@onerjs/core 8.52.9 → 8.53.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroup.pure.d.ts +2 -1
- package/Animations/animationGroup.pure.js +5 -1
- package/Animations/animationGroup.pure.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.d.ts +4 -4
- package/Materials/Textures/thinRenderTargetTexture.js +2 -2
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/materialHelper.functions.js +45 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +55 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/csg2.js +34 -7
- package/Meshes/csg2.js.map +1 -1
- package/Physics/v2/physicsAggregate.js +5 -0
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/package.json +1 -1
package/Meshes/csg2.js
CHANGED
|
@@ -2,6 +2,7 @@ import { Mesh } from "./mesh.pure.js";
|
|
|
2
2
|
import { VertexData } from "./mesh.vertexData.js";
|
|
3
3
|
import { VertexBuffer } from "../Buffers/buffer.pure.js";
|
|
4
4
|
import { Logger } from "../Misc/logger.js";
|
|
5
|
+
|
|
5
6
|
import { MultiMaterial } from "../Materials/multiMaterial.pure.js";
|
|
6
7
|
import { SubMesh } from "./subMesh.js";
|
|
7
8
|
import { _LoadScriptModuleAsync } from "../Misc/tools.internals.js";
|
|
@@ -216,14 +217,22 @@ export class CSG2 {
|
|
|
216
217
|
}
|
|
217
218
|
return returnValue;
|
|
218
219
|
}
|
|
219
|
-
static _Construct(data, worldMatrix, runIndex, runOriginalID) {
|
|
220
|
+
static _Construct(data, worldMatrix, runIndex, runOriginalID, invertWinding = false) {
|
|
220
221
|
// Create the MeshGL for I/O with Manifold library.
|
|
221
222
|
const triVerts = new Uint32Array(data.indices.length);
|
|
222
|
-
|
|
223
|
-
|
|
224
|
-
|
|
225
|
-
|
|
226
|
-
triVerts
|
|
223
|
+
if (invertWinding) {
|
|
224
|
+
// The mesh winding is reflected relative to Babylon's default winding for the
|
|
225
|
+
// current handedness (e.g. a glTF mesh in a right-handed scene). Keep the
|
|
226
|
+
// original order so Manifold always receives consistently outward-wound input.
|
|
227
|
+
triVerts.set(data.indices);
|
|
228
|
+
}
|
|
229
|
+
else {
|
|
230
|
+
// Revert order to match Manifold's expected winding for Babylon-default meshes
|
|
231
|
+
for (let i = 0; i < data.indices.length; i += 3) {
|
|
232
|
+
triVerts[i] = data.indices[i + 2];
|
|
233
|
+
triVerts[i + 1] = data.indices[i + 1];
|
|
234
|
+
triVerts[i + 2] = data.indices[i];
|
|
235
|
+
}
|
|
227
236
|
}
|
|
228
237
|
const tempVector3 = new Vector3();
|
|
229
238
|
let numProp = 3;
|
|
@@ -335,7 +344,25 @@ export class CSG2 {
|
|
|
335
344
|
uvs5: mesh.getVerticesData(VertexBuffer.UV5Kind),
|
|
336
345
|
uvs6: mesh.getVerticesData(VertexBuffer.UV6Kind),
|
|
337
346
|
};
|
|
338
|
-
|
|
347
|
+
// Manifold requires consistently outward-wound (positive volume) input. Babylon
|
|
348
|
+
// meshes can be wound either way depending on their source: a default mesh uses the
|
|
349
|
+
// engine's winding for the current handedness, while an imported mesh (e.g. glTF)
|
|
350
|
+
// keeps its own winding and compensates through sideOrientation. Detect when the
|
|
351
|
+
// effective world-space winding is reflected relative to the default so Manifold's
|
|
352
|
+
// input orientation stays consistent across all sources. This fixes CSG operations
|
|
353
|
+
// in right-handed scenes and with negative-determinant (mirrored) world matrices.
|
|
354
|
+
// Use the same effective material the renderer binds (mesh.material falling back to
|
|
355
|
+
// the scene default) so an explicit sideOrientation override is honored, and reuse
|
|
356
|
+
// the cached world-matrix determinant.
|
|
357
|
+
let effectiveOrientation = sourceMaterial.sideOrientation !== null ? sourceMaterial.sideOrientation : mesh.sideOrientation;
|
|
358
|
+
if (!ignoreWorldMatrix && mesh._getWorldMatrixDeterminant() < 0) {
|
|
359
|
+
effectiveOrientation =
|
|
360
|
+
effectiveOrientation === 0
|
|
361
|
+
? 1
|
|
362
|
+
: 0;
|
|
363
|
+
}
|
|
364
|
+
const invertWinding = (effectiveOrientation === 1) === mesh.getScene().useRightHandedSystem;
|
|
365
|
+
return this._Construct(data, ignoreWorldMatrix ? null : worldMatrix, runIndex, runOriginalID, invertWinding);
|
|
339
366
|
}
|
|
340
367
|
}
|
|
341
368
|
/**
|
package/Meshes/csg2.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"csg2.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/csg2.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AAEnC,OAAO,EAAwB,UAAU,EAAE,MAAM,mBAAmB,CAAC;AACrE,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,MAAM,EAAE,MAAM,kBAAkB,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,mCAAmC,CAAC;AAClE,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAEpC,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AAEnE,OAAO,EAAe,OAAO,EAAE,MAAM,6BAA6B,CAAC;AAEnE;;GAEG;AACH,IAAI,QAAa,CAAC;AAElB;;GAEG;AACH,gEAAgE;AAChE,IAAI,eAAsD,CAAC;AAE3D;;GAEG;AACH,IAAI,YAAiB,CAAC;AAEtB;;GAEG;AACH,gEAAgE;AAChE,IAAI,OAAe,CAAC;AAgEpB;;;;;;;GAOG;AACH,MAAM,OAAO,IAAI;IAKb;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,YAAoB,QAAa,EAAE,OAAe,EAAE,eAA2C;QAC3F,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,CAAC,gBAAgB,GAAG,eAAe,CAAC;IAC5C,CAAC;IAEO,QAAQ,CAAC,SAAkD,EAAE,GAAS;QAC1E,IAAI,IAAI,CAAC,OAAO,KAAK,GAAG,CAAC,OAAO,EAAE,CAAC;YAC/B,MAAM,IAAI,KAAK,CAAC,uEAAuE,CAAC,CAAC;QAC7F,CAAC;QACD,OAAO,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,GAAG,CAAC,SAAS,CAAC,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;IAC7G,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,GAAS;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,YAAY,EAAE,GAAG,CAAC,CAAC;IAC5C,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,GAAS;QACtB,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC;IAC9C,CAAC;IAED;;;;OAIG;IACI,GAAG,CAAC,GAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;IACvC,CAAC;IAED;;OAEG;IACI,UAAU;QACb,MAAM,CAAC,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,CAAC;QAC9C,MAAM,CAAC,GAAG,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,CAAC;QAChD,MAAM,CAAC,GAAG,CAAC,eAAe,GAAG,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,CAAC;IAC/D,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,OAA4C;QAC5D,MAAM,YAAY,GAAG;YACjB,cAAc,EAAE,KAAK;YACrB,GAAG,OAAO;SACb,CAAC;QACF,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;QACpC,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9F,MAAM,YAAY,GAAkB,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,IAAI,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QAEnI,UAAU,CAAC,OAAO,GAAG,YAAY,CAAC,QAAQ,CAAC,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;QAE5I,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YACvD,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACrD,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACzD,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACzD,CAAC;QAED,MAAM,WAAW,GAAG,YAAY,CAAC,cAAc,CAAC,MAAM,GAAG,YAAY,CAAC,OAAO,CAAC;QAE9E,aAAa;QACb,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,KAAK,IAAI,cAAc,GAAG,CAAC,EAAE,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE,cAAc,EAAE,EAAE,CAAC;YAC3F,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,CAAC;YAExD,MAAM,IAAI,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;gBACnC,KAAK,IAAI,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,SAAS,CAAC,MAAM,EAAE,WAAW,EAAE,EAAE,CAAC;oBACtE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,WAAW,CAAC,GAAG,YAAY,CAAC,cAAc,CAAC,CAAC,GAAG,YAAY,CAAC,OAAO,GAAG,MAAM,GAAG,WAAW,CAAC,CAAC;gBAC5H,CAAC;YACL,CAAC;YACD,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,IAAI,CAAC,CAAC;YACrC,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;QAC/B,CAAC;QAED,gCAAgC;QAChC,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,IAAY,EAAE,KAAa,EAAE,OAAsC;QAC7E,MAAM,YAAY,GAAG;YACjB,cAAc,EAAE,KAAK;YACrB,UAAU,EAAE,IAAI;YAChB,GAAG,OAAO;SACb,CAAC;QACF,MAAM,UAAU,GAAG,IAAI,CAAC,YAAY,CAAC,EAAE,cAAc,EAAE,YAAY,CAAC,cAAc,EAAE,CAAC,CAAC;QACtF,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9F,MAAM,YAAY,GAAkB,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,IAAI,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QACnI,MAAM,WAAW,GAAG,YAAY,CAAC,cAAc,CAAC,MAAM,GAAG,YAAY,CAAC,OAAO,CAAC;QAE9E,gCAAgC;QAChC,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QACrC,UAAU,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QAE/B,IAAI,CAAC,WAAW,EAAE,CAAC;YACf,MAAM,IAAI,KAAK,CAAC,+CAA+C,CAAC,CAAC;QACrE,CAAC;QAED,cAAc;QACd,IAAI,YAAY,CAAC,UAAU,EAAE,CAAC;YAC1B,MAAM,OAAO,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC,cAAc,CAAC,MAAM,CAAC;YAC/D,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YACxD,MAAM,CAAC,gCAAgC,EAAE,CAAC;QAC9C,CAAC;QAED,YAAY;QACZ,IAAI,EAAE,GAAG,YAAY,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;QACvC,IAAI,KAAK,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACrC,IAAI,aAAa,GAAG,CAAC,CAAC;QACtB,MAAM,SAAS,GAAe,EAAE,CAAC;QACjC,KAAK,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC1B,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,YAAY,CAAC,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC;YACjD,MAAM,MAAM,GAAG,YAAY,CAAC,aAAa,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACnD,IAAI,MAAM,KAAK,EAAE,EAAE,CAAC;gBAChB,MAAM,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;gBAC3C,IAAI,OAAO,CAAC,aAAa,EAAE,CAAC,EAAE,WAAW,EAAE,KAAK,EAAE,GAAG,GAAG,KAAK,EAAE,MAAM,CAAC,CAAC;gBACvE,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,EAAE,GAAG,OAAO,CAAC,IAAI,KAAK,CAAC,eAAe,CAAC,CAAC;gBACnF,EAAE,GAAG,MAAM,CAAC;gBACZ,KAAK,GAAG,GAAG,CAAC;gBACZ,aAAa,EAAE,CAAC;YACpB,CAAC;QACL,CAAC;QAED,IAAI,YAAY,CAAC,aAAa,EAAE,CAAC;YAC7B,MAAM,CAAC,QAAQ,GAAG,YAAY,CAAC,aAAa,CAAC;QACjD,CAAC;aAAM,CAAC;YACJ,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBACvB,MAAM,aAAa,GAAG,IAAI,aAAa,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;gBACrD,aAAa,CAAC,YAAY,GAAG,SAAS,CAAC;gBACvC,MAAM,CAAC,QAAQ,GAAG,aAAa,CAAC;YACpC,CAAC;iBAAM,CAAC;gBACJ,IAAI,MAAM,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;oBAC9B,8CAA8C;oBAC9C,MAAM,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;gBACtC,CAAC;gBACD,MAAM,CAAC,QAAQ,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;YACnC,CAAC;QACL,CAAC;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;YACxB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;IACL,CAAC;IAEO,MAAM,CAAC,YAAY,CACvB,WAAmB,EACnB,QAAqB,EACrB,SAAqC,EACrC,OAAe,EACf,QAAsB,EACtB,aAA2B;QAE3B,MAAM,cAAc,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,CAAC;QAE3G,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,IAAI,MAAM,GAAG,CAAC,CAAC;YACf,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC;gBAC9C,MAAM,SAAS,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC;gBAEjC,KAAK,IAAI,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,SAAS,CAAC,MAAM,EAAE,WAAW,EAAE,EAAE,CAAC;oBACtE,cAAc,CAAC,CAAC,GAAG,OAAO,GAAG,MAAM,GAAG,WAAW,CAAC,GAAG,SAAS,CAAC,IAAK,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,WAAW,CAAC,CAAC;gBAC7G,CAAC;gBACD,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;YAC/B,CAAC;QACL,CAAC;QAED,gEAAgE;QAChE,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,QAAQ,EAAE,aAAa,EAAE,CAAC,CAAC;QAC/G,YAAY,CAAC,KAAK,EAAE,CAAC;QAErB,IAAI,WAAiB,CAAC;QACtB,IAAI,CAAC;YACD,WAAW,GAAG,IAAI,IAAI,CAAC,IAAI,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;QAC3E,CAAC;QAAC,OAAO,CAAC,EAAE,CAAC;YACT,MAAM,IAAI,KAAK,CAAC,gCAAgC,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC;QAChF,CAAC;QAED,OAAO,WAAW,CAAC;IACvB,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,IAAqB,EAAE,WAA6B,EAAE,QAAsB,EAAE,aAA2B;QAC/H,mDAAmD;QACnD,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAQ,CAAC,MAAM,CAAC,CAAC;QAEvD,eAAe;QACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YAC/C,QAAQ,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACnC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACvC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,CAAC,CAAC;QACvC,CAAC;QAED,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;QAClC,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,MAAM,SAAS,GAA+B,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,CAAC;QAE/F,IAAI,CAAC,WAAW,EAAE,CAAC;YACf,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,SAAU,CAAC;QACxC,CAAC;aAAM,CAAC;YACJ,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAU,CAAC,MAAM,CAAC,CAAC;YAC3D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAU,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;gBACjD,OAAO,CAAC,mCAAmC,CAAC,IAAI,CAAC,SAAU,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;gBAC1I,WAAW,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;YACtC,CAAC;YACD,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,SAAS,CAAC;QAClC,CAAC;QAED,UAAU;QACV,MAAM,aAAa,GAAG,IAAI,CAAC,OAAQ,CAAC;QACpC,IAAI,aAAa,EAAE,CAAC;YAChB,OAAO,IAAI,CAAC,CAAC;YACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,UAAU,EAAE,CAAC,CAAC;YAC7D,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,aAAa,CAAC;YACtC,CAAC;iBAAM,CAAC;gBACJ,MAAM,OAAO,GAAG,IAAI,YAAY,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;gBACvD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;oBAC/C,OAAO,CAAC,8BAA8B,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;oBAC/H,WAAW,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC;gBACpC,CAAC;gBACD,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,OAAO,CAAC;YAChC,CAAC;QACL,CAAC;QAED,MAAM;QACN,MAAM,oBAAoB,GAA8B;YACpD,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,KAAK;YAC5B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;YAC9B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;YAC9B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;YAC9B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;YAC9B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;SACjC,CAAC;QACF,KAAK,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;YACrJ,MAAM,QAAQ,GAAI,IAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC;YAC3D,IAAI,QAAQ,EAAE,CAAC;gBACX,OAAO,IAAI,CAAC,CAAC;gBACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,CAAC;YAC9D,CAAC;QACL,CAAC;QAED,SAAS;QACT,MAAM,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;QACjC,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,IAAI,CAAC,CAAC;YACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,SAAS,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC,CAAC;QACpF,CAAC;QAED,OAAO,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,SAAU,CAAC,MAAM,GAAG,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAChH,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,cAAc,CAAC,UAAsB;QAC/C,MAAM,cAAc,GAAG,UAAU,CAAC,SAAS,CAAC;QAC5C,MAAM,aAAa,GAAG,UAAU,CAAC,OAAO,CAAC;QAEzC,IAAI,CAAC,cAAc,IAAI,CAAC,aAAa,EAAE,CAAC;YACpC,MAAM,IAAI,KAAK,CAAC,yDAAyD,CAAC,CAAC;QAC/E,CAAC;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC;IAC7C,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,QAAQ,CAAC,IAAU,EAAE,iBAAiB,GAAG,KAAK;QACxD,MAAM,cAAc,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACvE,MAAM,aAAa,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACxC,MAAM,WAAW,GAAG,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAElD,IAAI,CAAC,cAAc,IAAI,CAAC,aAAa,EAAE,CAAC;YACpC,MAAM,IAAI,KAAK,CAAC,mDAAmD,CAAC,CAAC;QACzE,CAAC;QAED,oDAAoD;QACpD,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,UAAU,CAAC,CAAC;QAEjG,2BAA2B;QAC3B,MAAM,cAAc,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC;QACxE,MAAM,eAAe,GAAG,cAAc,CAAC,YAAY,EAAE,KAAK,eAAe,CAAC;QAC1E,MAAM,WAAW,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;YACjE,IAAI,eAAe,EAAE,CAAC;gBAClB,OAAO,OAAO,GAAI,cAAgC,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,aAAa,CAAE,CAAC,QAAQ,CAAC;YACjH,CAAC;YAED,OAAO,OAAO,GAAG,cAAc,CAAC,QAAQ,CAAC;QAC7C,CAAC,CAAC,CAAC;QAEH,6BAA6B;QAC7B,MAAM,OAAO,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,CAAC,CAAC;QAC1C,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9C,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAChE,MAAM,aAAa,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAE1E,UAAU;QACV,MAAM,IAAI,GAAG;YACT,SAAS,EAAE,cAAc;YACzB,OAAO,EAAE,aAAa;YACtB,OAAO,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC;YACtD,MAAM,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,SAAS,CAAC;YACpD,GAAG,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,MAAM,CAAC;YAC9C,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;SACnD,CAAC;QACF,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,WAAW,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAClG,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,UAAU,WAAW;IACvB,OAAO,QAAQ,KAAK,SAAS,CAAC;AAClC,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,KAAK,UAAU,mBAAmB,CAAC,OAA+B;IACrE,MAAM,YAAY,GAAG;QACjB,WAAW,EAAE,qCAAqC;QAClD,GAAG,OAAO;KACb,CAAC;IAEF,IAAI,QAAQ,EAAE,CAAC;QACX,OAAO,CAAC,sBAAsB;IAClC,CAAC;IAED,IAAI,eAAe,EAAE,CAAC;QAClB,MAAM,eAAe,CAAC;QACtB,OAAO;IACX,CAAC;IAED,IAAI,YAAY,CAAC,gBAAgB,EAAE,CAAC;QAChC,QAAQ,GAAG,YAAY,CAAC,gBAAgB,CAAC;QACzC,YAAY,GAAG,YAAY,CAAC,oBAAoB,CAAC;IACrD,CAAC;SAAM,CAAC;QACJ,eAAe,GAAG,sBAAsB,CACpC;kCACsB,YAAY,CAAC,WAAW;;;;;SAKjD,CACA,CAAC;QAEF,MAAM,MAAM,GAAG,MAAM,eAAe,CAAC;QACrC,kDAAkD;QAClD,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3B,YAAY,GAAG,MAAM,CAAC,IAAI,CAAC;IAC/B,CAAC;IAED,0FAA0F;IAC1F,OAAO,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;AACzC,CAAC","sourcesContent":["import { Mesh } from \"./mesh.pure\";\r\nimport { type IDisposable, type Scene } from \"core/scene\";\r\nimport { type IVertexDataLike, VertexData } from \"./mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { MultiMaterial } from \"core/Materials/multiMaterial.pure\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport { type FloatArray, type Nullable } from \"core/types\";\r\nimport { type Matrix, Vector3 } from \"core/Maths/math.vector.pure\";\r\n\r\n/**\r\n * Main manifold library\r\n */\r\nlet Manifold: any;\r\n\r\n/**\r\n * Promise to wait for the manifold library to be ready\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldPromise: Promise<{ Manifold: any; Mesh: any }>;\r\n\r\n/**\r\n * Manifold mesh\r\n */\r\nlet ManifoldMesh: any;\r\n\r\n/**\r\n * First ID to use for materials indexing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet FirstID: number;\r\n\r\n/**\r\n * Interface to customize the Manifold library import\r\n */\r\nexport interface ICSG2Options {\r\n /**\r\n * Custom manifold URL\r\n */\r\n manifoldUrl?: string;\r\n /**\r\n * Custom manifold instance\r\n */\r\n manifoldInstance: any;\r\n /**\r\n * Custom manifold mesh instance\r\n */\r\n manifoldMeshInstance: any;\r\n}\r\n\r\n/**\r\n * Interface to customize the mesh rebuild options\r\n */\r\nexport interface IMeshRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n /**\r\n * True to center the mesh on 0,0,0\r\n */\r\n centerMesh?: boolean;\r\n /**\r\n * Defines a material to use for that mesh. When not defined the system will either reuse the one from the source or create a multimaterial if several materials were involved\r\n */\r\n materialToUse?: Material;\r\n}\r\n\r\n/**\r\n * Interface to customize the vertex data rebuild options\r\n */\r\nexport interface IVertexDataRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n}\r\n\r\ninterface IManifoldMesh {\r\n numProp: number;\r\n vertProperties: Float32Array;\r\n triVerts: Uint32Array;\r\n runIndex: Uint32Array;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n runOriginalID: Uint32Array;\r\n numRun: number;\r\n}\r\n\r\ninterface IManifoldVertexComponent {\r\n stride: number;\r\n kind: string;\r\n data?: FloatArray;\r\n}\r\n\r\n/**\r\n * Wrapper around the Manifold library\r\n * https://manifoldcad.org/\r\n * Use this class to perform fast boolean operations on meshes\r\n * @see [basic operations](https://playground.babylonjs.com/#IW43EB#15)\r\n * @see [skull vs box](https://playground.babylonjs.com/#JUKXQD#6218)\r\n * @see [skull vs vertex data](https://playground.babylonjs.com/#JUKXQD#6219)\r\n */\r\nexport class CSG2 implements IDisposable {\r\n private _manifold: any;\r\n private _numProp: number;\r\n private _vertexStructure: IManifoldVertexComponent[];\r\n\r\n /**\r\n * Return the size of a vertex (at least 3 for the position)\r\n */\r\n public get numProp() {\r\n return this._numProp;\r\n }\r\n\r\n private constructor(manifold: any, numProp: number, vertexStructure: IManifoldVertexComponent[]) {\r\n this._manifold = manifold;\r\n this._numProp = numProp;\r\n this._vertexStructure = vertexStructure;\r\n }\r\n\r\n private _process(operation: \"difference\" | \"intersection\" | \"union\", csg: CSG2) {\r\n if (this.numProp !== csg.numProp) {\r\n throw new Error(\"CSG must be used with geometries having the same number of properties\");\r\n }\r\n return new CSG2(Manifold[operation](this._manifold, csg._manifold), this.numProp, this._vertexStructure);\r\n }\r\n\r\n /**\r\n * Run a difference operation between two CSG\r\n * @param csg defines the CSG to use to create the difference\r\n * @returns a new csg\r\n */\r\n public subtract(csg: CSG2) {\r\n return this._process(\"difference\", csg);\r\n }\r\n\r\n /**\r\n * Run an intersection operation between two CSG\r\n * @param csg defines the CSG to use to create the intersection\r\n * @returns a new csg\r\n */\r\n public intersect(csg: CSG2) {\r\n return this._process(\"intersection\", csg);\r\n }\r\n\r\n /**\r\n * Run an union operation between two CSG\r\n * @param csg defines the CSG to use to create the union\r\n * @returns a new csg\r\n */\r\n public add(csg: CSG2) {\r\n return this._process(\"union\", csg);\r\n }\r\n\r\n /**\r\n * Print debug information about the CSG\r\n */\r\n public printDebug() {\r\n Logger.Log(\"Genus:\" + this._manifold.genus());\r\n Logger.Log(\"Volume:\" + this._manifold.volume());\r\n Logger.Log(\"surface area:\" + this._manifold.surfaceArea());\r\n }\r\n\r\n /**\r\n * Generate a vertex data from the CSG\r\n * @param options defines the options to use to rebuild the vertex data\r\n * @returns a new vertex data\r\n */\r\n public toVertexData(options?: Partial<IVertexDataRebuildOptions>): VertexData {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n ...options,\r\n };\r\n const vertexData = new VertexData();\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n\r\n vertexData.indices = manifoldMesh.triVerts.length > 65535 ? new Uint32Array(manifoldMesh.triVerts) : new Uint16Array(manifoldMesh.triVerts);\r\n\r\n for (let i = 0; i < manifoldMesh.triVerts.length; i += 3) {\r\n vertexData.indices[i] = manifoldMesh.triVerts[i + 2];\r\n vertexData.indices[i + 1] = manifoldMesh.triVerts[i + 1];\r\n vertexData.indices[i + 2] = manifoldMesh.triVerts[i];\r\n }\r\n\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Attributes\r\n let offset = 0;\r\n for (let componentIndex = 0; componentIndex < this._vertexStructure.length; componentIndex++) {\r\n const component = this._vertexStructure[componentIndex];\r\n\r\n const data = new Float32Array(vertexCount * component.stride);\r\n for (let i = 0; i < vertexCount; i++) {\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n data[i * component.stride + strideIndex] = manifoldMesh.vertProperties[i * manifoldMesh.numProp + offset + strideIndex];\r\n }\r\n }\r\n vertexData.set(data, component.kind);\r\n offset += component.stride;\r\n }\r\n\r\n // Rebuild mesh from vertex data\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Generate a mesh from the CSG\r\n * @param name defines the name of the mesh\r\n * @param scene defines the scene to use to create the mesh\r\n * @param options defines the options to use to rebuild the mesh\r\n * @returns a new Mesh\r\n */\r\n public toMesh(name: string, scene?: Scene, options?: Partial<IMeshRebuildOptions>): Mesh {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n centerMesh: true,\r\n ...options,\r\n };\r\n const vertexData = this.toVertexData({ rebuildNormals: localOptions.rebuildNormals });\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Rebuild mesh from vertex data\r\n const output = new Mesh(name, scene);\r\n vertexData.applyToMesh(output);\r\n\r\n if (!vertexCount) {\r\n throw new Error(\"Unable to build a mesh. Manifold has 0 vertex\");\r\n }\r\n\r\n // Center mesh\r\n if (localOptions.centerMesh) {\r\n const extents = output.getBoundingInfo().boundingSphere.center;\r\n output.position.set(-extents.x, -extents.y, -extents.z);\r\n output.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n // Submeshes\r\n let id = manifoldMesh.runOriginalID[0];\r\n let start = manifoldMesh.runIndex[0];\r\n let materialIndex = 0;\r\n const materials: Material[] = [];\r\n scene = output.getScene();\r\n for (let run = 0; run < manifoldMesh.numRun; ++run) {\r\n const nextID = manifoldMesh.runOriginalID[run + 1];\r\n if (nextID !== id) {\r\n const end = manifoldMesh.runIndex[run + 1];\r\n new SubMesh(materialIndex, 0, vertexCount, start, end - start, output);\r\n materials.push(scene.getMaterialByUniqueID(id - FirstID) || scene.defaultMaterial);\r\n id = nextID;\r\n start = end;\r\n materialIndex++;\r\n }\r\n }\r\n\r\n if (localOptions.materialToUse) {\r\n output.material = localOptions.materialToUse;\r\n } else {\r\n if (materials.length > 1) {\r\n const multiMaterial = new MultiMaterial(name, scene);\r\n multiMaterial.subMaterials = materials;\r\n output.material = multiMaterial;\r\n } else {\r\n if (output.subMeshes.length > 1) {\r\n // Remove the submeshes as they are not needed\r\n output._createGlobalSubMesh(true);\r\n }\r\n output.material = materials[0];\r\n }\r\n }\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Dispose the CSG resources\r\n */\r\n public dispose() {\r\n if (this._manifold) {\r\n this._manifold.delete();\r\n this._manifold = null;\r\n }\r\n }\r\n\r\n private static _ProcessData(\r\n vertexCount: number,\r\n triVerts: Uint32Array,\r\n structure: IManifoldVertexComponent[],\r\n numProp: number,\r\n runIndex?: Uint32Array,\r\n runOriginalID?: Uint32Array\r\n ) {\r\n const vertProperties = new Float32Array(vertexCount * structure.reduce((acc, cur) => acc + cur.stride, 0));\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n let offset = 0;\r\n for (let idx = 0; idx < structure.length; idx++) {\r\n const component = structure[idx];\r\n\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n vertProperties[i * numProp + offset + strideIndex] = component.data![i * component.stride + strideIndex];\r\n }\r\n offset += component.stride;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n const manifoldMesh = new ManifoldMesh({ numProp: numProp, vertProperties, triVerts, runIndex, runOriginalID });\r\n manifoldMesh.merge();\r\n\r\n let returnValue: CSG2;\r\n try {\r\n returnValue = new CSG2(new Manifold(manifoldMesh), numProp, structure);\r\n } catch (e) {\r\n throw new Error(\"Error while creating the CSG: \" + e.message, { cause: e });\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private static _Construct(data: IVertexDataLike, worldMatrix: Nullable<Matrix>, runIndex?: Uint32Array, runOriginalID?: Uint32Array) {\r\n // Create the MeshGL for I/O with Manifold library.\r\n const triVerts = new Uint32Array(data.indices!.length);\r\n\r\n // Revert order\r\n for (let i = 0; i < data.indices!.length; i += 3) {\r\n triVerts[i] = data.indices![i + 2];\r\n triVerts[i + 1] = data.indices![i + 1];\r\n triVerts[i + 2] = data.indices![i];\r\n }\r\n\r\n const tempVector3 = new Vector3();\r\n let numProp = 3;\r\n const structure: IManifoldVertexComponent[] = [{ stride: 3, kind: VertexBuffer.PositionKind }];\r\n\r\n if (!worldMatrix) {\r\n structure[0].data = data.positions!;\r\n } else {\r\n const positions = new Float32Array(data.positions!.length);\r\n for (let i = 0; i < data.positions!.length; i += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data.positions![i], data.positions![i + 1], data.positions![i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(positions, i);\r\n }\r\n structure[0].data = positions;\r\n }\r\n\r\n // Normals\r\n const sourceNormals = data.normals!;\r\n if (sourceNormals) {\r\n numProp += 3;\r\n structure.push({ stride: 3, kind: VertexBuffer.NormalKind });\r\n if (!worldMatrix) {\r\n structure[1].data = sourceNormals;\r\n } else {\r\n const normals = new Float32Array(sourceNormals.length);\r\n for (let i = 0; i < sourceNormals.length; i += 3) {\r\n Vector3.TransformNormalFromFloatsToRef(sourceNormals[i], sourceNormals[i + 1], sourceNormals[i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(normals, i);\r\n }\r\n structure[1].data = normals;\r\n }\r\n }\r\n\r\n // UVs\r\n const uvKindToPropertyName: { [key: string]: string } = {\r\n [VertexBuffer.UVKind]: \"uvs\",\r\n [VertexBuffer.UV2Kind]: \"uvs2\",\r\n [VertexBuffer.UV3Kind]: \"uvs3\",\r\n [VertexBuffer.UV4Kind]: \"uvs4\",\r\n [VertexBuffer.UV5Kind]: \"uvs5\",\r\n [VertexBuffer.UV6Kind]: \"uvs6\",\r\n };\r\n for (const kind of [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind]) {\r\n const sourceUV = (data as any)[uvKindToPropertyName[kind]];\r\n if (sourceUV) {\r\n numProp += 2;\r\n structure.push({ stride: 2, kind: kind, data: sourceUV });\r\n }\r\n }\r\n\r\n // Colors\r\n const sourceColors = data.colors;\r\n if (sourceColors) {\r\n numProp += 4;\r\n structure.push({ stride: 4, kind: VertexBuffer.ColorKind, data: sourceColors });\r\n }\r\n\r\n return this._ProcessData(data.positions!.length / 3, triVerts, structure, numProp, runIndex, runOriginalID);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a vertexData\r\n * @param vertexData defines the vertexData to use to create the CSG\r\n * @returns a new CSG2 class\r\n */\r\n public static FromVertexData(vertexData: VertexData): CSG2 {\r\n const sourceVertices = vertexData.positions;\r\n const sourceIndices = vertexData.indices;\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The vertexData must at least have positions and indices\");\r\n }\r\n\r\n return this._Construct(vertexData, null);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a mesh\r\n * @param mesh defines the mesh to use to create the CSG\r\n * @param ignoreWorldMatrix defines if the world matrix should be ignored\r\n * @returns a new CSG2 class\r\n */\r\n public static FromMesh(mesh: Mesh, ignoreWorldMatrix = false): CSG2 {\r\n const sourceVertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const sourceIndices = mesh.getIndices();\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The mesh must at least have positions and indices\");\r\n }\r\n\r\n // Create a triangle run for each submesh (material)\r\n const starts = [...Array(mesh.subMeshes.length)].map((_, idx) => mesh.subMeshes[idx].indexStart);\r\n\r\n // Map the materials to ID.\r\n const sourceMaterial = mesh.material || mesh.getScene().defaultMaterial;\r\n const isMultiMaterial = sourceMaterial.getClassName() === \"MultiMaterial\";\r\n const originalIDs = [...Array(mesh.subMeshes.length)].map((_, idx) => {\r\n if (isMultiMaterial) {\r\n return FirstID + (sourceMaterial as MultiMaterial).subMaterials[mesh.subMeshes[idx].materialIndex]!.uniqueId;\r\n }\r\n\r\n return FirstID + sourceMaterial.uniqueId;\r\n });\r\n\r\n // List the runs in sequence.\r\n const indices = Array.from(starts.keys());\r\n indices.sort((a, b) => starts[a] - starts[b]);\r\n const runIndex = new Uint32Array(indices.map((i) => starts[i]));\r\n const runOriginalID = new Uint32Array(indices.map((i) => originalIDs[i]));\r\n\r\n // Process\r\n const data = {\r\n positions: sourceVertices,\r\n indices: sourceIndices,\r\n normals: mesh.getVerticesData(VertexBuffer.NormalKind),\r\n colors: mesh.getVerticesData(VertexBuffer.ColorKind),\r\n uvs: mesh.getVerticesData(VertexBuffer.UVKind),\r\n uvs2: mesh.getVerticesData(VertexBuffer.UV2Kind),\r\n uvs3: mesh.getVerticesData(VertexBuffer.UV3Kind),\r\n uvs4: mesh.getVerticesData(VertexBuffer.UV4Kind),\r\n uvs5: mesh.getVerticesData(VertexBuffer.UV5Kind),\r\n uvs6: mesh.getVerticesData(VertexBuffer.UV6Kind),\r\n };\r\n return this._Construct(data, ignoreWorldMatrix ? null : worldMatrix, runIndex, runOriginalID);\r\n }\r\n}\r\n\r\n/**\r\n * Checks if the Manifold library is ready\r\n * @returns true if the Manifold library is ready\r\n */\r\nexport function IsCSG2Ready() {\r\n return Manifold !== undefined;\r\n}\r\n\r\n/**\r\n * Initialize the Manifold library\r\n * @param options defines the options to use to initialize the library\r\n */\r\nexport async function InitializeCSG2Async(options?: Partial<ICSG2Options>) {\r\n const localOptions = {\r\n manifoldUrl: \"https://unpkg.com/manifold-3d@3.4.0\",\r\n ...options,\r\n };\r\n\r\n if (Manifold) {\r\n return; // Already initialized\r\n }\r\n\r\n if (ManifoldPromise) {\r\n await ManifoldPromise;\r\n return;\r\n }\r\n\r\n if (localOptions.manifoldInstance) {\r\n Manifold = localOptions.manifoldInstance;\r\n ManifoldMesh = localOptions.manifoldMeshInstance;\r\n } else {\r\n ManifoldPromise = _LoadScriptModuleAsync(\r\n `\r\n import Module from '${localOptions.manifoldUrl}/manifold.js';\r\n const wasm = await Module();\r\n wasm.setup();\r\n const {Manifold, Mesh} = wasm;\r\n const returnedValue = {Manifold, Mesh};\r\n `\r\n );\r\n\r\n const result = await ManifoldPromise;\r\n // eslint-disable-next-line require-atomic-updates\r\n Manifold = result.Manifold;\r\n ManifoldMesh = result.Mesh;\r\n }\r\n\r\n // Reserve IDs for materials (we consider that there will be no more than 65536 materials)\r\n FirstID = Manifold.reserveIDs(65536);\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"csg2.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/csg2.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AAEnC,OAAO,EAAwB,UAAU,EAAE,MAAM,mBAAmB,CAAC;AACrE,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,MAAM,EAAE,MAAM,kBAAkB,CAAC;AAC1C,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AACnD,OAAO,EAAE,aAAa,EAAE,MAAM,mCAAmC,CAAC;AAClE,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAEpC,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AAEnE,OAAO,EAAe,OAAO,EAAE,MAAM,6BAA6B,CAAC;AAEnE;;GAEG;AACH,IAAI,QAAa,CAAC;AAElB;;GAEG;AACH,gEAAgE;AAChE,IAAI,eAAsD,CAAC;AAE3D;;GAEG;AACH,IAAI,YAAiB,CAAC;AAEtB;;GAEG;AACH,gEAAgE;AAChE,IAAI,OAAe,CAAC;AAgEpB;;;;;;;GAOG;AACH,MAAM,OAAO,IAAI;IAKb;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,YAAoB,QAAa,EAAE,OAAe,EAAE,eAA2C;QAC3F,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,CAAC,gBAAgB,GAAG,eAAe,CAAC;IAC5C,CAAC;IAEO,QAAQ,CAAC,SAAkD,EAAE,GAAS;QAC1E,IAAI,IAAI,CAAC,OAAO,KAAK,GAAG,CAAC,OAAO,EAAE,CAAC;YAC/B,MAAM,IAAI,KAAK,CAAC,uEAAuE,CAAC,CAAC;QAC7F,CAAC;QACD,OAAO,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,GAAG,CAAC,SAAS,CAAC,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;IAC7G,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,GAAS;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,YAAY,EAAE,GAAG,CAAC,CAAC;IAC5C,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,GAAS;QACtB,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC;IAC9C,CAAC;IAED;;;;OAIG;IACI,GAAG,CAAC,GAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;IACvC,CAAC;IAED;;OAEG;IACI,UAAU;QACb,MAAM,CAAC,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,CAAC;QAC9C,MAAM,CAAC,GAAG,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,CAAC;QAChD,MAAM,CAAC,GAAG,CAAC,eAAe,GAAG,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,CAAC;IAC/D,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,OAA4C;QAC5D,MAAM,YAAY,GAAG;YACjB,cAAc,EAAE,KAAK;YACrB,GAAG,OAAO;SACb,CAAC;QACF,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;QACpC,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9F,MAAM,YAAY,GAAkB,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,IAAI,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QAEnI,UAAU,CAAC,OAAO,GAAG,YAAY,CAAC,QAAQ,CAAC,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;QAE5I,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YACvD,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACrD,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACzD,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACzD,CAAC;QAED,MAAM,WAAW,GAAG,YAAY,CAAC,cAAc,CAAC,MAAM,GAAG,YAAY,CAAC,OAAO,CAAC;QAE9E,aAAa;QACb,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,KAAK,IAAI,cAAc,GAAG,CAAC,EAAE,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE,cAAc,EAAE,EAAE,CAAC;YAC3F,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,CAAC;YAExD,MAAM,IAAI,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;gBACnC,KAAK,IAAI,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,SAAS,CAAC,MAAM,EAAE,WAAW,EAAE,EAAE,CAAC;oBACtE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,WAAW,CAAC,GAAG,YAAY,CAAC,cAAc,CAAC,CAAC,GAAG,YAAY,CAAC,OAAO,GAAG,MAAM,GAAG,WAAW,CAAC,CAAC;gBAC5H,CAAC;YACL,CAAC;YACD,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,IAAI,CAAC,CAAC;YACrC,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;QAC/B,CAAC;QAED,gCAAgC;QAChC,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,IAAY,EAAE,KAAa,EAAE,OAAsC;QAC7E,MAAM,YAAY,GAAG;YACjB,cAAc,EAAE,KAAK;YACrB,UAAU,EAAE,IAAI;YAChB,GAAG,OAAO;SACb,CAAC;QACF,MAAM,UAAU,GAAG,IAAI,CAAC,YAAY,CAAC,EAAE,cAAc,EAAE,YAAY,CAAC,cAAc,EAAE,CAAC,CAAC;QACtF,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9F,MAAM,YAAY,GAAkB,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,IAAI,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QACnI,MAAM,WAAW,GAAG,YAAY,CAAC,cAAc,CAAC,MAAM,GAAG,YAAY,CAAC,OAAO,CAAC;QAE9E,gCAAgC;QAChC,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QACrC,UAAU,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QAE/B,IAAI,CAAC,WAAW,EAAE,CAAC;YACf,MAAM,IAAI,KAAK,CAAC,+CAA+C,CAAC,CAAC;QACrE,CAAC;QAED,cAAc;QACd,IAAI,YAAY,CAAC,UAAU,EAAE,CAAC;YAC1B,MAAM,OAAO,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC,cAAc,CAAC,MAAM,CAAC;YAC/D,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YACxD,MAAM,CAAC,gCAAgC,EAAE,CAAC;QAC9C,CAAC;QAED,YAAY;QACZ,IAAI,EAAE,GAAG,YAAY,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;QACvC,IAAI,KAAK,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACrC,IAAI,aAAa,GAAG,CAAC,CAAC;QACtB,MAAM,SAAS,GAAe,EAAE,CAAC;QACjC,KAAK,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC1B,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,YAAY,CAAC,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC;YACjD,MAAM,MAAM,GAAG,YAAY,CAAC,aAAa,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACnD,IAAI,MAAM,KAAK,EAAE,EAAE,CAAC;gBAChB,MAAM,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;gBAC3C,IAAI,OAAO,CAAC,aAAa,EAAE,CAAC,EAAE,WAAW,EAAE,KAAK,EAAE,GAAG,GAAG,KAAK,EAAE,MAAM,CAAC,CAAC;gBACvE,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,EAAE,GAAG,OAAO,CAAC,IAAI,KAAK,CAAC,eAAe,CAAC,CAAC;gBACnF,EAAE,GAAG,MAAM,CAAC;gBACZ,KAAK,GAAG,GAAG,CAAC;gBACZ,aAAa,EAAE,CAAC;YACpB,CAAC;QACL,CAAC;QAED,IAAI,YAAY,CAAC,aAAa,EAAE,CAAC;YAC7B,MAAM,CAAC,QAAQ,GAAG,YAAY,CAAC,aAAa,CAAC;QACjD,CAAC;aAAM,CAAC;YACJ,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBACvB,MAAM,aAAa,GAAG,IAAI,aAAa,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;gBACrD,aAAa,CAAC,YAAY,GAAG,SAAS,CAAC;gBACvC,MAAM,CAAC,QAAQ,GAAG,aAAa,CAAC;YACpC,CAAC;iBAAM,CAAC;gBACJ,IAAI,MAAM,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;oBAC9B,8CAA8C;oBAC9C,MAAM,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;gBACtC,CAAC;gBACD,MAAM,CAAC,QAAQ,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;YACnC,CAAC;QACL,CAAC;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;YACxB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;IACL,CAAC;IAEO,MAAM,CAAC,YAAY,CACvB,WAAmB,EACnB,QAAqB,EACrB,SAAqC,EACrC,OAAe,EACf,QAAsB,EACtB,aAA2B;QAE3B,MAAM,cAAc,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,CAAC;QAE3G,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,IAAI,MAAM,GAAG,CAAC,CAAC;YACf,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC;gBAC9C,MAAM,SAAS,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC;gBAEjC,KAAK,IAAI,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,SAAS,CAAC,MAAM,EAAE,WAAW,EAAE,EAAE,CAAC;oBACtE,cAAc,CAAC,CAAC,GAAG,OAAO,GAAG,MAAM,GAAG,WAAW,CAAC,GAAG,SAAS,CAAC,IAAK,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,WAAW,CAAC,CAAC;gBAC7G,CAAC;gBACD,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;YAC/B,CAAC;QACL,CAAC;QAED,gEAAgE;QAChE,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,QAAQ,EAAE,aAAa,EAAE,CAAC,CAAC;QAC/G,YAAY,CAAC,KAAK,EAAE,CAAC;QAErB,IAAI,WAAiB,CAAC;QACtB,IAAI,CAAC;YACD,WAAW,GAAG,IAAI,IAAI,CAAC,IAAI,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;QAC3E,CAAC;QAAC,OAAO,CAAC,EAAE,CAAC;YACT,MAAM,IAAI,KAAK,CAAC,gCAAgC,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC;QAChF,CAAC;QAED,OAAO,WAAW,CAAC;IACvB,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,IAAqB,EAAE,WAA6B,EAAE,QAAsB,EAAE,aAA2B,EAAE,aAAa,GAAG,KAAK;QACtJ,mDAAmD;QACnD,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAQ,CAAC,MAAM,CAAC,CAAC;QAEvD,IAAI,aAAa,EAAE,CAAC;YAChB,8EAA8E;YAC9E,0EAA0E;YAC1E,+EAA+E;YAC/E,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,OAAQ,CAAC,CAAC;QAChC,CAAC;aAAM,CAAC;YACJ,+EAA+E;YAC/E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;gBAC/C,QAAQ,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;gBACnC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;gBACvC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,CAAC,CAAC;YACvC,CAAC;QACL,CAAC;QAED,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;QAClC,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,MAAM,SAAS,GAA+B,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,CAAC;QAE/F,IAAI,CAAC,WAAW,EAAE,CAAC;YACf,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,SAAU,CAAC;QACxC,CAAC;aAAM,CAAC;YACJ,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAU,CAAC,MAAM,CAAC,CAAC;YAC3D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAU,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;gBACjD,OAAO,CAAC,mCAAmC,CAAC,IAAI,CAAC,SAAU,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;gBAC1I,WAAW,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;YACtC,CAAC;YACD,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,SAAS,CAAC;QAClC,CAAC;QAED,UAAU;QACV,MAAM,aAAa,GAAG,IAAI,CAAC,OAAQ,CAAC;QACpC,IAAI,aAAa,EAAE,CAAC;YAChB,OAAO,IAAI,CAAC,CAAC;YACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,UAAU,EAAE,CAAC,CAAC;YAC7D,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,aAAa,CAAC;YACtC,CAAC;iBAAM,CAAC;gBACJ,MAAM,OAAO,GAAG,IAAI,YAAY,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;gBACvD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;oBAC/C,OAAO,CAAC,8BAA8B,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;oBAC/H,WAAW,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC;gBACpC,CAAC;gBACD,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,OAAO,CAAC;YAChC,CAAC;QACL,CAAC;QAED,MAAM;QACN,MAAM,oBAAoB,GAA8B;YACpD,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,KAAK;YAC5B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;YAC9B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;YAC9B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;YAC9B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;YAC9B,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,MAAM;SACjC,CAAC;QACF,KAAK,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;YACrJ,MAAM,QAAQ,GAAI,IAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC;YAC3D,IAAI,QAAQ,EAAE,CAAC;gBACX,OAAO,IAAI,CAAC,CAAC;gBACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,CAAC;YAC9D,CAAC;QACL,CAAC;QAED,SAAS;QACT,MAAM,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;QACjC,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,IAAI,CAAC,CAAC;YACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,SAAS,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC,CAAC;QACpF,CAAC;QAED,OAAO,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,SAAU,CAAC,MAAM,GAAG,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAChH,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,cAAc,CAAC,UAAsB;QAC/C,MAAM,cAAc,GAAG,UAAU,CAAC,SAAS,CAAC;QAC5C,MAAM,aAAa,GAAG,UAAU,CAAC,OAAO,CAAC;QAEzC,IAAI,CAAC,cAAc,IAAI,CAAC,aAAa,EAAE,CAAC;YACpC,MAAM,IAAI,KAAK,CAAC,yDAAyD,CAAC,CAAC;QAC/E,CAAC;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC;IAC7C,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,QAAQ,CAAC,IAAU,EAAE,iBAAiB,GAAG,KAAK;QACxD,MAAM,cAAc,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACvE,MAAM,aAAa,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACxC,MAAM,WAAW,GAAG,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAElD,IAAI,CAAC,cAAc,IAAI,CAAC,aAAa,EAAE,CAAC;YACpC,MAAM,IAAI,KAAK,CAAC,mDAAmD,CAAC,CAAC;QACzE,CAAC;QAED,oDAAoD;QACpD,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,UAAU,CAAC,CAAC;QAEjG,2BAA2B;QAC3B,MAAM,cAAc,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC;QACxE,MAAM,eAAe,GAAG,cAAc,CAAC,YAAY,EAAE,KAAK,eAAe,CAAC;QAC1E,MAAM,WAAW,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;YACjE,IAAI,eAAe,EAAE,CAAC;gBAClB,OAAO,OAAO,GAAI,cAAgC,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,aAAa,CAAE,CAAC,QAAQ,CAAC;YACjH,CAAC;YAED,OAAO,OAAO,GAAG,cAAc,CAAC,QAAQ,CAAC;QAC7C,CAAC,CAAC,CAAC;QAEH,6BAA6B;QAC7B,MAAM,OAAO,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,CAAC,CAAC;QAC1C,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9C,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAChE,MAAM,aAAa,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAE1E,UAAU;QACV,MAAM,IAAI,GAAG;YACT,SAAS,EAAE,cAAc;YACzB,OAAO,EAAE,aAAa;YACtB,OAAO,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC;YACtD,MAAM,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,SAAS,CAAC;YACpD,GAAG,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,MAAM,CAAC;YAC9C,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;SACnD,CAAC;QACF,gFAAgF;QAChF,oFAAoF;QACpF,kFAAkF;QAClF,iFAAiF;QACjF,mFAAmF;QACnF,mFAAmF;QACnF,kFAAkF;QAClF,oFAAoF;QACpF,mFAAmF;QACnF,uCAAuC;QACvC,IAAI,oBAAoB,GAAG,cAAc,CAAC,eAAe,KAAK,IAAI,CAAC,CAAC,CAAC,cAAc,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC,eAAe,CAAC;QAC3H,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,0BAA0B,EAAE,GAAG,CAAC,EAAE,CAAC;YAC9D,oBAAoB;gBAChB,oBAAoB,KAAK,SAAS,CAAC,iCAAiC;oBAChE,CAAC,CAAC,SAAS,CAAC,wCAAwC;oBACpD,CAAC,CAAC,SAAS,CAAC,iCAAiC,CAAC;QAC1D,CAAC;QACD,MAAM,aAAa,GAAG,CAAC,oBAAoB,KAAK,SAAS,CAAC,wCAAwC,CAAC,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC,oBAAoB,CAAC;QAE7I,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,aAAa,CAAC,CAAC;IACjH,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,UAAU,WAAW;IACvB,OAAO,QAAQ,KAAK,SAAS,CAAC;AAClC,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,KAAK,UAAU,mBAAmB,CAAC,OAA+B;IACrE,MAAM,YAAY,GAAG;QACjB,WAAW,EAAE,qCAAqC;QAClD,GAAG,OAAO;KACb,CAAC;IAEF,IAAI,QAAQ,EAAE,CAAC;QACX,OAAO,CAAC,sBAAsB;IAClC,CAAC;IAED,IAAI,eAAe,EAAE,CAAC;QAClB,MAAM,eAAe,CAAC;QACtB,OAAO;IACX,CAAC;IAED,IAAI,YAAY,CAAC,gBAAgB,EAAE,CAAC;QAChC,QAAQ,GAAG,YAAY,CAAC,gBAAgB,CAAC;QACzC,YAAY,GAAG,YAAY,CAAC,oBAAoB,CAAC;IACrD,CAAC;SAAM,CAAC;QACJ,eAAe,GAAG,sBAAsB,CACpC;kCACsB,YAAY,CAAC,WAAW;;;;;SAKjD,CACA,CAAC;QAEF,MAAM,MAAM,GAAG,MAAM,eAAe,CAAC;QACrC,kDAAkD;QAClD,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3B,YAAY,GAAG,MAAM,CAAC,IAAI,CAAC;IAC/B,CAAC;IAED,0FAA0F;IAC1F,OAAO,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;AACzC,CAAC","sourcesContent":["import { Mesh } from \"./mesh.pure\";\r\nimport { type IDisposable, type Scene } from \"core/scene\";\r\nimport { type IVertexDataLike, VertexData } from \"./mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { MultiMaterial } from \"core/Materials/multiMaterial.pure\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport { type FloatArray, type Nullable } from \"core/types\";\r\nimport { type Matrix, Vector3 } from \"core/Maths/math.vector.pure\";\r\n\r\n/**\r\n * Main manifold library\r\n */\r\nlet Manifold: any;\r\n\r\n/**\r\n * Promise to wait for the manifold library to be ready\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldPromise: Promise<{ Manifold: any; Mesh: any }>;\r\n\r\n/**\r\n * Manifold mesh\r\n */\r\nlet ManifoldMesh: any;\r\n\r\n/**\r\n * First ID to use for materials indexing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet FirstID: number;\r\n\r\n/**\r\n * Interface to customize the Manifold library import\r\n */\r\nexport interface ICSG2Options {\r\n /**\r\n * Custom manifold URL\r\n */\r\n manifoldUrl?: string;\r\n /**\r\n * Custom manifold instance\r\n */\r\n manifoldInstance: any;\r\n /**\r\n * Custom manifold mesh instance\r\n */\r\n manifoldMeshInstance: any;\r\n}\r\n\r\n/**\r\n * Interface to customize the mesh rebuild options\r\n */\r\nexport interface IMeshRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n /**\r\n * True to center the mesh on 0,0,0\r\n */\r\n centerMesh?: boolean;\r\n /**\r\n * Defines a material to use for that mesh. When not defined the system will either reuse the one from the source or create a multimaterial if several materials were involved\r\n */\r\n materialToUse?: Material;\r\n}\r\n\r\n/**\r\n * Interface to customize the vertex data rebuild options\r\n */\r\nexport interface IVertexDataRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n}\r\n\r\ninterface IManifoldMesh {\r\n numProp: number;\r\n vertProperties: Float32Array;\r\n triVerts: Uint32Array;\r\n runIndex: Uint32Array;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n runOriginalID: Uint32Array;\r\n numRun: number;\r\n}\r\n\r\ninterface IManifoldVertexComponent {\r\n stride: number;\r\n kind: string;\r\n data?: FloatArray;\r\n}\r\n\r\n/**\r\n * Wrapper around the Manifold library\r\n * https://manifoldcad.org/\r\n * Use this class to perform fast boolean operations on meshes\r\n * @see [basic operations](https://playground.babylonjs.com/#IW43EB#15)\r\n * @see [skull vs box](https://playground.babylonjs.com/#JUKXQD#6218)\r\n * @see [skull vs vertex data](https://playground.babylonjs.com/#JUKXQD#6219)\r\n */\r\nexport class CSG2 implements IDisposable {\r\n private _manifold: any;\r\n private _numProp: number;\r\n private _vertexStructure: IManifoldVertexComponent[];\r\n\r\n /**\r\n * Return the size of a vertex (at least 3 for the position)\r\n */\r\n public get numProp() {\r\n return this._numProp;\r\n }\r\n\r\n private constructor(manifold: any, numProp: number, vertexStructure: IManifoldVertexComponent[]) {\r\n this._manifold = manifold;\r\n this._numProp = numProp;\r\n this._vertexStructure = vertexStructure;\r\n }\r\n\r\n private _process(operation: \"difference\" | \"intersection\" | \"union\", csg: CSG2) {\r\n if (this.numProp !== csg.numProp) {\r\n throw new Error(\"CSG must be used with geometries having the same number of properties\");\r\n }\r\n return new CSG2(Manifold[operation](this._manifold, csg._manifold), this.numProp, this._vertexStructure);\r\n }\r\n\r\n /**\r\n * Run a difference operation between two CSG\r\n * @param csg defines the CSG to use to create the difference\r\n * @returns a new csg\r\n */\r\n public subtract(csg: CSG2) {\r\n return this._process(\"difference\", csg);\r\n }\r\n\r\n /**\r\n * Run an intersection operation between two CSG\r\n * @param csg defines the CSG to use to create the intersection\r\n * @returns a new csg\r\n */\r\n public intersect(csg: CSG2) {\r\n return this._process(\"intersection\", csg);\r\n }\r\n\r\n /**\r\n * Run an union operation between two CSG\r\n * @param csg defines the CSG to use to create the union\r\n * @returns a new csg\r\n */\r\n public add(csg: CSG2) {\r\n return this._process(\"union\", csg);\r\n }\r\n\r\n /**\r\n * Print debug information about the CSG\r\n */\r\n public printDebug() {\r\n Logger.Log(\"Genus:\" + this._manifold.genus());\r\n Logger.Log(\"Volume:\" + this._manifold.volume());\r\n Logger.Log(\"surface area:\" + this._manifold.surfaceArea());\r\n }\r\n\r\n /**\r\n * Generate a vertex data from the CSG\r\n * @param options defines the options to use to rebuild the vertex data\r\n * @returns a new vertex data\r\n */\r\n public toVertexData(options?: Partial<IVertexDataRebuildOptions>): VertexData {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n ...options,\r\n };\r\n const vertexData = new VertexData();\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n\r\n vertexData.indices = manifoldMesh.triVerts.length > 65535 ? new Uint32Array(manifoldMesh.triVerts) : new Uint16Array(manifoldMesh.triVerts);\r\n\r\n for (let i = 0; i < manifoldMesh.triVerts.length; i += 3) {\r\n vertexData.indices[i] = manifoldMesh.triVerts[i + 2];\r\n vertexData.indices[i + 1] = manifoldMesh.triVerts[i + 1];\r\n vertexData.indices[i + 2] = manifoldMesh.triVerts[i];\r\n }\r\n\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Attributes\r\n let offset = 0;\r\n for (let componentIndex = 0; componentIndex < this._vertexStructure.length; componentIndex++) {\r\n const component = this._vertexStructure[componentIndex];\r\n\r\n const data = new Float32Array(vertexCount * component.stride);\r\n for (let i = 0; i < vertexCount; i++) {\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n data[i * component.stride + strideIndex] = manifoldMesh.vertProperties[i * manifoldMesh.numProp + offset + strideIndex];\r\n }\r\n }\r\n vertexData.set(data, component.kind);\r\n offset += component.stride;\r\n }\r\n\r\n // Rebuild mesh from vertex data\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Generate a mesh from the CSG\r\n * @param name defines the name of the mesh\r\n * @param scene defines the scene to use to create the mesh\r\n * @param options defines the options to use to rebuild the mesh\r\n * @returns a new Mesh\r\n */\r\n public toMesh(name: string, scene?: Scene, options?: Partial<IMeshRebuildOptions>): Mesh {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n centerMesh: true,\r\n ...options,\r\n };\r\n const vertexData = this.toVertexData({ rebuildNormals: localOptions.rebuildNormals });\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Rebuild mesh from vertex data\r\n const output = new Mesh(name, scene);\r\n vertexData.applyToMesh(output);\r\n\r\n if (!vertexCount) {\r\n throw new Error(\"Unable to build a mesh. Manifold has 0 vertex\");\r\n }\r\n\r\n // Center mesh\r\n if (localOptions.centerMesh) {\r\n const extents = output.getBoundingInfo().boundingSphere.center;\r\n output.position.set(-extents.x, -extents.y, -extents.z);\r\n output.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n // Submeshes\r\n let id = manifoldMesh.runOriginalID[0];\r\n let start = manifoldMesh.runIndex[0];\r\n let materialIndex = 0;\r\n const materials: Material[] = [];\r\n scene = output.getScene();\r\n for (let run = 0; run < manifoldMesh.numRun; ++run) {\r\n const nextID = manifoldMesh.runOriginalID[run + 1];\r\n if (nextID !== id) {\r\n const end = manifoldMesh.runIndex[run + 1];\r\n new SubMesh(materialIndex, 0, vertexCount, start, end - start, output);\r\n materials.push(scene.getMaterialByUniqueID(id - FirstID) || scene.defaultMaterial);\r\n id = nextID;\r\n start = end;\r\n materialIndex++;\r\n }\r\n }\r\n\r\n if (localOptions.materialToUse) {\r\n output.material = localOptions.materialToUse;\r\n } else {\r\n if (materials.length > 1) {\r\n const multiMaterial = new MultiMaterial(name, scene);\r\n multiMaterial.subMaterials = materials;\r\n output.material = multiMaterial;\r\n } else {\r\n if (output.subMeshes.length > 1) {\r\n // Remove the submeshes as they are not needed\r\n output._createGlobalSubMesh(true);\r\n }\r\n output.material = materials[0];\r\n }\r\n }\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Dispose the CSG resources\r\n */\r\n public dispose() {\r\n if (this._manifold) {\r\n this._manifold.delete();\r\n this._manifold = null;\r\n }\r\n }\r\n\r\n private static _ProcessData(\r\n vertexCount: number,\r\n triVerts: Uint32Array,\r\n structure: IManifoldVertexComponent[],\r\n numProp: number,\r\n runIndex?: Uint32Array,\r\n runOriginalID?: Uint32Array\r\n ) {\r\n const vertProperties = new Float32Array(vertexCount * structure.reduce((acc, cur) => acc + cur.stride, 0));\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n let offset = 0;\r\n for (let idx = 0; idx < structure.length; idx++) {\r\n const component = structure[idx];\r\n\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n vertProperties[i * numProp + offset + strideIndex] = component.data![i * component.stride + strideIndex];\r\n }\r\n offset += component.stride;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n const manifoldMesh = new ManifoldMesh({ numProp: numProp, vertProperties, triVerts, runIndex, runOriginalID });\r\n manifoldMesh.merge();\r\n\r\n let returnValue: CSG2;\r\n try {\r\n returnValue = new CSG2(new Manifold(manifoldMesh), numProp, structure);\r\n } catch (e) {\r\n throw new Error(\"Error while creating the CSG: \" + e.message, { cause: e });\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private static _Construct(data: IVertexDataLike, worldMatrix: Nullable<Matrix>, runIndex?: Uint32Array, runOriginalID?: Uint32Array, invertWinding = false) {\r\n // Create the MeshGL for I/O with Manifold library.\r\n const triVerts = new Uint32Array(data.indices!.length);\r\n\r\n if (invertWinding) {\r\n // The mesh winding is reflected relative to Babylon's default winding for the\r\n // current handedness (e.g. a glTF mesh in a right-handed scene). Keep the\r\n // original order so Manifold always receives consistently outward-wound input.\r\n triVerts.set(data.indices!);\r\n } else {\r\n // Revert order to match Manifold's expected winding for Babylon-default meshes\r\n for (let i = 0; i < data.indices!.length; i += 3) {\r\n triVerts[i] = data.indices![i + 2];\r\n triVerts[i + 1] = data.indices![i + 1];\r\n triVerts[i + 2] = data.indices![i];\r\n }\r\n }\r\n\r\n const tempVector3 = new Vector3();\r\n let numProp = 3;\r\n const structure: IManifoldVertexComponent[] = [{ stride: 3, kind: VertexBuffer.PositionKind }];\r\n\r\n if (!worldMatrix) {\r\n structure[0].data = data.positions!;\r\n } else {\r\n const positions = new Float32Array(data.positions!.length);\r\n for (let i = 0; i < data.positions!.length; i += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data.positions![i], data.positions![i + 1], data.positions![i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(positions, i);\r\n }\r\n structure[0].data = positions;\r\n }\r\n\r\n // Normals\r\n const sourceNormals = data.normals!;\r\n if (sourceNormals) {\r\n numProp += 3;\r\n structure.push({ stride: 3, kind: VertexBuffer.NormalKind });\r\n if (!worldMatrix) {\r\n structure[1].data = sourceNormals;\r\n } else {\r\n const normals = new Float32Array(sourceNormals.length);\r\n for (let i = 0; i < sourceNormals.length; i += 3) {\r\n Vector3.TransformNormalFromFloatsToRef(sourceNormals[i], sourceNormals[i + 1], sourceNormals[i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(normals, i);\r\n }\r\n structure[1].data = normals;\r\n }\r\n }\r\n\r\n // UVs\r\n const uvKindToPropertyName: { [key: string]: string } = {\r\n [VertexBuffer.UVKind]: \"uvs\",\r\n [VertexBuffer.UV2Kind]: \"uvs2\",\r\n [VertexBuffer.UV3Kind]: \"uvs3\",\r\n [VertexBuffer.UV4Kind]: \"uvs4\",\r\n [VertexBuffer.UV5Kind]: \"uvs5\",\r\n [VertexBuffer.UV6Kind]: \"uvs6\",\r\n };\r\n for (const kind of [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind]) {\r\n const sourceUV = (data as any)[uvKindToPropertyName[kind]];\r\n if (sourceUV) {\r\n numProp += 2;\r\n structure.push({ stride: 2, kind: kind, data: sourceUV });\r\n }\r\n }\r\n\r\n // Colors\r\n const sourceColors = data.colors;\r\n if (sourceColors) {\r\n numProp += 4;\r\n structure.push({ stride: 4, kind: VertexBuffer.ColorKind, data: sourceColors });\r\n }\r\n\r\n return this._ProcessData(data.positions!.length / 3, triVerts, structure, numProp, runIndex, runOriginalID);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a vertexData\r\n * @param vertexData defines the vertexData to use to create the CSG\r\n * @returns a new CSG2 class\r\n */\r\n public static FromVertexData(vertexData: VertexData): CSG2 {\r\n const sourceVertices = vertexData.positions;\r\n const sourceIndices = vertexData.indices;\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The vertexData must at least have positions and indices\");\r\n }\r\n\r\n return this._Construct(vertexData, null);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a mesh\r\n * @param mesh defines the mesh to use to create the CSG\r\n * @param ignoreWorldMatrix defines if the world matrix should be ignored\r\n * @returns a new CSG2 class\r\n */\r\n public static FromMesh(mesh: Mesh, ignoreWorldMatrix = false): CSG2 {\r\n const sourceVertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const sourceIndices = mesh.getIndices();\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The mesh must at least have positions and indices\");\r\n }\r\n\r\n // Create a triangle run for each submesh (material)\r\n const starts = [...Array(mesh.subMeshes.length)].map((_, idx) => mesh.subMeshes[idx].indexStart);\r\n\r\n // Map the materials to ID.\r\n const sourceMaterial = mesh.material || mesh.getScene().defaultMaterial;\r\n const isMultiMaterial = sourceMaterial.getClassName() === \"MultiMaterial\";\r\n const originalIDs = [...Array(mesh.subMeshes.length)].map((_, idx) => {\r\n if (isMultiMaterial) {\r\n return FirstID + (sourceMaterial as MultiMaterial).subMaterials[mesh.subMeshes[idx].materialIndex]!.uniqueId;\r\n }\r\n\r\n return FirstID + sourceMaterial.uniqueId;\r\n });\r\n\r\n // List the runs in sequence.\r\n const indices = Array.from(starts.keys());\r\n indices.sort((a, b) => starts[a] - starts[b]);\r\n const runIndex = new Uint32Array(indices.map((i) => starts[i]));\r\n const runOriginalID = new Uint32Array(indices.map((i) => originalIDs[i]));\r\n\r\n // Process\r\n const data = {\r\n positions: sourceVertices,\r\n indices: sourceIndices,\r\n normals: mesh.getVerticesData(VertexBuffer.NormalKind),\r\n colors: mesh.getVerticesData(VertexBuffer.ColorKind),\r\n uvs: mesh.getVerticesData(VertexBuffer.UVKind),\r\n uvs2: mesh.getVerticesData(VertexBuffer.UV2Kind),\r\n uvs3: mesh.getVerticesData(VertexBuffer.UV3Kind),\r\n uvs4: mesh.getVerticesData(VertexBuffer.UV4Kind),\r\n uvs5: mesh.getVerticesData(VertexBuffer.UV5Kind),\r\n uvs6: mesh.getVerticesData(VertexBuffer.UV6Kind),\r\n };\r\n // Manifold requires consistently outward-wound (positive volume) input. Babylon\r\n // meshes can be wound either way depending on their source: a default mesh uses the\r\n // engine's winding for the current handedness, while an imported mesh (e.g. glTF)\r\n // keeps its own winding and compensates through sideOrientation. Detect when the\r\n // effective world-space winding is reflected relative to the default so Manifold's\r\n // input orientation stays consistent across all sources. This fixes CSG operations\r\n // in right-handed scenes and with negative-determinant (mirrored) world matrices.\r\n // Use the same effective material the renderer binds (mesh.material falling back to\r\n // the scene default) so an explicit sideOrientation override is honored, and reuse\r\n // the cached world-matrix determinant.\r\n let effectiveOrientation = sourceMaterial.sideOrientation !== null ? sourceMaterial.sideOrientation : mesh.sideOrientation;\r\n if (!ignoreWorldMatrix && mesh._getWorldMatrixDeterminant() < 0) {\r\n effectiveOrientation =\r\n effectiveOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const invertWinding = (effectiveOrientation === Constants.MATERIAL_CounterClockWiseSideOrientation) === mesh.getScene().useRightHandedSystem;\r\n\r\n return this._Construct(data, ignoreWorldMatrix ? null : worldMatrix, runIndex, runOriginalID, invertWinding);\r\n }\r\n}\r\n\r\n/**\r\n * Checks if the Manifold library is ready\r\n * @returns true if the Manifold library is ready\r\n */\r\nexport function IsCSG2Ready() {\r\n return Manifold !== undefined;\r\n}\r\n\r\n/**\r\n * Initialize the Manifold library\r\n * @param options defines the options to use to initialize the library\r\n */\r\nexport async function InitializeCSG2Async(options?: Partial<ICSG2Options>) {\r\n const localOptions = {\r\n manifoldUrl: \"https://unpkg.com/manifold-3d@3.4.0\",\r\n ...options,\r\n };\r\n\r\n if (Manifold) {\r\n return; // Already initialized\r\n }\r\n\r\n if (ManifoldPromise) {\r\n await ManifoldPromise;\r\n return;\r\n }\r\n\r\n if (localOptions.manifoldInstance) {\r\n Manifold = localOptions.manifoldInstance;\r\n ManifoldMesh = localOptions.manifoldMeshInstance;\r\n } else {\r\n ManifoldPromise = _LoadScriptModuleAsync(\r\n `\r\n import Module from '${localOptions.manifoldUrl}/manifold.js';\r\n const wasm = await Module();\r\n wasm.setup();\r\n const {Manifold, Mesh} = wasm;\r\n const returnedValue = {Manifold, Mesh};\r\n `\r\n );\r\n\r\n const result = await ManifoldPromise;\r\n // eslint-disable-next-line require-atomic-updates\r\n Manifold = result.Manifold;\r\n ManifoldMesh = result.Mesh;\r\n }\r\n\r\n // Reserve IDs for materials (we consider that there will be no more than 65536 materials)\r\n FirstID = Manifold.reserveIDs(65536);\r\n}\r\n"]}
|
|
@@ -32,6 +32,11 @@ export class PhysicsAggregate {
|
|
|
32
32
|
this._scene = _scene;
|
|
33
33
|
this._disposeShapeWhenDisposed = true;
|
|
34
34
|
this._options = { mass: 0 };
|
|
35
|
+
// Shallow-clone the options so we never mutate the caller's object.
|
|
36
|
+
// _addSizeOptions assigns to fields like .mesh, .center, .radius, etc.,
|
|
37
|
+
// which would otherwise leak stale references (e.g. a disposed mesh)
|
|
38
|
+
// into subsequent PhysicsAggregate constructions sharing the same options.
|
|
39
|
+
this._options = { ..._options };
|
|
35
40
|
//sanity check!
|
|
36
41
|
if (!this.transformNode) {
|
|
37
42
|
Logger.Error("No object was provided. A physics object is obligatory");
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"physicsAggregate.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/physicsAggregate.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAG3C,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,8BAA8B,CAAC;AAC/E,OAAO,EAAE,aAAa,EAAE,MAAM,mCAAmC,CAAC;AAOlE,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAwExD;;;;;;GAMG;AACH,MAAM,OAAO,gBAAgB;IAqBzB;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;IACI;;OAEG;IACI,aAA4B;IACnC;;OAEG;IACI,IAAqC,EAC5C,WAAuC,EAAE,IAAI,EAAE,CAAC,EAAE,EAC1C,MAAc;QANf,kBAAa,GAAb,aAAa,CAAe;QAI5B,SAAI,GAAJ,IAAI,CAAiC;QAEpC,WAAM,GAAN,MAAM,CAAQ;QAtBlB,8BAAyB,GAAG,IAAI,CAAC;QACjC,aAAQ,GAA+B,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;QAuBvD,eAAe;QACf,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC;YACtB,MAAM,CAAC,KAAK,CAAC,wDAAwD,CAAC,CAAC;YACvE,OAAO;QACX,CAAC;QACD,MAAM,CAAC,GAAG,aAAqB,CAAC;QAChC,IAAI,IAAI,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,IAAI,CAAC,CAAC,gBAAgB,EAAE,CAAC;YAC9E,MAAM,CAAC,IAAI,CACP,qKAAqK,CACxK,CAAC;QACN,CAAC;QAED,iCAAiC;QACjC,IAAI,CAAC,IAAI,CAAC,MAAM,IAAI,aAAa,CAAC,QAAQ,EAAE,CAAC;YACzC,IAAI,CAAC,MAAM,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;QAC3C,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,wBAAwB;QACxB,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;QAC/B,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAW,IAAI,KAAK,CAAC;QACvD,IAAI,CAAC,IAAI,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAW,EAAE,WAAW,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAChG,IAAK,IAAY,CAAC,YAAY,IAAK,IAAY,CAAC,YAAY,EAAE,KAAK,cAAc,EAAE,CAAC;YAChF,IAAI,CAAC,KAAK,GAAG,IAAoB,CAAC;YAClC,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;QAC3C,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,KAAK,GAAG,IAAI,YAAY,CACzB;gBACI,IAAI,EAAE,IAAwB;gBAC9B,UAAU,EAAE,IAAI,CAAC,QAAe;aACnC,EACD,IAAI,CAAC,MAAM,CACd,CAAC;QACN,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE,CAAC;YAC/B,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,IAAI,CAAC;QAChC,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,WAAW,EAAE,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC;QAC7F,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC7B,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEpC,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,CAAC,CAAC;QAE1D,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,aAAa,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YACxE,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IAES,eAAe,CAAC,QAAoC;QAC1D,MAAM,CAAC,GAAG,IAAI,CAAC,aAAqB,CAAC;QACrC,IAAI,CAAC,QAAQ,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;QAC5B,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,QAAQ,CAAC,IAAI,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC;QAClE,IAAI,CAAC,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC,QAAQ,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,QAAQ,CAAC,QAAQ,CAAC;QAChF,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,QAAQ,CAAC,WAAW,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,QAAQ,CAAC,WAAW,CAAC;QACzF,IAAI,CAAC,QAAQ,CAAC,cAAc,GAAG,QAAQ,CAAC,cAAc,IAAI,KAAK,CAAC;QAChE,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,QAAQ,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QAClE,IAAI,CAAC,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC,kCAA0B,CAAC,kCAA0B,CAAC,CAAC;QACpI,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,QAAQ,EAAE;YACzB,MAAM,EAAE,QAAQ,CAAC,MAAM;YACvB,MAAM,EAAE,QAAQ,CAAC,MAAM;YACvB,MAAM,EAAE,QAAQ,CAAC,MAAM;YACvB,OAAO,EAAE,QAAQ,CAAC,OAAO;YACzB,QAAQ,EAAE,QAAQ,CAAC,QAAQ;YAC3B,MAAM,EAAE,QAAQ,CAAC,MAAM;YACvB,WAAW,EAAE,QAAQ,CAAC,WAAW;YACjC,cAAc,EAAE,QAAQ,CAAC,cAAc;SACH,CAAC,CAAC;QAC1C,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAEO,qBAAqB;QACzB,IAAK,IAAI,CAAC,aAA8B,CAAC,kBAAkB,EAAE,CAAC;YAC1D,OAAQ,IAAI,CAAC,aAA8B,CAAC,kBAAkB,EAAE,CAAC,WAAW,CAAC;QACjF,CAAC;aAAM,CAAC;YACJ,OAAO,IAAI,WAAW,CAAC,IAAI,OAAO,CAAC,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QACtF,CAAC;IACL,CAAC;IAEO,YAAY,CAAC,IAAmB;QACpC,OAAQ,IAAY,EAAE,gBAAgB,EAAE,GAAG,CAAC,CAAC;IACjD,CAAC;IAEO,eAAe;QACnB,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAC5C,MAAM,EAAE,GAAG,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACxC,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACtC,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAChC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;QACxB,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;QAC5D,0FAA0F;QAC1F,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAChC,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAChC,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,GAAG,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAClC,GAAG,CAAC,QAAQ,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC;QACzB,GAAG,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;QAExD,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;YACxB,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;YAC7B,MAAM,CAAC,QAAQ,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC;YAC3B,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;YAC3D,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,MAAM,CAAC;QAClC,CAAC;QAED,QAAQ,IAAI,CAAC,IAAI,EAAE,CAAC;YAChB;gBACI,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,aAAa,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,IAAI,aAAa,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC;oBACtH,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;gBACzC,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;oBAC/B,MAAM,CAAC,IAAI,CAAC,8GAA8G,CAAC,CAAC;oBAC5H,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;gBACzE,CAAC;gBACD,MAAM;YACV;gBACI,CAAC;oBACG,MAAM,SAAS,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;oBAChC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,SAAS,CAAC;oBACzD,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,SAAS,EAAE,CAAC,CAAC,CAAC;oBACpF,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,SAAS,EAAE,CAAC,CAAC,CAAC;gBACpG,CAAC;gBACD,MAAM;YACV;gBACI,CAAC;oBACG,MAAM,SAAS,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;oBAChC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,SAAS,CAAC;oBACzD,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBACxE,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;gBACxF,CAAC;gBACD,MAAM;YACV,mCAA2B;YAC3B,0CAAkC;YAClC;gBACI,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,IAAI,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC/D,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,IAAI,CAAC,aAAqB,CAAC;gBACpD,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC;oBACvE,MAAM,IAAI,KAAK,CACX,oJAAoJ,CACvJ,CAAC;gBACN,CAAC;gBACD,MAAM;YACV;gBACI,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,IAAI,IAAI,OAAO,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;gBAC9F,IAAI,CAAC,QAAQ,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,IAAI,UAAU,CAAC,QAAQ,EAAE,CAAC;gBACzE,MAAM;QACd,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,QAAoC;QACrD,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;QAC/B,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAW,IAAI,KAAK,CAAC;QACvD,IAAI,IAAI,CAAC,QAAQ,CAAC,UAAU,KAAK,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACpD,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAW,CAAC,CAAC;QACvD,CAAC;QACD,IAAI,WAAW,KAAK,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;YACxC,IAAI,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;QACxC,CAAC;QACD,IAAI,CAAC,eAAe,EAAE,CAAC;QACvB,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,IAAI,KAAK,CAAC;QAC7D,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,QAAQ,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC;YAChD,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC;QAC1D,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,CAAC,CAAC;QAC1D,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,gBAAgB,EAAE,EAAE,gBAAgB,EAAE,EAA4B,CAAC;QAC/F,IAAI,MAAM,EAAE,CAAC;YACT,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC7D,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACjC,CAAC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;YAC9E,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACrC,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;QACpB,IAAI,IAAI,CAAC,yBAAyB,EAAE,CAAC;YACjC,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC;QACzB,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { PhysicsBody } from \"./physicsBody\";\r\nimport { type PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { PhysicsShape } from \"./physicsShape\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { WithinEpsilon } from \"../../Maths/math.scalar.functions\";\r\nimport { type IPhysicsEnginePluginV2, PhysicsMotionType, PhysicsShapeType } from \"./IPhysicsEnginePlugin\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Node } from \"../../node\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { BoundingBox } from \"../../Culling/boundingBox\";\r\n\r\n/**\r\n * The interface for the physics aggregate parameters\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsAggregateParameters {\r\n /**\r\n * The mass of the physics aggregate\r\n */\r\n mass: number;\r\n\r\n /**\r\n * The friction of the physics aggregate\r\n */\r\n friction?: number;\r\n\r\n /**\r\n * The coefficient of restitution of the physics aggregate\r\n */\r\n restitution?: number;\r\n\r\n /**\r\n * Radius for sphere, cylinder and capsule\r\n */\r\n radius?: number;\r\n\r\n /**\r\n * Starting point for cylinder/capsule\r\n */\r\n pointA?: Vector3;\r\n\r\n /**\r\n * Ending point for cylinder/capsule\r\n */\r\n pointB?: Vector3;\r\n\r\n /**\r\n * Extents for box\r\n */\r\n extents?: Vector3;\r\n\r\n /**\r\n * Orientation for box\r\n */\r\n rotation?: Quaternion;\r\n\r\n /**\r\n * mesh local center\r\n */\r\n center?: Vector3;\r\n\r\n /**\r\n * mesh object. Used for mesh and convex hull aggregates.\r\n */\r\n mesh?: Mesh;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n startAsleep?: boolean;\r\n\r\n /**\r\n * If true, mark the created shape as a trigger shape\r\n */\r\n isTriggerShape?: boolean;\r\n /**\r\n * Specify the body motion type\r\n */\r\n motionType?: PhysicsMotionType;\r\n}\r\n\r\n/**\r\n * Helper class to create and interact with a PhysicsAggregate.\r\n * This is a transition object that works like Physics Plugin V1 Impostors.\r\n * This helper instantiates all mandatory physics objects to get a body/shape and material.\r\n * It's less efficient than handling body and shapes independently but for prototyping or\r\n * a small numbers of physics objects, it's good enough.\r\n */\r\nexport class PhysicsAggregate {\r\n /**\r\n * The body that is associated with this aggregate\r\n */\r\n public body: PhysicsBody;\r\n\r\n /**\r\n * The shape that is associated with this aggregate\r\n */\r\n public shape: PhysicsShape;\r\n\r\n /**\r\n * The material that is associated with this aggregate\r\n */\r\n public material: PhysicsMaterial;\r\n\r\n private _disposeShapeWhenDisposed = true;\r\n private _options: PhysicsAggregateParameters = { mass: 0 };\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /**\r\n * Get current computed options\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics aggregate\r\n */\r\n public transformNode: TransformNode,\r\n /**\r\n * The type of the physics aggregate\r\n */\r\n public type: PhysicsShapeType | PhysicsShape,\r\n _options: PhysicsAggregateParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.transformNode) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n const m = transformNode as Mesh;\r\n if (this.transformNode.parent && this._options.mass !== 0 && m.hasThinInstances) {\r\n Logger.Warn(\r\n \"A physics body has been created for an object which has a parent and thin instances. Babylon physics currently works in local space so unexpected issues may occur.\"\r\n );\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && transformNode.getScene) {\r\n this._scene = transformNode.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n //default options params\r\n this._prepareOptions(_options);\r\n const startAsleep = this._options.startAsleep ?? false;\r\n this.body = new PhysicsBody(transformNode, this._options.motionType!, startAsleep, this._scene);\r\n if ((type as any).getClassName && (type as any).getClassName() === \"PhysicsShape\") {\r\n this.shape = type as PhysicsShape;\r\n this._disposeShapeWhenDisposed = false;\r\n } else {\r\n this.shape = new PhysicsShape(\r\n {\r\n type: type as PhysicsShapeType,\r\n parameters: this._options as any,\r\n },\r\n this._scene\r\n );\r\n }\r\n\r\n if (this._options.isTriggerShape) {\r\n this.shape.isTrigger = true;\r\n }\r\n\r\n this.material = { friction: this._options.friction, restitution: this._options.restitution };\r\n this.body.shape = this.shape;\r\n this.shape.material = this.material;\r\n\r\n this.body.setMassProperties({ mass: this._options.mass });\r\n\r\n this._nodeDisposeObserver = this.transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareOptions(_options: PhysicsAggregateParameters) {\r\n const m = this.transformNode as Mesh;\r\n this._options = { mass: 0 };\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n this._options.isTriggerShape = _options.isTriggerShape ?? false;\r\n this._options.mesh = _options.mesh ?? (m._isMesh ? m : undefined);\r\n this._options.motionType = _options.motionType ?? (this._options.mass === 0 ? PhysicsMotionType.STATIC : PhysicsMotionType.DYNAMIC);\r\n Object.assign(this._options, {\r\n pointA: _options.pointA,\r\n pointB: _options.pointB,\r\n radius: _options.radius,\r\n extents: _options.extents,\r\n rotation: _options.rotation,\r\n center: _options.center,\r\n startAsleep: _options.startAsleep,\r\n isTriggerShape: _options.isTriggerShape,\r\n } as Partial<PhysicsAggregateParameters>);\r\n this._addSizeOptions();\r\n }\r\n\r\n private _getObjectBoundingBox() {\r\n if ((this.transformNode as AbstractMesh).getRawBoundingInfo) {\r\n return (this.transformNode as AbstractMesh).getRawBoundingInfo().boundingBox;\r\n } else {\r\n return new BoundingBox(new Vector3(-0.5, -0.5, -0.5), new Vector3(0.5, 0.5, 0.5));\r\n }\r\n }\r\n\r\n private _hasVertices(node: TransformNode): boolean {\r\n return (node as any)?.getTotalVertices() > 0;\r\n }\r\n\r\n private _addSizeOptions(): void {\r\n this.transformNode.computeWorldMatrix(true);\r\n const bb = this._getObjectBoundingBox();\r\n const extents = TmpVectors.Vector3[0];\r\n extents.copyFrom(bb.extendSize);\r\n extents.scaleInPlace(2);\r\n extents.multiplyInPlace(this.transformNode.absoluteScaling);\r\n // In case we had any negative scaling, we need to take the absolute value of the extents.\r\n extents.x = Math.abs(extents.x);\r\n extents.y = Math.abs(extents.y);\r\n extents.z = Math.abs(extents.z);\r\n\r\n const min = TmpVectors.Vector3[1];\r\n min.copyFrom(bb.minimum);\r\n min.multiplyInPlace(this.transformNode.absoluteScaling);\r\n\r\n if (!this._options.center) {\r\n const center = new Vector3();\r\n center.copyFrom(bb.center);\r\n center.multiplyInPlace(this.transformNode.absoluteScaling);\r\n this._options.center = center;\r\n }\r\n\r\n switch (this.type) {\r\n case PhysicsShapeType.SPHERE:\r\n if (!this._options.radius && WithinEpsilon(extents.x, extents.y, 0.0001) && WithinEpsilon(extents.x, extents.z, 0.0001)) {\r\n this._options.radius = extents.x / 2;\r\n } else if (!this._options.radius) {\r\n Logger.Warn(\"Non uniform scaling is unsupported for sphere shapes. Setting the radius to the biggest bounding box extent.\");\r\n this._options.radius = Math.max(extents.x, extents.y, extents.z) / 2;\r\n }\r\n break;\r\n case PhysicsShapeType.CAPSULE:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y + capRadius, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y - capRadius, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.CYLINDER:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.MESH:\r\n case PhysicsShapeType.CONVEX_HULL:\r\n case PhysicsShapeType.HEIGHTFIELD:\r\n if (!this._options.mesh && this._hasVertices(this.transformNode)) {\r\n this._options.mesh = this.transformNode as Mesh;\r\n } else if (!this._options.mesh || !this._hasVertices(this._options.mesh)) {\r\n throw new Error(\r\n \"No valid mesh was provided for mesh or convex hull shape parameter. Please provide a mesh with valid geometry (number of vertices greater than 0).\"\r\n );\r\n }\r\n break;\r\n case PhysicsShapeType.BOX:\r\n this._options.extents = this._options.extents ?? new Vector3(extents.x, extents.y, extents.z);\r\n this._options.rotation = this._options.rotation ?? Quaternion.Identity();\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Updates the options for the physics aggregate with the provided parameters.\r\n * @param _options - The new set of options to update the physics aggregate with.\r\n */\r\n public updateOptions(_options: PhysicsAggregateParameters) {\r\n this._prepareOptions(_options);\r\n const startAsleep = this._options.startAsleep ?? false;\r\n if (this._options.motionType !== this.body.motionType) {\r\n this.body.setMotionType(this._options.motionType!);\r\n }\r\n if (startAsleep !== this.body.startAsleep) {\r\n this.body.startAsleep = startAsleep;\r\n }\r\n this._addSizeOptions();\r\n this.shape.isTrigger = this._options.isTriggerShape ?? false;\r\n if (this.material) {\r\n this.material.friction = this._options.friction;\r\n this.material.restitution = this._options.restitution;\r\n }\r\n this.body.setMassProperties({ mass: this._options.mass });\r\n const plugin = this._scene?.getPhysicsEngine()?.getPhysicsPlugin?.() as IPhysicsEnginePluginV2;\r\n if (plugin) {\r\n plugin.initShape(this.shape, this.shape.type, this._options);\r\n this.body.shape = this.shape;\r\n }\r\n }\r\n\r\n /**\r\n * Releases the body, shape and material\r\n */\r\n public dispose(): void {\r\n if (this._nodeDisposeObserver) {\r\n this.body.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this.body.dispose();\r\n if (this._disposeShapeWhenDisposed) {\r\n this.shape.dispose();\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"physicsAggregate.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/physicsAggregate.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAG3C,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,8BAA8B,CAAC;AAC/E,OAAO,EAAE,aAAa,EAAE,MAAM,mCAAmC,CAAC;AAOlE,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAwExD;;;;;;GAMG;AACH,MAAM,OAAO,gBAAgB;IAqBzB;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;IACI;;OAEG;IACI,aAA4B;IACnC;;OAEG;IACI,IAAqC,EAC5C,WAAuC,EAAE,IAAI,EAAE,CAAC,EAAE,EAC1C,MAAc;QANf,kBAAa,GAAb,aAAa,CAAe;QAI5B,SAAI,GAAJ,IAAI,CAAiC;QAEpC,WAAM,GAAN,MAAM,CAAQ;QAtBlB,8BAAyB,GAAG,IAAI,CAAC;QACjC,aAAQ,GAA+B,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;QAuBvD,oEAAoE;QACpE,wEAAwE;QACxE,qEAAqE;QACrE,2EAA2E;QAC3E,IAAI,CAAC,QAAQ,GAAG,EAAE,GAAG,QAAQ,EAAE,CAAC;QAEhC,eAAe;QACf,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC;YACtB,MAAM,CAAC,KAAK,CAAC,wDAAwD,CAAC,CAAC;YACvE,OAAO;QACX,CAAC;QACD,MAAM,CAAC,GAAG,aAAqB,CAAC;QAChC,IAAI,IAAI,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,IAAI,CAAC,CAAC,gBAAgB,EAAE,CAAC;YAC9E,MAAM,CAAC,IAAI,CACP,qKAAqK,CACxK,CAAC;QACN,CAAC;QAED,iCAAiC;QACjC,IAAI,CAAC,IAAI,CAAC,MAAM,IAAI,aAAa,CAAC,QAAQ,EAAE,CAAC;YACzC,IAAI,CAAC,MAAM,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;QAC3C,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,wBAAwB;QACxB,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;QAC/B,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAW,IAAI,KAAK,CAAC;QACvD,IAAI,CAAC,IAAI,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAW,EAAE,WAAW,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAChG,IAAK,IAAY,CAAC,YAAY,IAAK,IAAY,CAAC,YAAY,EAAE,KAAK,cAAc,EAAE,CAAC;YAChF,IAAI,CAAC,KAAK,GAAG,IAAoB,CAAC;YAClC,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;QAC3C,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,KAAK,GAAG,IAAI,YAAY,CACzB;gBACI,IAAI,EAAE,IAAwB;gBAC9B,UAAU,EAAE,IAAI,CAAC,QAAe;aACnC,EACD,IAAI,CAAC,MAAM,CACd,CAAC;QACN,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE,CAAC;YAC/B,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,IAAI,CAAC;QAChC,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,WAAW,EAAE,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC;QAC7F,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC7B,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEpC,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,CAAC,CAAC;QAE1D,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,aAAa,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YACxE,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IAES,eAAe,CAAC,QAAoC;QAC1D,MAAM,CAAC,GAAG,IAAI,CAAC,aAAqB,CAAC;QACrC,IAAI,CAAC,QAAQ,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;QAC5B,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,QAAQ,CAAC,IAAI,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC;QAClE,IAAI,CAAC,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC,QAAQ,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,QAAQ,CAAC,QAAQ,CAAC;QAChF,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,QAAQ,CAAC,WAAW,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,QAAQ,CAAC,WAAW,CAAC;QACzF,IAAI,CAAC,QAAQ,CAAC,cAAc,GAAG,QAAQ,CAAC,cAAc,IAAI,KAAK,CAAC;QAChE,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,QAAQ,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QAClE,IAAI,CAAC,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC,kCAA0B,CAAC,kCAA0B,CAAC,CAAC;QACpI,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,QAAQ,EAAE;YACzB,MAAM,EAAE,QAAQ,CAAC,MAAM;YACvB,MAAM,EAAE,QAAQ,CAAC,MAAM;YACvB,MAAM,EAAE,QAAQ,CAAC,MAAM;YACvB,OAAO,EAAE,QAAQ,CAAC,OAAO;YACzB,QAAQ,EAAE,QAAQ,CAAC,QAAQ;YAC3B,MAAM,EAAE,QAAQ,CAAC,MAAM;YACvB,WAAW,EAAE,QAAQ,CAAC,WAAW;YACjC,cAAc,EAAE,QAAQ,CAAC,cAAc;SACH,CAAC,CAAC;QAC1C,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAEO,qBAAqB;QACzB,IAAK,IAAI,CAAC,aAA8B,CAAC,kBAAkB,EAAE,CAAC;YAC1D,OAAQ,IAAI,CAAC,aAA8B,CAAC,kBAAkB,EAAE,CAAC,WAAW,CAAC;QACjF,CAAC;aAAM,CAAC;YACJ,OAAO,IAAI,WAAW,CAAC,IAAI,OAAO,CAAC,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QACtF,CAAC;IACL,CAAC;IAEO,YAAY,CAAC,IAAmB;QACpC,OAAQ,IAAY,EAAE,gBAAgB,EAAE,GAAG,CAAC,CAAC;IACjD,CAAC;IAEO,eAAe;QACnB,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAC5C,MAAM,EAAE,GAAG,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACxC,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACtC,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAChC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;QACxB,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;QAC5D,0FAA0F;QAC1F,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAChC,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAChC,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,GAAG,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAClC,GAAG,CAAC,QAAQ,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC;QACzB,GAAG,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;QAExD,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;YACxB,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;YAC7B,MAAM,CAAC,QAAQ,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC;YAC3B,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;YAC3D,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,MAAM,CAAC;QAClC,CAAC;QAED,QAAQ,IAAI,CAAC,IAAI,EAAE,CAAC;YAChB;gBACI,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,aAAa,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,IAAI,aAAa,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC;oBACtH,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;gBACzC,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;oBAC/B,MAAM,CAAC,IAAI,CAAC,8GAA8G,CAAC,CAAC;oBAC5H,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;gBACzE,CAAC;gBACD,MAAM;YACV;gBACI,CAAC;oBACG,MAAM,SAAS,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;oBAChC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,SAAS,CAAC;oBACzD,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,SAAS,EAAE,CAAC,CAAC,CAAC;oBACpF,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,SAAS,EAAE,CAAC,CAAC,CAAC;gBACpG,CAAC;gBACD,MAAM;YACV;gBACI,CAAC;oBACG,MAAM,SAAS,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;oBAChC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,SAAS,CAAC;oBACzD,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBACxE,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;gBACxF,CAAC;gBACD,MAAM;YACV,mCAA2B;YAC3B,0CAAkC;YAClC;gBACI,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,IAAI,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC/D,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,IAAI,CAAC,aAAqB,CAAC;gBACpD,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC;oBACvE,MAAM,IAAI,KAAK,CACX,oJAAoJ,CACvJ,CAAC;gBACN,CAAC;gBACD,MAAM;YACV;gBACI,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,IAAI,IAAI,OAAO,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;gBAC9F,IAAI,CAAC,QAAQ,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,IAAI,UAAU,CAAC,QAAQ,EAAE,CAAC;gBACzE,MAAM;QACd,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,QAAoC;QACrD,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;QAC/B,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAW,IAAI,KAAK,CAAC;QACvD,IAAI,IAAI,CAAC,QAAQ,CAAC,UAAU,KAAK,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACpD,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAW,CAAC,CAAC;QACvD,CAAC;QACD,IAAI,WAAW,KAAK,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;YACxC,IAAI,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;QACxC,CAAC;QACD,IAAI,CAAC,eAAe,EAAE,CAAC;QACvB,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,IAAI,KAAK,CAAC;QAC7D,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,QAAQ,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC;YAChD,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC;QAC1D,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,CAAC,CAAC;QAC1D,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,gBAAgB,EAAE,EAAE,gBAAgB,EAAE,EAA4B,CAAC;QAC/F,IAAI,MAAM,EAAE,CAAC;YACT,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC7D,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACjC,CAAC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;YAC9E,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACrC,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;QACpB,IAAI,IAAI,CAAC,yBAAyB,EAAE,CAAC;YACjC,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC;QACzB,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { PhysicsBody } from \"./physicsBody\";\r\nimport { type PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { PhysicsShape } from \"./physicsShape\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { WithinEpsilon } from \"../../Maths/math.scalar.functions\";\r\nimport { type IPhysicsEnginePluginV2, PhysicsMotionType, PhysicsShapeType } from \"./IPhysicsEnginePlugin\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Node } from \"../../node\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { BoundingBox } from \"../../Culling/boundingBox\";\r\n\r\n/**\r\n * The interface for the physics aggregate parameters\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsAggregateParameters {\r\n /**\r\n * The mass of the physics aggregate\r\n */\r\n mass: number;\r\n\r\n /**\r\n * The friction of the physics aggregate\r\n */\r\n friction?: number;\r\n\r\n /**\r\n * The coefficient of restitution of the physics aggregate\r\n */\r\n restitution?: number;\r\n\r\n /**\r\n * Radius for sphere, cylinder and capsule\r\n */\r\n radius?: number;\r\n\r\n /**\r\n * Starting point for cylinder/capsule\r\n */\r\n pointA?: Vector3;\r\n\r\n /**\r\n * Ending point for cylinder/capsule\r\n */\r\n pointB?: Vector3;\r\n\r\n /**\r\n * Extents for box\r\n */\r\n extents?: Vector3;\r\n\r\n /**\r\n * Orientation for box\r\n */\r\n rotation?: Quaternion;\r\n\r\n /**\r\n * mesh local center\r\n */\r\n center?: Vector3;\r\n\r\n /**\r\n * mesh object. Used for mesh and convex hull aggregates.\r\n */\r\n mesh?: Mesh;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n startAsleep?: boolean;\r\n\r\n /**\r\n * If true, mark the created shape as a trigger shape\r\n */\r\n isTriggerShape?: boolean;\r\n /**\r\n * Specify the body motion type\r\n */\r\n motionType?: PhysicsMotionType;\r\n}\r\n\r\n/**\r\n * Helper class to create and interact with a PhysicsAggregate.\r\n * This is a transition object that works like Physics Plugin V1 Impostors.\r\n * This helper instantiates all mandatory physics objects to get a body/shape and material.\r\n * It's less efficient than handling body and shapes independently but for prototyping or\r\n * a small numbers of physics objects, it's good enough.\r\n */\r\nexport class PhysicsAggregate {\r\n /**\r\n * The body that is associated with this aggregate\r\n */\r\n public body: PhysicsBody;\r\n\r\n /**\r\n * The shape that is associated with this aggregate\r\n */\r\n public shape: PhysicsShape;\r\n\r\n /**\r\n * The material that is associated with this aggregate\r\n */\r\n public material: PhysicsMaterial;\r\n\r\n private _disposeShapeWhenDisposed = true;\r\n private _options: PhysicsAggregateParameters = { mass: 0 };\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /**\r\n * Get current computed options\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics aggregate\r\n */\r\n public transformNode: TransformNode,\r\n /**\r\n * The type of the physics aggregate\r\n */\r\n public type: PhysicsShapeType | PhysicsShape,\r\n _options: PhysicsAggregateParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n // Shallow-clone the options so we never mutate the caller's object.\r\n // _addSizeOptions assigns to fields like .mesh, .center, .radius, etc.,\r\n // which would otherwise leak stale references (e.g. a disposed mesh)\r\n // into subsequent PhysicsAggregate constructions sharing the same options.\r\n this._options = { ..._options };\r\n\r\n //sanity check!\r\n if (!this.transformNode) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n const m = transformNode as Mesh;\r\n if (this.transformNode.parent && this._options.mass !== 0 && m.hasThinInstances) {\r\n Logger.Warn(\r\n \"A physics body has been created for an object which has a parent and thin instances. Babylon physics currently works in local space so unexpected issues may occur.\"\r\n );\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && transformNode.getScene) {\r\n this._scene = transformNode.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n //default options params\r\n this._prepareOptions(_options);\r\n const startAsleep = this._options.startAsleep ?? false;\r\n this.body = new PhysicsBody(transformNode, this._options.motionType!, startAsleep, this._scene);\r\n if ((type as any).getClassName && (type as any).getClassName() === \"PhysicsShape\") {\r\n this.shape = type as PhysicsShape;\r\n this._disposeShapeWhenDisposed = false;\r\n } else {\r\n this.shape = new PhysicsShape(\r\n {\r\n type: type as PhysicsShapeType,\r\n parameters: this._options as any,\r\n },\r\n this._scene\r\n );\r\n }\r\n\r\n if (this._options.isTriggerShape) {\r\n this.shape.isTrigger = true;\r\n }\r\n\r\n this.material = { friction: this._options.friction, restitution: this._options.restitution };\r\n this.body.shape = this.shape;\r\n this.shape.material = this.material;\r\n\r\n this.body.setMassProperties({ mass: this._options.mass });\r\n\r\n this._nodeDisposeObserver = this.transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareOptions(_options: PhysicsAggregateParameters) {\r\n const m = this.transformNode as Mesh;\r\n this._options = { mass: 0 };\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n this._options.isTriggerShape = _options.isTriggerShape ?? false;\r\n this._options.mesh = _options.mesh ?? (m._isMesh ? m : undefined);\r\n this._options.motionType = _options.motionType ?? (this._options.mass === 0 ? PhysicsMotionType.STATIC : PhysicsMotionType.DYNAMIC);\r\n Object.assign(this._options, {\r\n pointA: _options.pointA,\r\n pointB: _options.pointB,\r\n radius: _options.radius,\r\n extents: _options.extents,\r\n rotation: _options.rotation,\r\n center: _options.center,\r\n startAsleep: _options.startAsleep,\r\n isTriggerShape: _options.isTriggerShape,\r\n } as Partial<PhysicsAggregateParameters>);\r\n this._addSizeOptions();\r\n }\r\n\r\n private _getObjectBoundingBox() {\r\n if ((this.transformNode as AbstractMesh).getRawBoundingInfo) {\r\n return (this.transformNode as AbstractMesh).getRawBoundingInfo().boundingBox;\r\n } else {\r\n return new BoundingBox(new Vector3(-0.5, -0.5, -0.5), new Vector3(0.5, 0.5, 0.5));\r\n }\r\n }\r\n\r\n private _hasVertices(node: TransformNode): boolean {\r\n return (node as any)?.getTotalVertices() > 0;\r\n }\r\n\r\n private _addSizeOptions(): void {\r\n this.transformNode.computeWorldMatrix(true);\r\n const bb = this._getObjectBoundingBox();\r\n const extents = TmpVectors.Vector3[0];\r\n extents.copyFrom(bb.extendSize);\r\n extents.scaleInPlace(2);\r\n extents.multiplyInPlace(this.transformNode.absoluteScaling);\r\n // In case we had any negative scaling, we need to take the absolute value of the extents.\r\n extents.x = Math.abs(extents.x);\r\n extents.y = Math.abs(extents.y);\r\n extents.z = Math.abs(extents.z);\r\n\r\n const min = TmpVectors.Vector3[1];\r\n min.copyFrom(bb.minimum);\r\n min.multiplyInPlace(this.transformNode.absoluteScaling);\r\n\r\n if (!this._options.center) {\r\n const center = new Vector3();\r\n center.copyFrom(bb.center);\r\n center.multiplyInPlace(this.transformNode.absoluteScaling);\r\n this._options.center = center;\r\n }\r\n\r\n switch (this.type) {\r\n case PhysicsShapeType.SPHERE:\r\n if (!this._options.radius && WithinEpsilon(extents.x, extents.y, 0.0001) && WithinEpsilon(extents.x, extents.z, 0.0001)) {\r\n this._options.radius = extents.x / 2;\r\n } else if (!this._options.radius) {\r\n Logger.Warn(\"Non uniform scaling is unsupported for sphere shapes. Setting the radius to the biggest bounding box extent.\");\r\n this._options.radius = Math.max(extents.x, extents.y, extents.z) / 2;\r\n }\r\n break;\r\n case PhysicsShapeType.CAPSULE:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y + capRadius, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y - capRadius, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.CYLINDER:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.MESH:\r\n case PhysicsShapeType.CONVEX_HULL:\r\n case PhysicsShapeType.HEIGHTFIELD:\r\n if (!this._options.mesh && this._hasVertices(this.transformNode)) {\r\n this._options.mesh = this.transformNode as Mesh;\r\n } else if (!this._options.mesh || !this._hasVertices(this._options.mesh)) {\r\n throw new Error(\r\n \"No valid mesh was provided for mesh or convex hull shape parameter. Please provide a mesh with valid geometry (number of vertices greater than 0).\"\r\n );\r\n }\r\n break;\r\n case PhysicsShapeType.BOX:\r\n this._options.extents = this._options.extents ?? new Vector3(extents.x, extents.y, extents.z);\r\n this._options.rotation = this._options.rotation ?? Quaternion.Identity();\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Updates the options for the physics aggregate with the provided parameters.\r\n * @param _options - The new set of options to update the physics aggregate with.\r\n */\r\n public updateOptions(_options: PhysicsAggregateParameters) {\r\n this._prepareOptions(_options);\r\n const startAsleep = this._options.startAsleep ?? false;\r\n if (this._options.motionType !== this.body.motionType) {\r\n this.body.setMotionType(this._options.motionType!);\r\n }\r\n if (startAsleep !== this.body.startAsleep) {\r\n this.body.startAsleep = startAsleep;\r\n }\r\n this._addSizeOptions();\r\n this.shape.isTrigger = this._options.isTriggerShape ?? false;\r\n if (this.material) {\r\n this.material.friction = this._options.friction;\r\n this.material.restitution = this._options.restitution;\r\n }\r\n this.body.setMassProperties({ mass: this._options.mass });\r\n const plugin = this._scene?.getPhysicsEngine()?.getPhysicsPlugin?.() as IPhysicsEnginePluginV2;\r\n if (plugin) {\r\n plugin.initShape(this.shape, this.shape.type, this._options);\r\n this.body.shape = this.shape;\r\n }\r\n }\r\n\r\n /**\r\n * Releases the body, shape and material\r\n */\r\n public dispose(): void {\r\n if (this._nodeDisposeObserver) {\r\n this.body.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this.body.dispose();\r\n if (this._disposeShapeWhenDisposed) {\r\n this.shape.dispose();\r\n }\r\n }\r\n}\r\n"]}
|