@onerjs/core 8.48.3 → 8.48.5

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.
Files changed (118) hide show
  1. package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
  2. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  3. package/Cameras/geospatialCameraMovement.js +2 -2
  4. package/Cameras/geospatialCameraMovement.js.map +1 -1
  5. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
  6. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
  7. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
  8. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  9. package/FrameGraph/Node/Blocks/index.js +1 -0
  10. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  11. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
  12. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
  13. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
  14. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
  15. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
  16. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
  17. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
  18. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
  19. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
  20. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
  21. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
  22. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
  23. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
  24. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
  25. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
  26. package/FrameGraph/frameGraph.js +1 -0
  27. package/FrameGraph/frameGraph.js.map +1 -1
  28. package/FrameGraph/index.d.ts +1 -0
  29. package/FrameGraph/index.js +1 -0
  30. package/FrameGraph/index.js.map +1 -1
  31. package/Materials/PBR/openpbrMaterial.d.ts +13 -2
  32. package/Materials/PBR/openpbrMaterial.js +47 -16
  33. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  34. package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
  35. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  36. package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
  37. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  38. package/Materials/Textures/envCubeTexture.js +13 -13
  39. package/Materials/Textures/envCubeTexture.js.map +1 -1
  40. package/Materials/materialHelper.functions.js +1 -1
  41. package/Materials/materialHelper.functions.js.map +1 -1
  42. package/Meshes/instancedMesh.js +44 -42
  43. package/Meshes/instancedMesh.js.map +1 -1
  44. package/Misc/textureTools.d.ts +3 -1
  45. package/Misc/textureTools.js +74 -13
  46. package/Misc/textureTools.js.map +1 -1
  47. package/Particles/baseParticleSystem.d.ts +33 -1
  48. package/Particles/baseParticleSystem.js +65 -0
  49. package/Particles/baseParticleSystem.js.map +1 -1
  50. package/Particles/computeShaderParticleSystem.js +6 -0
  51. package/Particles/computeShaderParticleSystem.js.map +1 -1
  52. package/Particles/gpuParticleSystem.d.ts +24 -6
  53. package/Particles/gpuParticleSystem.js +85 -36
  54. package/Particles/gpuParticleSystem.js.map +1 -1
  55. package/Particles/particleSystem.d.ts +0 -7
  56. package/Particles/particleSystem.js +3 -15
  57. package/Particles/particleSystem.js.map +1 -1
  58. package/Particles/thinParticleSystem.d.ts +1 -3
  59. package/Particles/thinParticleSystem.js +1 -27
  60. package/Particles/thinParticleSystem.js.map +1 -1
  61. package/Particles/webgl2ParticleSystem.js +7 -0
  62. package/Particles/webgl2ParticleSystem.js.map +1 -1
  63. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
  64. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  65. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -1
  66. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +11 -1
  67. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  68. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
  69. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
  70. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  71. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
  72. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
  73. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  74. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
  75. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  76. package/Rendering/geometryBufferRenderer.d.ts +14 -5
  77. package/Rendering/geometryBufferRenderer.js +6 -2
  78. package/Rendering/geometryBufferRenderer.js.map +1 -1
  79. package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
  80. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  81. package/Rendering/iblCdfGenerator.d.ts +10 -0
  82. package/Rendering/iblCdfGenerator.js +52 -17
  83. package/Rendering/iblCdfGenerator.js.map +1 -1
  84. package/Rendering/index.d.ts +0 -6
  85. package/Rendering/index.js +0 -6
  86. package/Rendering/index.js.map +1 -1
  87. package/Shaders/ShadersInclude/openpbrDirectLighting.js +6 -1
  88. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  89. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  90. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  91. package/Shaders/gpuUpdateParticles.vertex.js +12 -6
  92. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  93. package/Shaders/iblShadowVoxelTracing.fragment.js +5 -1
  94. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  95. package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
  96. package/Shaders/iblVoxelGrid.fragment.js +33 -5
  97. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  98. package/Shaders/lod3D.fragment.d.ts +5 -0
  99. package/Shaders/lod3D.fragment.js +13 -0
  100. package/Shaders/lod3D.fragment.js.map +1 -0
  101. package/Shaders/openpbr.fragment.js +5 -0
  102. package/Shaders/openpbr.fragment.js.map +1 -1
  103. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +6 -1
  104. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  105. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  106. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  107. package/ShadersWGSL/gpuUpdateParticles.compute.js +14 -7
  108. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  109. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +5 -1
  110. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  111. package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
  112. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  113. package/ShadersWGSL/lod3D.fragment.d.ts +5 -0
  114. package/ShadersWGSL/lod3D.fragment.js +13 -0
  115. package/ShadersWGSL/lod3D.fragment.js.map +1 -0
  116. package/ShadersWGSL/openpbr.fragment.js +5 -0
  117. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  118. package/package.json +1 -1
@@ -645,52 +645,54 @@ Mesh.prototype._processInstancedBuffers = function (visibleInstances, renderSelf
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  }
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  }
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  const data = this._userInstancedBuffersStorage.data[kind];
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- // Update data buffer
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- let offset = 0;
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- if (renderSelf) {
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- const value = this.instancedBuffers[kind] ?? 0;
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- if (value.toArray) {
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- value.toArray(data, offset);
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- }
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- else if (value.copyToArray) {
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- value.copyToArray(data, offset);
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- }
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- else {
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- data[offset] = value;
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- }
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- offset += stride;
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- }
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- for (let instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {
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- const instance = visibleInstances[instanceIndex];
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- const value = instance.instancedBuffers[kind] ?? 0;
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- if (value.toArray) {
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- value.toArray(data, offset);
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- }
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- else if (value.copyToArray) {
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- value.copyToArray(data, offset);
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- }
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- else {
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- data[offset] = value;
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- }
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- offset += stride;
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- }
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- // Update vertex buffer (per-pass in WebGPU, shared in WebGL)
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- if (usePerPassStorage) {
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- if (!perPassVertexBuffers[kind]) {
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- perPassVertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);
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- this._invalidateInstanceVertexArrayObject();
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+ if (data) {
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+ // Update data buffer
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+ let offset = 0;
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+ if (renderSelf) {
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+ const value = this.instancedBuffers[kind] ?? 0;
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+ if (value.toArray) {
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+ value.toArray(data, offset);
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+ }
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+ else if (value.copyToArray) {
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+ value.copyToArray(data, offset);
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+ }
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+ else {
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+ data[offset] = value;
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+ }
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+ offset += stride;
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663
  }
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- else {
684
- perPassVertexBuffers[kind].updateDirectly(data, 0);
664
+ for (let instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {
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+ const instance = visibleInstances[instanceIndex];
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+ const value = instance.instancedBuffers[kind] ?? 0;
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+ if (value.toArray) {
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+ value.toArray(data, offset);
669
+ }
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+ else if (value.copyToArray) {
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+ value.copyToArray(data, offset);
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+ }
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+ else {
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+ data[offset] = value;
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+ }
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+ offset += stride;
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  }
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- }
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- else {
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- if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {
689
- this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);
690
- this._invalidateInstanceVertexArrayObject();
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+ // Update vertex buffer (per-pass in WebGPU, shared in WebGL)
679
+ if (usePerPassStorage) {
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+ if (!perPassVertexBuffers[kind]) {
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+ perPassVertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);
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+ this._invalidateInstanceVertexArrayObject();
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+ }
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+ else {
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+ perPassVertexBuffers[kind].updateDirectly(data, 0);
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+ }
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  }
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  else {
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- this._userInstancedBuffersStorage.vertexBuffers[kind].updateDirectly(data, 0);
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+ if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {
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+ this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);
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+ this._invalidateInstanceVertexArrayObject();
692
+ }
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+ else {
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+ this._userInstancedBuffersStorage.vertexBuffers[kind].updateDirectly(data, 0);
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+ }
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  }
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  }
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  }
@@ -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 if (data) {\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(), data, 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(this.getEngine(), data, kind, true, false, stride, true);\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\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"]}
@@ -46,15 +46,17 @@ export declare function WhenTextureReadyAsync(texture: BaseTexture): Promise<voi
46
46
  * Gets the pixel data of the specified texture, either by reading it directly
47
47
  * or by rendering it to an intermediate RGBA texture and retrieving the bytes from it.
48
48
  * This is convenient to get 8-bit RGBA values for a texture in a GPU compressed format.
49
+ * When direct readback returns non-RGBA channel layouts, the result is normalized to RGBA8.
49
50
  * @param texture the source texture
50
51
  * @param width the target width of the result, which does not have to match the source texture width
51
52
  * @param height the target height of the result, which does not have to match the source texture height
52
53
  * @param face if the texture has multiple faces, the face index to use for the source
53
54
  * @param lod if the texture has multiple LODs, the lod index to use for the source
54
55
  * @param forceRTT if true, forces the use of the RTT path for reading pixels (useful for cube maps to ensure correct orientation and gamma)
56
+ * @param slice if the texture is 3D, the depth slice index to use for the source
55
57
  * @returns the 8-bit texture data
56
58
  */
57
- export declare function GetTextureDataAsync(texture: BaseTexture, width?: number, height?: number, face?: number, lod?: number, forceRTT?: boolean): Promise<Uint8Array>;
59
+ export declare function GetTextureDataAsync(texture: BaseTexture, width?: number, height?: number, face?: number, lod?: number, forceRTT?: boolean, slice?: number): Promise<Uint8Array>;
58
60
  /**
59
61
  * Class used to host texture specific utilities
60
62
  */
@@ -228,11 +228,16 @@ export async function WhenTextureReadyAsync(texture) {
228
228
  * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format, which cannot be read using readPixels.
229
229
  * @internal
230
230
  */
231
- async function ReadPixelsUsingRTT(texture, width, height, face, lod) {
231
+ async function ReadPixelsUsingRTT(texture, width, height, face, lod, slice = 0) {
232
232
  const scene = texture.getScene();
233
233
  const engine = scene.getEngine();
234
+ const sourceInternalTexture = texture.getInternalTexture();
235
+ const is3DTexture = texture.is3D || !!sourceInternalTexture?.is3D;
234
236
  if (!engine.isWebGPU) {
235
- if (texture.isCube) {
237
+ if (is3DTexture) {
238
+ await import("../Shaders/lod3D.fragment.js");
239
+ }
240
+ else if (texture.isCube) {
236
241
  await import("../Shaders/lodCube.fragment.js");
237
242
  }
238
243
  else {
@@ -240,7 +245,10 @@ async function ReadPixelsUsingRTT(texture, width, height, face, lod) {
240
245
  }
241
246
  }
242
247
  else {
243
- if (texture.isCube) {
248
+ if (is3DTexture) {
249
+ await import("../ShadersWGSL/lod3D.fragment.js");
250
+ }
251
+ else if (texture.isCube) {
244
252
  await import("../ShadersWGSL/lodCube.fragment.js");
245
253
  }
246
254
  else {
@@ -248,7 +256,15 @@ async function ReadPixelsUsingRTT(texture, width, height, face, lod) {
248
256
  }
249
257
  }
250
258
  let lodPostProcess;
251
- if (!texture.isCube) {
259
+ if (is3DTexture) {
260
+ lodPostProcess = new PostProcess("lod3D", "lod3D", {
261
+ uniforms: ["lod", "gamma", "slice"],
262
+ samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,
263
+ engine,
264
+ shaderLanguage: engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
265
+ });
266
+ }
267
+ else if (!texture.isCube) {
252
268
  lodPostProcess = new PostProcess("lod", "lod", {
253
269
  uniforms: ["lod", "gamma"],
254
270
  samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,
@@ -278,11 +294,13 @@ async function ReadPixelsUsingRTT(texture, width, height, face, lod) {
278
294
  effect.setTexture("textureSampler", texture);
279
295
  effect.setFloat("lod", lod);
280
296
  effect.setInt("gamma", texture.gammaSpace ? 1 : 0);
297
+ if (is3DTexture) {
298
+ effect.setFloat("slice", slice);
299
+ }
281
300
  };
282
- const internalTexture = texture.getInternalTexture();
283
301
  try {
284
- if (rtt.renderTarget && internalTexture) {
285
- const samplingMode = internalTexture.samplingMode;
302
+ if (rtt.renderTarget && sourceInternalTexture) {
303
+ const samplingMode = sourceInternalTexture.samplingMode;
286
304
  if (lod !== 0) {
287
305
  texture.updateSamplingMode(Texture.NEAREST_NEAREST_MIPNEAREST);
288
306
  }
@@ -293,7 +311,7 @@ async function ReadPixelsUsingRTT(texture, width, height, face, lod) {
293
311
  texture.updateSamplingMode(samplingMode);
294
312
  //Reading datas from WebGL
295
313
  const bufferView = await engine.readPixels(0, 0, width, height);
296
- const data = new Uint8Array(bufferView.buffer, 0, bufferView.byteLength);
314
+ const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);
297
315
  // Unbind
298
316
  engine.unBindFramebuffer(rtt.renderTarget);
299
317
  return data;
@@ -311,27 +329,32 @@ async function ReadPixelsUsingRTT(texture, width, height, face, lod) {
311
329
  * Gets the pixel data of the specified texture, either by reading it directly
312
330
  * or by rendering it to an intermediate RGBA texture and retrieving the bytes from it.
313
331
  * This is convenient to get 8-bit RGBA values for a texture in a GPU compressed format.
332
+ * When direct readback returns non-RGBA channel layouts, the result is normalized to RGBA8.
314
333
  * @param texture the source texture
315
334
  * @param width the target width of the result, which does not have to match the source texture width
316
335
  * @param height the target height of the result, which does not have to match the source texture height
317
336
  * @param face if the texture has multiple faces, the face index to use for the source
318
337
  * @param lod if the texture has multiple LODs, the lod index to use for the source
319
338
  * @param forceRTT if true, forces the use of the RTT path for reading pixels (useful for cube maps to ensure correct orientation and gamma)
339
+ * @param slice if the texture is 3D, the depth slice index to use for the source
320
340
  * @returns the 8-bit texture data
321
341
  */
322
- export async function GetTextureDataAsync(texture, width, height, face = 0, lod = 0, forceRTT = false) {
342
+ export async function GetTextureDataAsync(texture, width, height, face = 0, lod = 0, forceRTT = false, slice = 0) {
323
343
  await WhenTextureReadyAsync(texture);
344
+ const internalTexture = texture.getInternalTexture();
345
+ const is3DTexture = texture.is3D || !!internalTexture?.is3D;
324
346
  const { width: textureWidth, height: textureHeight } = texture.getSize();
325
347
  const targetWidth = width ?? textureWidth;
326
348
  const targetHeight = height ?? textureHeight;
327
349
  // If the internal texture format is compressed, we cannot read the pixels directly.
328
350
  // If we're resizing the texture, we need to use a render target texture.
329
351
  // forceRTT can be used to ensure correct orientation and gamma for cube maps.
330
- if (forceRTT || IsCompressedTextureFormat(texture.textureFormat) || targetWidth !== textureWidth || targetHeight !== textureHeight) {
331
- if (texture.is2DArray || texture.is3D) {
332
- throw new Error(`Reading pixels from 2D array or 3D textures with ${forceRTT ? "RTT" : "compression"} is not supported.`);
352
+ // 3D textures must also use RTT because direct readPixels does not expose slice selection.
353
+ if (forceRTT || is3DTexture || IsCompressedTextureFormat(texture.textureFormat) || targetWidth !== textureWidth || targetHeight !== textureHeight) {
354
+ if (texture.is2DArray) {
355
+ throw new Error(`Reading pixels from 2D array textures with ${forceRTT ? "RTT" : "compression"} is not supported.`);
333
356
  }
334
- return await ReadPixelsUsingRTT(texture, targetWidth, targetHeight, face, lod);
357
+ return await ReadPixelsUsingRTT(texture, targetWidth, targetHeight, face, lod, slice);
335
358
  }
336
359
  let data = (await texture.readPixels(face, lod));
337
360
  if (!data) {
@@ -347,6 +370,44 @@ export async function GetTextureDataAsync(texture, width, height, face = 0, lod
347
370
  }
348
371
  data = data2;
349
372
  }
373
+ // Some backends (notably WebGPU for single/dual/triple channel formats) can return
374
+ // readback data that is not RGBA8. The inspector preview pipeline expects 4 bytes
375
+ // per pixel, so normalize to RGBA here when needed.
376
+ const pixelCount = targetWidth * targetHeight;
377
+ const expectedLength = pixelCount * 4;
378
+ if (data.length !== expectedLength) {
379
+ const componentCount = pixelCount === 0 ? 0 : data.length / pixelCount;
380
+ if (componentCount === 1 || componentCount === 2 || componentCount === 3) {
381
+ const normalizedData = new Uint8Array(expectedLength);
382
+ for (let pixel = 0, src = 0, dst = 0; pixel < pixelCount; pixel++, dst += 4) {
383
+ const c0 = data[src++];
384
+ if (componentCount === 1) {
385
+ // Luminance/R-style data: replicate to RGB and use opaque alpha.
386
+ normalizedData[dst] = c0;
387
+ normalizedData[dst + 1] = c0;
388
+ normalizedData[dst + 2] = c0;
389
+ normalizedData[dst + 3] = 255;
390
+ continue;
391
+ }
392
+ const c1 = data[src++];
393
+ if (componentCount === 2) {
394
+ // Two-channel data has no standard blue/alpha semantics for preview,
395
+ // so preserve R/G, clear B, and force opaque alpha.
396
+ normalizedData[dst] = c0;
397
+ normalizedData[dst + 1] = c1;
398
+ normalizedData[dst + 2] = 0;
399
+ normalizedData[dst + 3] = 255;
400
+ continue;
401
+ }
402
+ // RGB data: append an opaque alpha channel.
403
+ normalizedData[dst] = c0;
404
+ normalizedData[dst + 1] = c1;
405
+ normalizedData[dst + 2] = data[src++];
406
+ normalizedData[dst + 3] = 255;
407
+ }
408
+ return normalizedData;
409
+ }
410
+ }
350
411
  return data;
351
412
  }
352
413
  /**