\r\n applyMorph: applyMorph,\r\n };\r\n }\r\n\r\n const bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getData(options, null, VertexBuffer.PositionKind), bias);\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public override _preActivate(): InstancedMesh {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n super._activate(renderId, intermediateRendering);\r\n\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n\r\n if (this._currentLOD) {\r\n const differentSign = this._currentLOD._getWorldMatrixDeterminant() >= 0 !== this._getWorldMatrixDeterminant() >= 0;\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n } else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public override _postActivate(): void {\r\n if (this._sourceMesh.edgesShareWithInstances && this._sourceMesh._edgesRenderer && this._sourceMesh._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer of the source mesh\r\n this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer);\r\n this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n } else if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer defined for this instance\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override getWorldMatrix(): Matrix {\r\n if (\r\n this._currentLOD &&\r\n this._currentLOD !== this._sourceMesh &&\r\n this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE &&\r\n this._currentLOD._masterMesh !== this\r\n ) {\r\n if (!this._billboardWorldMatrix) {\r\n this._billboardWorldMatrix = new Matrix();\r\n }\r\n const tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return this._billboardWorldMatrix;\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n /** @internal */\r\n public override get isAnInstance(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n * @param camera defines the camera to use to pick the LOD level\r\n * @returns a Mesh or `null` if no LOD is associated with the AbstractMesh\r\n */\r\n public override getLOD(camera: Camera): AbstractMesh {\r\n if (!camera) {\r\n return this;\r\n }\r\n\r\n const sourceMeshLODLevels = this.sourceMesh.getLODLevels();\r\n if (!sourceMeshLODLevels || sourceMeshLODLevels.length === 0) {\r\n this._currentLOD = this.sourceMesh;\r\n } else {\r\n const boundingInfo = this.getBoundingInfo();\r\n this._currentLOD = <Mesh>this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n }\r\n\r\n return this._currentLOD;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n return this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n }\r\n\r\n /** @internal */\r\n public _syncSubMeshes(): InstancedMesh {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (let index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public override _generatePointsArray(): boolean {\r\n return this._sourceMesh._generatePointsArray();\r\n }\r\n\r\n /** @internal */\r\n public override _updateBoundingInfo(): AbstractMesh {\r\n if (this.hasBoundingInfo) {\r\n this.getBoundingInfo().update(this.worldMatrixFromCache);\r\n } else {\r\n this.buildBoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n *\r\n * Returns the clone.\r\n * @param name the cloned mesh name\r\n * @param newParent the optional Node to parent the clone to.\r\n * @param doNotCloneChildren if `true` the model children aren't cloned.\r\n * @param newSourceMesh if set this mesh will be used as the source mesh instead of ths instance's one\r\n * @returns the clone\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean, newSourceMesh?: Mesh): InstancedMesh {\r\n const result = (newSourceMesh || this._sourceMesh).createInstance(name);\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(\r\n this,\r\n result,\r\n [\r\n \"name\",\r\n \"subMeshes\",\r\n \"uniqueId\",\r\n \"parent\",\r\n \"lightSources\",\r\n \"receiveShadows\",\r\n \"material\",\r\n \"visibility\",\r\n \"skeleton\",\r\n \"sourceMesh\",\r\n \"isAnInstance\",\r\n \"facetNb\",\r\n \"isFacetDataEnabled\",\r\n \"isBlocked\",\r\n \"useBones\",\r\n \"hasInstances\",\r\n \"collider\",\r\n \"edgesRenderer\",\r\n \"forward\",\r\n \"up\",\r\n \"right\",\r\n \"absolutePosition\",\r\n \"absoluteScaling\",\r\n \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\",\r\n \"nonUniformScaling\",\r\n \"behaviors\",\r\n \"worldMatrixFromCache\",\r\n \"hasThinInstances\",\r\n \"hasBoundingInfo\",\r\n \"geometry\",\r\n ],\r\n []\r\n );\r\n\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (let index = 0; index < this.getScene().meshes.length; index++) {\r\n const mesh = this.getScene().meshes[index];\r\n\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n\r\n result.computeWorldMatrix(true);\r\n\r\n this.onClonedObservable.notifyObservers(result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _serializeAsParent(serializationObject: any) {\r\n super._serializeAsParent(serializationObject);\r\n\r\n serializationObject.parentId = this._sourceMesh.uniqueId;\r\n serializationObject.parentInstanceIndex = this._indexInSourceMeshInstanceArray;\r\n }\r\n\r\n /**\r\n * Instantiate (when possible) or clone that node with its hierarchy\r\n * @param newParent defines the new parent to use for the instance (or clone)\r\n * @param options defines options to configure how copy is done\r\n * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\r\n * @returns an instance (or a clone) of the current node with its hierarchy\r\n */\r\n public override instantiateHierarchy(\r\n newParent: Nullable<TransformNode> = null,\r\n options?: { doNotInstantiate: boolean | ((node: TransformNode) => boolean); newSourcedMesh?: Mesh },\r\n onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void\r\n ): Nullable<TransformNode> {\r\n const clone = this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true, options && options.newSourcedMesh);\r\n\r\n if (clone) {\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, clone);\r\n }\r\n }\r\n\r\n for (const child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(clone, options, onNewNodeCreated);\r\n }\r\n\r\n return clone;\r\n }\r\n}\r\n\r\ndeclare module \"./mesh\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Mesh {\r\n /**\r\n * Register a custom buffer that will be instanced\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances#custom-buffers\r\n * @param kind defines the buffer kind\r\n * @param stride defines the stride in floats\r\n */\r\n registerInstancedBuffer(kind: string, stride: number): void;\r\n\r\n /**\r\n * Invalidate VertexArrayObjects belonging to the mesh (but not to the Geometry of the mesh).\r\n */\r\n _invalidateInstanceVertexArrayObject(): void;\r\n\r\n /**\r\n * true to use the edge renderer for all instances of this mesh\r\n */\r\n edgesShareWithInstances: boolean;\r\n\r\n /** @internal */\r\n _userInstancedBuffersStorage: {\r\n /** @internal */\r\n data: { [key: string]: Float32Array };\r\n /** @internal */\r\n sizes: { [key: string]: number };\r\n /** @internal */\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n /** @internal */\r\n strides: { [key: string]: number };\r\n /** @internal */\r\n vertexArrayObjects?: { [key: string]: WebGLVertexArrayObject };\r\n /** @internal */\r\n renderPasses?: {\r\n [renderPassId: number]: { [kind: string]: Nullable<VertexBuffer> };\r\n };\r\n };\r\n }\r\n}\r\n\r\ndeclare module \"./abstractMesh\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractMesh {\r\n /**\r\n * Object used to store instanced buffers defined by user\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances#custom-buffers\r\n */\r\n instancedBuffers: { [key: string]: any };\r\n }\r\n}\r\n\r\nMesh.prototype.registerInstancedBuffer = function (kind: string, stride: number): void {\r\n // Remove existing one (shared VBO)\r\n this._userInstancedBuffersStorage?.vertexBuffers[kind]?.dispose();\r\n\r\n // Remove existing per-pass VBOs (WebGPU)\r\n if (this._userInstancedBuffersStorage?.renderPasses) {\r\n for (const passId in this._userInstancedBuffersStorage.renderPasses) {\r\n const passVBOs = this._userInstancedBuffersStorage.renderPasses[passId];\r\n passVBOs[kind]?.dispose();\r\n delete passVBOs[kind];\r\n }\r\n }\r\n\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n }\r\n\r\n for (const instance of this.instances) {\r\n if (!instance.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n }\r\n }\r\n\r\n if (!this._userInstancedBuffersStorage) {\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: this.getEngine().getCaps().vertexArrayObject ? {} : undefined,\r\n };\r\n }\r\n\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n // In WebGPU, per-pass VBOs are used instead of a shared one (created on demand in _processInstancedBuffers)\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = this._instanceDataStorage.useMonoDataStorageRenderPass\r\n ? new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true)\r\n : null;\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n};\r\n\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances: Nullable<InstancedMesh[]>, renderSelf: boolean) {\r\n const instanceCount = visibleInstances ? visibleInstances.length : 0;\r\n\r\n // In WebGPU, queue.writeBuffer() writes are all applied before the command buffer executes,\r\n // so a shared VBO written by multiple render passes (e.g. effect layer + main scene) will\r\n // only reflect the last write for ALL passes. Use per-render-pass VBOs instead.\r\n const usePerPassStorage = !this._instanceDataStorage.useMonoDataStorageRenderPass;\r\n let perPassVertexBuffers: { [kind: string]: Nullable<VertexBuffer> } | undefined;\r\n if (usePerPassStorage) {\r\n const currentRenderPassId = this._instanceDataStorage.engine.currentRenderPassId;\r\n if (!this._userInstancedBuffersStorage.renderPasses) {\r\n this._userInstancedBuffersStorage.renderPasses = {};\r\n }\r\n if (!this._userInstancedBuffersStorage.renderPasses[currentRenderPassId]) {\r\n this._userInstancedBuffersStorage.renderPasses[currentRenderPassId] = {};\r\n }\r\n perPassVertexBuffers = this._userInstancedBuffersStorage.renderPasses[currentRenderPassId];\r\n }\r\n\r\n for (const kind in this.instancedBuffers) {\r\n let size = this._userInstancedBuffersStorage.sizes[kind];\r\n const stride = this._userInstancedBuffersStorage.strides[kind];\r\n\r\n // Resize if required\r\n const expectedSize = (instanceCount + 1) * stride;\r\n\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n\r\n if (this._userInstancedBuffersStorage.data[kind]?.length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (usePerPassStorage) {\r\n if (perPassVertexBuffers![kind]) {\r\n perPassVertexBuffers![kind]!.dispose();\r\n perPassVertexBuffers![kind] = null;\r\n }\r\n } else if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n\r\n const data = this._userInstancedBuffersStorage.data[kind];\r\n\r\n // Update data buffer\r\n let offset = 0;\r\n if (renderSelf) {\r\n const value = this.instancedBuffers[kind] ?? 0;\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n for (let instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n const instance = visibleInstances![instanceIndex];\r\n\r\n const value = instance.instancedBuffers[kind] ?? 0;\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n // Update vertex buffer (per-pass in WebGPU, shared in WebGL)\r\n if (usePerPassStorage) {\r\n if (!perPassVertexBuffers![kind]) {\r\n perPassVertexBuffers![kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n perPassVertexBuffers![kind]!.updateDirectly(data, 0);\r\n }\r\n } else {\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userInstancedBuffersStorage.data[kind],\r\n kind,\r\n true,\r\n false,\r\n stride,\r\n true\r\n );\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].updateDirectly(data, 0);\r\n }\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._invalidateInstanceVertexArrayObject = function () {\r\n if (!this._userInstancedBuffersStorage || this._userInstancedBuffersStorage.vertexArrayObjects === undefined) {\r\n return;\r\n }\r\n\r\n for (const kind in this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n (this.getEngine() as ThinEngine).releaseVertexArrayObject(this._userInstancedBuffersStorage.vertexArrayObjects[kind]);\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n};\r\n\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n for (const renderPassId in this._instanceDataStorage.renderPasses) {\r\n this._instanceDataStorage.renderPasses[renderPassId].instancesBuffer?.dispose();\r\n }\r\n this._instanceDataStorage.renderPasses = {};\r\n this._instanceDataStorage.dataStorageRenderPass?.instancesBuffer?.dispose();\r\n\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n\r\n for (const kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].dispose();\r\n }\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this.instancedBuffers = {};\r\n};\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.InstancedMesh\", InstancedMesh);\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/core",
3
- "version": "8.48.1",
3
+ "version": "8.48.3",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",