@onerjs/core 8.54.1 → 8.54.3

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Files changed (238) hide show
  1. package/Animations/animatable.core.js.map +1 -1
  2. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +26 -0
  3. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  4. package/AudioV2/webAudio/webAudioEngine.js +2 -0
  5. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  6. package/AudioV2/webAudio/webAudioSoundSource.d.ts +16 -0
  7. package/AudioV2/webAudio/webAudioSoundSource.js +43 -1
  8. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  9. package/Bones/skeleton.functions.js +1 -1
  10. package/Bones/skeleton.functions.js.map +1 -1
  11. package/Cameras/inputMapper.js.map +1 -1
  12. package/Collisions/gpuPicker.js +7 -6
  13. package/Collisions/gpuPicker.js.map +1 -1
  14. package/Debug/physicsViewer.pure.js +1 -1
  15. package/Debug/physicsViewer.pure.js.map +1 -1
  16. package/Engines/Extensions/engine.alphaToCoverage.d.ts +6 -0
  17. package/Engines/Extensions/engine.alphaToCoverage.js +9 -0
  18. package/Engines/Extensions/engine.alphaToCoverage.js.map +1 -0
  19. package/Engines/Extensions/engine.alphaToCoverage.pure.d.ts +6 -0
  20. package/Engines/Extensions/engine.alphaToCoverage.pure.js +54 -0
  21. package/Engines/Extensions/engine.alphaToCoverage.pure.js.map +1 -0
  22. package/Engines/Extensions/engine.alphaToCoverage.types.d.ts +21 -0
  23. package/Engines/Extensions/engine.alphaToCoverage.types.js +2 -0
  24. package/Engines/Extensions/engine.alphaToCoverage.types.js.map +1 -0
  25. package/Engines/Extensions/engine.texture2DArrayImageSource.d.ts +6 -0
  26. package/Engines/Extensions/engine.texture2DArrayImageSource.js +9 -0
  27. package/Engines/Extensions/engine.texture2DArrayImageSource.js.map +1 -0
  28. package/Engines/Extensions/engine.texture2DArrayImageSource.pure.d.ts +7 -0
  29. package/Engines/Extensions/engine.texture2DArrayImageSource.pure.js +40 -0
  30. package/Engines/Extensions/engine.texture2DArrayImageSource.pure.js.map +1 -0
  31. package/Engines/Extensions/engine.texture2DArrayImageSource.types.d.ts +21 -0
  32. package/Engines/Extensions/engine.texture2DArrayImageSource.types.js +2 -0
  33. package/Engines/Extensions/engine.texture2DArrayImageSource.types.js.map +1 -0
  34. package/Engines/Extensions/index.d.ts +1 -0
  35. package/Engines/Extensions/index.js +1 -0
  36. package/Engines/Extensions/index.js.map +1 -1
  37. package/Engines/Extensions/pure.d.ts +2 -0
  38. package/Engines/Extensions/pure.js +2 -0
  39. package/Engines/Extensions/pure.js.map +1 -1
  40. package/Engines/Native/nativeHelpers.js +6 -4
  41. package/Engines/Native/nativeHelpers.js.map +1 -1
  42. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  43. package/Engines/Native/nativeInterfaces.js.map +1 -1
  44. package/Engines/WebGPU/Extensions/engine.alphaToCoverage.d.ts +6 -0
  45. package/Engines/WebGPU/Extensions/engine.alphaToCoverage.js +9 -0
  46. package/Engines/WebGPU/Extensions/engine.alphaToCoverage.js.map +1 -0
  47. package/Engines/WebGPU/Extensions/engine.alphaToCoverage.pure.d.ts +6 -0
  48. package/Engines/WebGPU/Extensions/engine.alphaToCoverage.pure.js +34 -0
  49. package/Engines/WebGPU/Extensions/engine.alphaToCoverage.pure.js.map +1 -0
  50. package/Engines/WebGPU/Extensions/engine.alphaToCoverage.types.d.ts +16 -0
  51. package/Engines/WebGPU/Extensions/engine.alphaToCoverage.types.js +2 -0
  52. package/Engines/WebGPU/Extensions/engine.alphaToCoverage.types.js.map +1 -0
  53. package/Engines/WebGPU/Extensions/engine.texture2DArrayImageSource.d.ts +6 -0
  54. package/Engines/WebGPU/Extensions/engine.texture2DArrayImageSource.js +9 -0
  55. package/Engines/WebGPU/Extensions/engine.texture2DArrayImageSource.js.map +1 -0
  56. package/Engines/WebGPU/Extensions/engine.texture2DArrayImageSource.pure.d.ts +7 -0
  57. package/Engines/WebGPU/Extensions/engine.texture2DArrayImageSource.pure.js +23 -0
  58. package/Engines/WebGPU/Extensions/engine.texture2DArrayImageSource.pure.js.map +1 -0
  59. package/Engines/WebGPU/Extensions/index.d.ts +1 -0
  60. package/Engines/WebGPU/Extensions/index.js +1 -0
  61. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  62. package/Engines/WebGPU/Extensions/pure.d.ts +2 -0
  63. package/Engines/WebGPU/Extensions/pure.js +2 -0
  64. package/Engines/WebGPU/Extensions/pure.js.map +1 -1
  65. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +0 -1
  66. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  67. package/Engines/abstractEngine.pure.d.ts +0 -15
  68. package/Engines/abstractEngine.pure.js +2 -23
  69. package/Engines/abstractEngine.pure.js.map +1 -1
  70. package/Engines/constants.d.ts +4 -0
  71. package/Engines/constants.js +4 -0
  72. package/Engines/constants.js.map +1 -1
  73. package/Engines/engine.d.ts +32 -2
  74. package/Engines/engine.js +1 -0
  75. package/Engines/engine.js.map +1 -1
  76. package/Engines/engine.pure.js +1 -1
  77. package/Engines/engine.pure.js.map +1 -1
  78. package/Engines/thinEngine.pure.d.ts +0 -11
  79. package/Engines/thinEngine.pure.js +0 -19
  80. package/Engines/thinEngine.pure.js.map +1 -1
  81. package/Engines/thinNativeEngine.pure.js +4 -4
  82. package/Engines/thinNativeEngine.pure.js.map +1 -1
  83. package/Engines/webgpuEngine.d.ts +2 -0
  84. package/Engines/webgpuEngine.js +2 -0
  85. package/Engines/webgpuEngine.js.map +1 -1
  86. package/Engines/webgpuEngine.pure.d.ts +0 -5
  87. package/Engines/webgpuEngine.pure.js +1 -10
  88. package/Engines/webgpuEngine.pure.js.map +1 -1
  89. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  90. package/Lights/Clustered/clusteredLightContainer.pure.js +6 -0
  91. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  92. package/Loading/Plugins/babylonFileLoader.d.ts +10 -0
  93. package/Loading/Plugins/babylonFileLoader.js +18 -0
  94. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  95. package/Loading/Plugins/babylonFileLoader.pure.js +10 -2
  96. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  97. package/Loading/loadingScreen.pure.js +2 -0
  98. package/Loading/loadingScreen.pure.js.map +1 -1
  99. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
  100. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +2 -1
  101. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
  102. package/Materials/Node/nodeMaterial.pure.d.ts +13 -5
  103. package/Materials/Node/nodeMaterial.pure.js +20 -2
  104. package/Materials/Node/nodeMaterial.pure.js.map +1 -1
  105. package/Materials/Textures/index.d.ts +1 -0
  106. package/Materials/Textures/index.js +1 -0
  107. package/Materials/Textures/index.js.map +1 -1
  108. package/Materials/Textures/ktx2decoderTypes.d.ts +14 -3
  109. package/Materials/Textures/ktx2decoderTypes.js +2 -0
  110. package/Materials/Textures/ktx2decoderTypes.js.map +1 -1
  111. package/Materials/Textures/pure.d.ts +1 -0
  112. package/Materials/Textures/pure.js +1 -0
  113. package/Materials/Textures/pure.js.map +1 -1
  114. package/Materials/Textures/rawTexture2DArray.functions.d.ts +95 -0
  115. package/Materials/Textures/rawTexture2DArray.functions.js +201 -0
  116. package/Materials/Textures/rawTexture2DArray.functions.js.map +1 -0
  117. package/Materials/Textures/renderTargetTexture.pure.js +7 -0
  118. package/Materials/Textures/renderTargetTexture.pure.js.map +1 -1
  119. package/Materials/material.pure.d.ts +1 -0
  120. package/Materials/material.pure.js +1 -0
  121. package/Materials/material.pure.js.map +1 -1
  122. package/Meshes/Builders/pure.d.ts +2 -2
  123. package/Meshes/Builders/pure.js +2 -2
  124. package/Meshes/Builders/pure.js.map +1 -1
  125. package/Meshes/Builders/textBuilder.js.map +1 -1
  126. package/Meshes/Builders/tiledBoxBuilder.d.ts +1 -83
  127. package/Meshes/Builders/tiledBoxBuilder.js +3 -215
  128. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  129. package/Meshes/Builders/tiledBoxBuilder.pure.d.ts +89 -0
  130. package/Meshes/Builders/tiledBoxBuilder.pure.js +229 -0
  131. package/Meshes/Builders/tiledBoxBuilder.pure.js.map +1 -0
  132. package/Meshes/Builders/tiledPlaneBuilder.d.ts +1 -79
  133. package/Meshes/Builders/tiledPlaneBuilder.js +3 -429
  134. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  135. package/Meshes/Builders/tiledPlaneBuilder.pure.d.ts +85 -0
  136. package/Meshes/Builders/tiledPlaneBuilder.pure.js +442 -0
  137. package/Meshes/Builders/tiledPlaneBuilder.pure.js.map +1 -0
  138. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +13 -0
  139. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +15 -0
  140. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  141. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +29 -9
  142. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  143. package/Meshes/Node/Blocks/bevelBlock.pure.js.map +1 -1
  144. package/Meshes/meshBuilder.d.ts +21 -57
  145. package/Meshes/meshBuilder.js +21 -58
  146. package/Meshes/meshBuilder.js.map +1 -1
  147. package/Meshes/meshBuilder.pure.d.ts +58 -0
  148. package/Meshes/meshBuilder.pure.js +60 -0
  149. package/Meshes/meshBuilder.pure.js.map +1 -0
  150. package/Meshes/pure.d.ts +1 -1
  151. package/Meshes/pure.js +1 -1
  152. package/Meshes/pure.js.map +1 -1
  153. package/Misc/greasedLineTools.js.map +1 -1
  154. package/Misc/khronosTextureContainer2.d.ts +10 -0
  155. package/Misc/khronosTextureContainer2.js +23 -12
  156. package/Misc/khronosTextureContainer2.js.map +1 -1
  157. package/Misc/perfCounter.d.ts +2 -0
  158. package/Misc/perfCounter.js +17 -2
  159. package/Misc/perfCounter.js.map +1 -1
  160. package/Misc/rgbdTextureTools.js +1 -1
  161. package/Misc/rgbdTextureTools.js.map +1 -1
  162. package/Misc/snapshotRenderingHelper.js +2 -1
  163. package/Misc/snapshotRenderingHelper.js.map +1 -1
  164. package/Misc/tools.pure.js +1 -1
  165. package/Misc/tools.pure.js.map +1 -1
  166. package/Navigation/Plugins/recastJSPlugin.js +1 -1
  167. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  168. package/Physics/v2/Plugins/havokPlugin.js +15 -0
  169. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  170. package/Physics/v2/characterController.d.ts +17 -0
  171. package/Physics/v2/characterController.js +40 -0
  172. package/Physics/v2/characterController.js.map +1 -1
  173. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js.map +1 -1
  174. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.pure.js.map +1 -1
  175. package/PostProcesses/thinSSAO2PostProcess.js.map +1 -1
  176. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +3 -0
  177. package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -0
  178. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  179. package/PostProcesses/volumetricLightScatteringPostProcess.pure.d.ts +1 -0
  180. package/PostProcesses/volumetricLightScatteringPostProcess.pure.js +25 -6
  181. package/PostProcesses/volumetricLightScatteringPostProcess.pure.js.map +1 -1
  182. package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +3 -1
  183. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +25 -4
  184. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  185. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +6 -5
  186. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
  187. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.d.ts +3 -1
  188. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +16 -4
  189. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  190. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +6 -5
  191. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
  192. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +3 -1
  193. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +16 -4
  194. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  195. package/Rendering/depthRenderer.d.ts +2 -0
  196. package/Rendering/depthRenderer.js +2 -0
  197. package/Rendering/depthRenderer.js.map +1 -1
  198. package/Rendering/depthRenderer.pure.js +3 -2
  199. package/Rendering/depthRenderer.pure.js.map +1 -1
  200. package/Rendering/fluidRenderer/fluidRenderer.pure.js +6 -0
  201. package/Rendering/fluidRenderer/fluidRenderer.pure.js.map +1 -1
  202. package/Rendering/geometryBufferRenderer.pure.js +5 -5
  203. package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
  204. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js +6 -6
  205. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js.map +1 -1
  206. package/ShadersWGSL/ShadersInclude/depthPrePass.js +2 -0
  207. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  208. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js +7 -8
  209. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js.map +1 -1
  210. package/ShadersWGSL/default.fragment.js +3 -0
  211. package/ShadersWGSL/default.fragment.js.map +1 -1
  212. package/ShadersWGSL/openpbr.fragment.js +3 -0
  213. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  214. package/ShadersWGSL/pbr.fragment.js +3 -0
  215. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  216. package/ShadersWGSL/volumetricLightScattering.fragment.d.ts +5 -0
  217. package/ShadersWGSL/volumetricLightScattering.fragment.js +20 -0
  218. package/ShadersWGSL/volumetricLightScattering.fragment.js.map +1 -0
  219. package/ShadersWGSL/volumetricLightScatteringPass.fragment.d.ts +5 -0
  220. package/ShadersWGSL/volumetricLightScatteringPass.fragment.js +24 -0
  221. package/ShadersWGSL/volumetricLightScatteringPass.fragment.js.map +1 -0
  222. package/ShadersWGSL/volumetricLightScatteringPass.vertex.d.ts +5 -0
  223. package/ShadersWGSL/volumetricLightScatteringPass.vertex.js +67 -0
  224. package/ShadersWGSL/volumetricLightScatteringPass.vertex.js.map +1 -0
  225. package/SmartAssets/smartAssetManager.pure.js +9 -1
  226. package/SmartAssets/smartAssetManager.pure.js.map +1 -1
  227. package/States/alphaCullingState.d.ts +0 -9
  228. package/States/alphaCullingState.js +4 -31
  229. package/States/alphaCullingState.js.map +1 -1
  230. package/XR/features/WebXRBodyTracking.pure.d.ts +0 -28
  231. package/XR/features/WebXRBodyTracking.pure.js.map +1 -1
  232. package/XR/features/WebXRLayers.pure.js +4 -4
  233. package/XR/features/WebXRLayers.pure.js.map +1 -1
  234. package/node.d.ts +18 -1
  235. package/node.js +52 -1
  236. package/node.js.map +1 -1
  237. package/package.json +1 -1
  238. package/types.js.map +1 -1
@@ -1,6 +1,6 @@
1
1
  /** Pure barrel — re-exports only side-effect-free modules */
2
2
  export * from "./boxBuilder.pure.js";
3
- export * from "./tiledBoxBuilder.js";
3
+ export * from "./tiledBoxBuilder.pure.js";
4
4
  export * from "./discBuilder.pure.js";
5
5
  export * from "./ribbonBuilder.pure.js";
6
6
  export * from "./sphereBuilder.pure.js";
@@ -13,7 +13,7 @@ export * from "./polygonBuilder.pure.js";
13
13
  export * from "./shapeBuilder.pure.js";
14
14
  export * from "./latheBuilder.pure.js";
15
15
  export * from "./planeBuilder.pure.js";
16
- export * from "./tiledPlaneBuilder.js";
16
+ export * from "./tiledPlaneBuilder.pure.js";
17
17
  export * from "./groundBuilder.pure.js";
18
18
  export * from "./tubeBuilder.pure.js";
19
19
  export * from "./polyhedronBuilder.pure.js";
@@ -1,6 +1,6 @@
1
1
  /** Pure barrel — re-exports only side-effect-free modules */
2
2
  export * from "./boxBuilder.pure.js";
3
- export * from "./tiledBoxBuilder.js";
3
+ export * from "./tiledBoxBuilder.pure.js";
4
4
  export * from "./discBuilder.pure.js";
5
5
  export * from "./ribbonBuilder.pure.js";
6
6
  export * from "./sphereBuilder.pure.js";
@@ -13,7 +13,7 @@ export * from "./polygonBuilder.pure.js";
13
13
  export * from "./shapeBuilder.pure.js";
14
14
  export * from "./latheBuilder.pure.js";
15
15
  export * from "./planeBuilder.pure.js";
16
- export * from "./tiledPlaneBuilder.js";
16
+ export * from "./tiledPlaneBuilder.pure.js";
17
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  export * from "./groundBuilder.pure.js";
18
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  export * from "./tubeBuilder.pure.js";
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  export * from "./polyhedronBuilder.pure.js";
@@ -1 +1 @@
1
- {"version":3,"file":"pure.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/pure.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,sBAAsB,CAAC;AACrC,cAAc,sBAAsB,CAAC;AACrC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,yBAAyB,CAAC;AACxC,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,qBAAqB,CAAC;AACpC,cAAc,qBAAqB,CAAC;AACpC,cAAc,qBAAqB,CAAC;AACpC,cAAc,qBAAqB,CAAC;AACpC,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,0BAA0B,CAAC;AACzC,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,qBAAqB,CAAC;AACpC,cAAc,yBAAyB,CAAC;AACxC,cAAc,uBAAuB,CAAC;AACtC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC","sourcesContent":["/** Pure barrel — re-exports only side-effect-free modules */\nexport * from \"./boxBuilder.pure\";\nexport * from \"./tiledBoxBuilder\";\nexport * from \"./discBuilder.pure\";\nexport * from \"./ribbonBuilder.pure\";\nexport * from \"./sphereBuilder.pure\";\nexport * from \"./hemisphereBuilder.pure\";\nexport * from \"./cylinderBuilder.pure\";\nexport * from \"./torusBuilder.pure\";\nexport * from \"./torusKnotBuilder.pure\";\nexport * from \"./linesBuilder.pure\";\nexport * from \"./polygonBuilder.pure\";\nexport * from \"./shapeBuilder.pure\";\nexport * from \"./latheBuilder.pure\";\nexport * from \"./planeBuilder.pure\";\nexport * from \"./tiledPlaneBuilder\";\nexport * from \"./groundBuilder.pure\";\nexport * from \"./tubeBuilder.pure\";\nexport * from \"./polyhedronBuilder.pure\";\nexport * from \"./geodesicBuilder\";\nexport * from \"./goldbergBuilder\";\nexport * from \"./decalBuilder.pure\";\nexport * from \"./icoSphereBuilder.pure\";\nexport * from \"./capsuleBuilder.pure\";\nexport * from \"./textBuilder\";\nexport * from \"./greasedLineBuilder\";\n"]}
1
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@@ -1 +1 @@
1
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{ type Color4 } from \"../../Maths/math.color\";\r\nimport { Path2 } from \"../../Maths/math.path\";\r\nimport { Vector3, type Vector4 } from \"../../Maths/math.vector.pure\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh.pure\";\r\nimport { TransformNode } from \"../transformNode.pure\";\r\nimport { ExtrudePolygon } from \"./polygonBuilder.pure\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Parser inspired by https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/FontLoader.js\r\n */\r\n\r\n// Interfaces\r\n\r\n/**\r\n * Represents glyph data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IGlyphData {\r\n /** Commands used to draw (line, move, curve, etc..) */\r\n o: string;\r\n\r\n /** Width */\r\n ha: number;\r\n}\r\n\r\n/**\r\n * Represents font data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IFontData {\r\n /**\r\n * Font resolution\r\n */\r\n resolution: number;\r\n /** Underline tickness */\r\n underlineThickness: number;\r\n /** Bounding box */\r\n boundingBox: {\r\n yMax: number;\r\n yMin: number;\r\n };\r\n /** List of supported glyphs */\r\n glyphs: { [key: string]: IGlyphData };\r\n}\r\n\r\n// Shape functions\r\nclass ShapePath {\r\n private _paths: Path2[] = [];\r\n private _tempPaths: Path2[] = [];\r\n private _holes: Path2[] = [];\r\n private _currentPath: Path2;\r\n private _resolution: number;\r\n\r\n /** Create the ShapePath used to support glyphs\r\n * @param resolution defines the resolution used to determine the number of points per curve (default is 4)\r\n */\r\n constructor(resolution: number) {\r\n this._resolution = resolution;\r\n }\r\n\r\n /** Move the virtual cursor to a coordinate\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n */\r\n moveTo(x: number, y: number) {\r\n this._currentPath = new Path2(x, y);\r\n this._tempPaths.push(this._currentPath);\r\n }\r\n\r\n /** Draw a line from the virtual cursor to a given coordinate\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n */\r\n lineTo(x: number, y: number) {\r\n this._currentPath.addLineTo(x, y);\r\n }\r\n\r\n /** Create a quadratic curve from the virtual cursor to a given coordinate\r\n * @param cpx defines the x coordinate of the control point\r\n * @param cpy defines the y coordinate of the control point\r\n * @param x defines the x coordinate of the end point\r\n * @param y defines the y coordinate of the end point\r\n */\r\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\r\n this._currentPath.addQuadraticCurveTo(cpx, cpy, x, y, this._resolution);\r\n }\r\n\r\n /**\r\n * Create a bezier curve from the virtual cursor to a given coordinate\r\n * @param cpx1 defines the x coordinate of the first control point\r\n * @param cpy1 defines the y coordinate of the first control point\r\n * @param cpx2 defines the x coordinate of the second control point\r\n * @param cpy2 defines the y coordinate of the second control point\r\n * @param x defines the x coordinate of the end point\r\n * @param y defines the y coordinate of the end point\r\n */\r\n bezierCurveTo(cpx1: number, cpy1: number, cpx2: number, cpy2: number, x: number, y: number) {\r\n this._currentPath.addBezierCurveTo(cpx1, cpy1, cpx2, cpy2, x, y, this._resolution);\r\n }\r\n\r\n /** Extract holes based on CW / CCW */\r\n extractHoles() {\r\n for (const path of this._tempPaths) {\r\n if (path.area() > 0) {\r\n this._holes.push(path);\r\n } else {\r\n this._paths.push(path);\r\n }\r\n }\r\n\r\n if (!this._paths.length && this._holes.length) {\r\n const temp = this._holes;\r\n this._holes = this._paths;\r\n this._paths = temp;\r\n }\r\n\r\n this._tempPaths.length = 0;\r\n }\r\n\r\n /** Gets the list of paths */\r\n get paths() {\r\n return this._paths;\r\n }\r\n\r\n /** Gets the list of holes */\r\n get holes() {\r\n return this._holes;\r\n }\r\n}\r\n\r\n// Utility functions\r\nfunction CreateShapePath(\r\n char: string,\r\n scale: number,\r\n offsetX: number,\r\n offsetY: number,\r\n resolution: number,\r\n fontData: IFontData\r\n): Nullable<{\r\n offsetX: number;\r\n shapePath: ShapePath;\r\n}> {\r\n const glyph = fontData.glyphs[char] || fontData.glyphs[\"?\"];\r\n\r\n if (!glyph) {\r\n // return if there is no glyph data\r\n return null;\r\n }\r\n\r\n const shapePath = new ShapePath(resolution);\r\n\r\n if (glyph.o) {\r\n const outline = glyph.o.split(\" \");\r\n\r\n for (let i = 0, l = outline.length; i < l; ) {\r\n const action = outline[i++];\r\n\r\n switch (action) {\r\n case \"m\": {\r\n // moveTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.moveTo(x, y);\r\n break;\r\n }\r\n case \"l\": {\r\n // lineTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.lineTo(x, y);\r\n break;\r\n }\r\n case \"q\": {\r\n // quadraticCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.quadraticCurveTo(cpx1, cpy1, cpx, cpy);\r\n break;\r\n }\r\n case \"b\": {\r\n // bezierCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx2 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy2 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Extract holes (based on clockwise data)\r\n shapePath.extractHoles();\r\n\r\n return { offsetX: glyph.ha * scale, shapePath: shapePath };\r\n}\r\n\r\n/**\r\n * Creates shape paths from a text and font\r\n * @param text the text\r\n * @param size size of the font\r\n * @param resolution resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @returns array of ShapePath objects\r\n */\r\nexport function CreateTextShapePaths(text: string, size: number, resolution: number, fontData: IFontData) {\r\n const chars = Array.from(text);\r\n const scale = size / fontData.resolution;\r\n const lineHeight = (fontData.boundingBox.yMax - fontData.boundingBox.yMin + fontData.underlineThickness) * scale;\r\n\r\n const shapePaths: ShapePath[] = [];\r\n\r\n let offsetX = 0,\r\n offsetY = 0;\r\n\r\n for (let i = 0; i < chars.length; i++) {\r\n const char = chars[i];\r\n\r\n if (char === \"\\n\") {\r\n offsetX = 0;\r\n offsetY -= lineHeight;\r\n } else {\r\n const ret = CreateShapePath(char, scale, offsetX, offsetY, resolution, fontData);\r\n\r\n if (ret) {\r\n offsetX += ret.offsetX;\r\n shapePaths.push(ret.shapePath);\r\n }\r\n }\r\n }\r\n\r\n return shapePaths;\r\n}\r\n\r\n/**\r\n * Create a text mesh\r\n * @param name defines the name of the mesh\r\n * @param text defines the text to use to build the mesh\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param options defines options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/text\r\n */\r\nexport function CreateText(\r\n name: string,\r\n text: string,\r\n fontData: IFontData,\r\n options: {\r\n size?: number;\r\n resolution?: number;\r\n depth?: number;\r\n sideOrientation?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n perLetterFaceUV?: (letterIndex: number) => Vector4[];\r\n perLetterFaceColors?: (letterIndex: number) => Color4[];\r\n } = {\r\n size: 50,\r\n resolution: 8,\r\n depth: 1.0,\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Nullable<Mesh> {\r\n // First we need to generate the paths\r\n const shapePaths = CreateTextShapePaths(text, options.size || 50, options.resolution || 8, fontData);\r\n\r\n // And extrude them\r\n const meshes: Mesh[] = [];\r\n let letterIndex = 0;\r\n for (const shapePath of shapePaths) {\r\n if (!shapePath.paths.length) {\r\n continue;\r\n }\r\n\r\n const holes = shapePath.holes.slice(); // Copy it as we will update the copy\r\n for (const path of shapePath.paths) {\r\n const holeVectors: Vector3[][] = [];\r\n const shapeVectors: Vector3[] = [];\r\n const points = path.getPoints();\r\n for (const point of points) {\r\n shapeVectors.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n\r\n // Holes\r\n const localHolesCopy = holes.slice();\r\n for (const hole of localHolesCopy) {\r\n const points = hole.getPoints();\r\n\r\n let found = false;\r\n for (const point of points) {\r\n if (path.isPointInside(point)) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n continue;\r\n }\r\n\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n\r\n // Remove the hole as it was already used\r\n holes.splice(holes.indexOf(hole), 1);\r\n }\r\n\r\n // There is at least a hole but it was unaffected\r\n if (!holeVectors.length && holes.length) {\r\n for (const hole of holes) {\r\n const points = hole.getPoints();\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n }\r\n }\r\n\r\n // Extrusion!\r\n const mesh = ExtrudePolygon(\r\n name,\r\n {\r\n shape: shapeVectors,\r\n holes: holeVectors.length ? holeVectors : undefined,\r\n depth: options.depth || 1.0,\r\n faceUV: options.faceUV || options.perLetterFaceUV?.(letterIndex),\r\n faceColors: options.faceColors || options.perLetterFaceColors?.(letterIndex),\r\n sideOrientation: Mesh._GetDefaultSideOrientation(options.sideOrientation || Mesh.DOUBLESIDE),\r\n },\r\n scene,\r\n earcutInjection\r\n );\r\n meshes.push(mesh);\r\n letterIndex++;\r\n }\r\n }\r\n\r\n // Then we can merge everyone into one single mesh\r\n const newMesh = Mesh.MergeMeshes(meshes, true, true);\r\n\r\n if (newMesh) {\r\n // Move pivot to desired center / bottom / center position\r\n const bbox = newMesh.getBoundingInfo().boundingBox;\r\n newMesh.position.x += -(bbox.minimumWorld.x + bbox.maximumWorld.x) / 2; // Mid X\r\n newMesh.position.y += -(bbox.minimumWorld.y + bbox.maximumWorld.y) / 2; // Mid Z as it will rotate\r\n newMesh.position.z += -(bbox.minimumWorld.z + bbox.maximumWorld.z) / 2 + bbox.extendSize.z; // Bottom Y as it will rotate\r\n newMesh.name = name;\r\n\r\n // Rotate 90° Up\r\n const pivot = new TransformNode(\"pivot\", scene);\r\n pivot.rotation.x = -Math.PI / 2;\r\n newMesh.parent = pivot;\r\n\r\n newMesh.bakeCurrentTransformIntoVertices();\r\n\r\n // Remove the pivot\r\n newMesh.parent = null;\r\n pivot.dispose();\r\n }\r\n\r\n return newMesh;\r\n}\r\n"]}
1
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{ type Color4 } from \"../../Maths/math.color\";\r\nimport { Path2 } from \"../../Maths/math.path\";\r\nimport { Vector3, type Vector4 } from \"../../Maths/math.vector.pure\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh.pure\";\r\nimport { TransformNode } from \"../transformNode.pure\";\r\nimport { ExtrudePolygon } from \"./polygonBuilder.pure\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Parser inspired by https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/FontLoader.js\r\n */\r\n\r\n// Interfaces\r\n\r\n/**\r\n * Represents glyph data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IGlyphData {\r\n /** Commands used to draw (line, move, curve, etc..) */\r\n o: string;\r\n\r\n /** Width */\r\n ha: number;\r\n}\r\n\r\n/**\r\n * Represents font data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IFontData {\r\n /**\r\n * Font resolution\r\n */\r\n resolution: number;\r\n /** Underline tickness */\r\n underlineThickness: number;\r\n /** Bounding box */\r\n boundingBox: {\r\n yMax: number;\r\n yMin: number;\r\n };\r\n /** List of supported glyphs */\r\n glyphs: { [key: string]: IGlyphData };\r\n}\r\n\r\n// Shape functions\r\nclass ShapePath {\r\n private _paths: Path2[] = [];\r\n private _tempPaths: Path2[] = [];\r\n private _holes: Path2[] = [];\r\n private _currentPath: Path2;\r\n private _resolution: number;\r\n\r\n /** Create the ShapePath used to support glyphs\r\n * @param resolution defines the resolution used to determine the number of points per curve (default is 4)\r\n */\r\n constructor(resolution: number) {\r\n this._resolution = resolution;\r\n }\r\n\r\n /** Move the virtual cursor to a coordinate\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n */\r\n moveTo(x: number, y: number) {\r\n this._currentPath = new Path2(x, y);\r\n this._tempPaths.push(this._currentPath);\r\n }\r\n\r\n /** Draw a line from the virtual cursor to a given coordinate\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n */\r\n lineTo(x: number, y: number) {\r\n this._currentPath.addLineTo(x, y);\r\n }\r\n\r\n /** Create a quadratic curve from the virtual cursor to a given coordinate\r\n * @param cpx defines the x coordinate of the control point\r\n * @param cpy defines the y coordinate of the control point\r\n * @param x defines the x coordinate of the end point\r\n * @param y defines the y coordinate of the end point\r\n */\r\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\r\n this._currentPath.addQuadraticCurveTo(cpx, cpy, x, y, this._resolution);\r\n }\r\n\r\n /**\r\n * Create a bezier curve from the virtual cursor to a given coordinate\r\n * @param cpx1 defines the x coordinate of the first control point\r\n * @param cpy1 defines the y coordinate of the first control point\r\n * @param cpx2 defines the x coordinate of the second control point\r\n * @param cpy2 defines the y coordinate of the second control point\r\n * @param x defines the x coordinate of the end point\r\n * @param y defines the y coordinate of the end point\r\n */\r\n bezierCurveTo(cpx1: number, cpy1: number, cpx2: number, cpy2: number, x: number, y: number) {\r\n this._currentPath.addBezierCurveTo(cpx1, cpy1, cpx2, cpy2, x, y, this._resolution);\r\n }\r\n\r\n /** Extract holes based on CW / CCW */\r\n extractHoles() {\r\n for (const path of this._tempPaths) {\r\n if (path.area() > 0) {\r\n this._holes.push(path);\r\n } else {\r\n this._paths.push(path);\r\n }\r\n }\r\n\r\n if (!this._paths.length && this._holes.length) {\r\n const temp = this._holes;\r\n this._holes = this._paths;\r\n this._paths = temp;\r\n }\r\n\r\n this._tempPaths.length = 0;\r\n }\r\n\r\n /** Gets the list of paths */\r\n get paths() {\r\n return this._paths;\r\n }\r\n\r\n /** Gets the list of holes */\r\n get holes() {\r\n return this._holes;\r\n }\r\n}\r\n\r\n// Utility functions\r\nfunction CreateShapePath(\r\n char: string,\r\n scale: number,\r\n offsetX: number,\r\n offsetY: number,\r\n resolution: number,\r\n fontData: IFontData\r\n): Nullable<{\r\n offsetX: number;\r\n shapePath: ShapePath;\r\n}> {\r\n const glyph = fontData.glyphs[char] || fontData.glyphs[\"?\"];\r\n\r\n if (!glyph) {\r\n // return if there is no glyph data\r\n return null;\r\n }\r\n\r\n const shapePath = new ShapePath(resolution);\r\n\r\n if (glyph.o) {\r\n const outline = glyph.o.split(\" \");\r\n\r\n for (let i = 0, l = outline.length; i < l;) {\r\n const action = outline[i++];\r\n\r\n switch (action) {\r\n case \"m\": {\r\n // moveTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.moveTo(x, y);\r\n break;\r\n }\r\n case \"l\": {\r\n // lineTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.lineTo(x, y);\r\n break;\r\n }\r\n case \"q\": {\r\n // quadraticCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.quadraticCurveTo(cpx1, cpy1, cpx, cpy);\r\n break;\r\n }\r\n case \"b\": {\r\n // bezierCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx2 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy2 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Extract holes (based on clockwise data)\r\n shapePath.extractHoles();\r\n\r\n return { offsetX: glyph.ha * scale, shapePath: shapePath };\r\n}\r\n\r\n/**\r\n * Creates shape paths from a text and font\r\n * @param text the text\r\n * @param size size of the font\r\n * @param resolution resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @returns array of ShapePath objects\r\n */\r\nexport function CreateTextShapePaths(text: string, size: number, resolution: number, fontData: IFontData) {\r\n const chars = Array.from(text);\r\n const scale = size / fontData.resolution;\r\n const lineHeight = (fontData.boundingBox.yMax - fontData.boundingBox.yMin + fontData.underlineThickness) * scale;\r\n\r\n const shapePaths: ShapePath[] = [];\r\n\r\n let offsetX = 0,\r\n offsetY = 0;\r\n\r\n for (let i = 0; i < chars.length; i++) {\r\n const char = chars[i];\r\n\r\n if (char === \"\\n\") {\r\n offsetX = 0;\r\n offsetY -= lineHeight;\r\n } else {\r\n const ret = CreateShapePath(char, scale, offsetX, offsetY, resolution, fontData);\r\n\r\n if (ret) {\r\n offsetX += ret.offsetX;\r\n shapePaths.push(ret.shapePath);\r\n }\r\n }\r\n }\r\n\r\n return shapePaths;\r\n}\r\n\r\n/**\r\n * Create a text mesh\r\n * @param name defines the name of the mesh\r\n * @param text defines the text to use to build the mesh\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param options defines options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/text\r\n */\r\nexport function CreateText(\r\n name: string,\r\n text: string,\r\n fontData: IFontData,\r\n options: {\r\n size?: number;\r\n resolution?: number;\r\n depth?: number;\r\n sideOrientation?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n perLetterFaceUV?: (letterIndex: number) => Vector4[];\r\n perLetterFaceColors?: (letterIndex: number) => Color4[];\r\n } = {\r\n size: 50,\r\n resolution: 8,\r\n depth: 1.0,\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Nullable<Mesh> {\r\n // First we need to generate the paths\r\n const shapePaths = CreateTextShapePaths(text, options.size || 50, options.resolution || 8, fontData);\r\n\r\n // And extrude them\r\n const meshes: Mesh[] = [];\r\n let letterIndex = 0;\r\n for (const shapePath of shapePaths) {\r\n if (!shapePath.paths.length) {\r\n continue;\r\n }\r\n\r\n const holes = shapePath.holes.slice(); // Copy it as we will update the copy\r\n for (const path of shapePath.paths) {\r\n const holeVectors: Vector3[][] = [];\r\n const shapeVectors: Vector3[] = [];\r\n const points = path.getPoints();\r\n for (const point of points) {\r\n shapeVectors.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n\r\n // Holes\r\n const localHolesCopy = holes.slice();\r\n for (const hole of localHolesCopy) {\r\n const points = hole.getPoints();\r\n\r\n let found = false;\r\n for (const point of points) {\r\n if (path.isPointInside(point)) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n continue;\r\n }\r\n\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n\r\n // Remove the hole as it was already used\r\n holes.splice(holes.indexOf(hole), 1);\r\n }\r\n\r\n // There is at least a hole but it was unaffected\r\n if (!holeVectors.length && holes.length) {\r\n for (const hole of holes) {\r\n const points = hole.getPoints();\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n }\r\n }\r\n\r\n // Extrusion!\r\n const mesh = ExtrudePolygon(\r\n name,\r\n {\r\n shape: shapeVectors,\r\n holes: holeVectors.length ? holeVectors : undefined,\r\n depth: options.depth || 1.0,\r\n faceUV: options.faceUV || options.perLetterFaceUV?.(letterIndex),\r\n faceColors: options.faceColors || options.perLetterFaceColors?.(letterIndex),\r\n sideOrientation: Mesh._GetDefaultSideOrientation(options.sideOrientation || Mesh.DOUBLESIDE),\r\n },\r\n scene,\r\n earcutInjection\r\n );\r\n meshes.push(mesh);\r\n letterIndex++;\r\n }\r\n }\r\n\r\n // Then we can merge everyone into one single mesh\r\n const newMesh = Mesh.MergeMeshes(meshes, true, true);\r\n\r\n if (newMesh) {\r\n // Move pivot to desired center / bottom / center position\r\n const bbox = newMesh.getBoundingInfo().boundingBox;\r\n newMesh.position.x += -(bbox.minimumWorld.x + bbox.maximumWorld.x) / 2; // Mid X\r\n newMesh.position.y += -(bbox.minimumWorld.y + bbox.maximumWorld.y) / 2; // Mid Z as it will rotate\r\n newMesh.position.z += -(bbox.minimumWorld.z + bbox.maximumWorld.z) / 2 + bbox.extendSize.z; // Bottom Y as it will rotate\r\n newMesh.name = name;\r\n\r\n // Rotate 90° Up\r\n const pivot = new TransformNode(\"pivot\", scene);\r\n pivot.rotation.x = -Math.PI / 2;\r\n newMesh.parent = pivot;\r\n\r\n newMesh.bakeCurrentTransformIntoVertices();\r\n\r\n // Remove the pivot\r\n newMesh.parent = null;\r\n pivot.dispose();\r\n }\r\n\r\n return newMesh;\r\n}\r\n"]}
@@ -1,83 +1 @@
1
- import { type Nullable } from "../../types.js";
2
- import { type Scene } from "../../scene.js";
3
- import { Vector4 } from "../../Maths/math.vector.pure.js";
4
- import { Color4 } from "../../Maths/math.color.pure.js";
5
- import { Mesh } from "../mesh.pure.js";
6
- import { VertexData } from "../mesh.vertexData.js";
7
- /**
8
- * Creates the VertexData for a tiled box
9
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box
10
- * @param options an object used to set the following optional parameters for the tiled box, required but can be empty
11
- * * pattern sets the rotation or reflection pattern for the tiles,
12
- * * size of the box
13
- * * width of the box, overwrites size
14
- * * height of the box, overwrites size
15
- * * depth of the box, overwrites size
16
- * * tileSize sets the size of a tile
17
- * * tileWidth sets the tile width and overwrites tileSize
18
- * * tileHeight sets the tile width and overwrites tileSize
19
- * * faceUV an array of 6 Vector4 elements used to set different images to each box side
20
- * * faceColors an array of 6 Color4 elements used to set different colors to each box side
21
- * * alignHorizontal places whole tiles aligned to the center, left or right of a row
22
- * * alignVertical places whole tiles aligned to the center, left or right of a column
23
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
24
- * @returns the VertexData of the TiledBox
25
- */
26
- export declare function CreateTiledBoxVertexData(options: {
27
- pattern?: number;
28
- size?: number;
29
- width?: number;
30
- height?: number;
31
- depth?: number;
32
- tileSize?: number;
33
- tileWidth?: number;
34
- tileHeight?: number;
35
- faceUV?: Vector4[];
36
- faceColors?: Color4[];
37
- alignHorizontal?: number;
38
- alignVertical?: number;
39
- sideOrientation?: number;
40
- }): VertexData;
41
- /**
42
- * Creates a tiled box mesh
43
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box
44
- * @param name defines the name of the mesh
45
- * @param options an object used to set the following optional parameters for the tiled box, required but can be empty
46
- * * pattern sets the rotation or reflection pattern for the tiles,
47
- * * size of the box
48
- * * width of the box, overwrites size
49
- * * height of the box, overwrites size
50
- * * depth of the box, overwrites size
51
- * * tileSize sets the size of a tile
52
- * * tileWidth sets the tile width and overwrites tileSize
53
- * * tileHeight sets the tile width and overwrites tileSize
54
- * * faceUV an array of 6 Vector4 elements used to set different images to each box side
55
- * * faceColors an array of 6 Color3 elements used to set different colors to each box side
56
- * * alignHorizontal places whole tiles aligned to the center, left or right of a row
57
- * * alignVertical places whole tiles aligned to the center, left or right of a column
58
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
59
- * @param scene defines the hosting scene
60
- * @returns the box mesh
61
- */
62
- export declare function CreateTiledBox(name: string, options: {
63
- pattern?: number;
64
- width?: number;
65
- height?: number;
66
- depth?: number;
67
- tileSize?: number;
68
- tileWidth?: number;
69
- tileHeight?: number;
70
- alignHorizontal?: number;
71
- alignVertical?: number;
72
- faceUV?: Vector4[];
73
- faceColors?: Color4[];
74
- sideOrientation?: number;
75
- updatable?: boolean;
76
- }, scene?: Nullable<Scene>): Mesh;
77
- /**
78
- * Class containing static functions to help procedurally build meshes
79
- * @deprecated use CreateTiledBox instead
80
- */
81
- export declare const TiledBoxBuilder: {
82
- CreateTiledBox: typeof CreateTiledBox;
83
- };
1
+ export * from "./tiledBoxBuilder.pure.js";
@@ -1,216 +1,4 @@
1
- import { Matrix, Vector3, Vector4 } from "../../Maths/math.vector.pure.js";
2
- import { Color4 } from "../../Maths/math.color.pure.js";
3
- import { Mesh } from "../mesh.pure.js";
4
- import { VertexData } from "../mesh.vertexData.js";
5
- import { CreateTiledPlaneVertexData } from "./tiledPlaneBuilder.js";
6
- import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js";
7
- const OP_ADD = 1;
8
- const OP_SUB = -1;
9
- /**
10
- * Creates the VertexData for a tiled box
11
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box
12
- * @param options an object used to set the following optional parameters for the tiled box, required but can be empty
13
- * * pattern sets the rotation or reflection pattern for the tiles,
14
- * * size of the box
15
- * * width of the box, overwrites size
16
- * * height of the box, overwrites size
17
- * * depth of the box, overwrites size
18
- * * tileSize sets the size of a tile
19
- * * tileWidth sets the tile width and overwrites tileSize
20
- * * tileHeight sets the tile width and overwrites tileSize
21
- * * faceUV an array of 6 Vector4 elements used to set different images to each box side
22
- * * faceColors an array of 6 Color4 elements used to set different colors to each box side
23
- * * alignHorizontal places whole tiles aligned to the center, left or right of a row
24
- * * alignVertical places whole tiles aligned to the center, left or right of a column
25
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
26
- * @returns the VertexData of the TiledBox
27
- */
28
- export function CreateTiledBoxVertexData(options) {
29
- const nbFaces = 6;
30
- const faceUV = options.faceUV || new Array(6);
31
- const faceColors = options.faceColors;
32
- const flipTile = options.pattern || Mesh.NO_FLIP;
33
- const width = options.width || options.size || 1;
34
- const height = options.height || options.size || 1;
35
- const depth = options.depth || options.size || 1;
36
- const tileWidth = options.tileWidth || options.tileSize || 1;
37
- const tileHeight = options.tileHeight || options.tileSize || 1;
38
- const alignH = options.alignHorizontal || 0;
39
- const alignV = options.alignVertical || 0;
40
- const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;
41
- // default face colors and UV if undefined
42
- for (let f = 0; f < nbFaces; f++) {
43
- if (faceUV[f] === undefined) {
44
- faceUV[f] = new Vector4(0, 0, 1, 1);
45
- }
46
- if (faceColors && faceColors[f] === undefined) {
47
- faceColors[f] = new Color4(1, 1, 1, 1);
48
- }
49
- }
50
- const halfWidth = width / 2;
51
- const halfHeight = height / 2;
52
- const halfDepth = depth / 2;
53
- const faceVertexData = [];
54
- for (let f = 0; f < 2; f++) {
55
- //front and back
56
- faceVertexData[f] = CreateTiledPlaneVertexData({
57
- pattern: flipTile,
58
- tileWidth: tileWidth,
59
- tileHeight: tileHeight,
60
- width: width,
61
- height: height,
62
- alignVertical: alignV,
63
- alignHorizontal: alignH,
64
- sideOrientation: sideOrientation,
65
- });
66
- }
67
- for (let f = 2; f < 4; f++) {
68
- //sides
69
- faceVertexData[f] = CreateTiledPlaneVertexData({
70
- pattern: flipTile,
71
- tileWidth: tileWidth,
72
- tileHeight: tileHeight,
73
- width: depth,
74
- height: height,
75
- alignVertical: alignV,
76
- alignHorizontal: alignH,
77
- sideOrientation: sideOrientation,
78
- });
79
- }
80
- let baseAlignV = alignV;
81
- if (alignV === Mesh.BOTTOM) {
82
- baseAlignV = Mesh.TOP;
83
- }
84
- else if (alignV === Mesh.TOP) {
85
- baseAlignV = Mesh.BOTTOM;
86
- }
87
- for (let f = 4; f < 6; f++) {
88
- //top and bottom
89
- faceVertexData[f] = CreateTiledPlaneVertexData({
90
- pattern: flipTile,
91
- tileWidth: tileWidth,
92
- tileHeight: tileHeight,
93
- width: width,
94
- height: depth,
95
- alignVertical: baseAlignV,
96
- alignHorizontal: alignH,
97
- sideOrientation: sideOrientation,
98
- });
99
- }
100
- const positions = [];
101
- const normals = [];
102
- let uvs = [];
103
- let indices = [];
104
- const colors = [];
105
- const facePositions = [];
106
- const faceNormals = [];
107
- const newFaceUV = [];
108
- let lu;
109
- let li = 0;
110
- for (let f = 0; f < nbFaces; f++) {
111
- const len = faceVertexData[f].positions.length;
112
- facePositions[f] = [];
113
- faceNormals[f] = [];
114
- for (let p = 0; p < len / 3; p++) {
115
- facePositions[f].push(new Vector3(faceVertexData[f].positions[3 * p], faceVertexData[f].positions[3 * p + 1], faceVertexData[f].positions[3 * p + 2]));
116
- faceNormals[f].push(new Vector3(faceVertexData[f].normals[3 * p], faceVertexData[f].normals[3 * p + 1], faceVertexData[f].normals[3 * p + 2]));
117
- }
118
- // uvs
119
- lu = faceVertexData[f].uvs.length;
120
- newFaceUV[f] = [];
121
- for (let i = 0; i < lu; i += 2) {
122
- newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs[i];
123
- newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs[i + 1];
124
- if (useOpenGLOrientationForUV) {
125
- newFaceUV[f][i + 1] = 1.0 - newFaceUV[f][i + 1];
126
- }
127
- }
128
- uvs = uvs.concat(newFaceUV[f]);
129
- indices = indices.concat(faceVertexData[f].indices.map((x) => x + li));
130
- li += facePositions[f].length;
131
- if (faceColors) {
132
- const color = faceColors[f];
133
- for (let p = 0; p < facePositions[f].length; p++) {
134
- colors.push(color.r, color.g, color.b, color.a);
135
- }
136
- }
137
- }
138
- // Define transforms for each face
139
- const faceTransforms = [
140
- // FRONT
141
- { m: Matrix.RotationY(Math.PI), t: new Vector3(0, 0, halfDepth), op: OP_ADD },
142
- // BACK
143
- { m: Matrix.Identity(), t: new Vector3(0, 0, halfDepth), op: OP_SUB },
144
- // RIGHT
145
- { m: Matrix.RotationY(-Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_ADD },
146
- // LEFT
147
- { m: Matrix.RotationY(Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_SUB },
148
- // TOP
149
- { m: Matrix.RotationX(Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_ADD },
150
- // BOTTOM
151
- { m: Matrix.RotationX(-Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_SUB },
152
- ];
153
- // Assemble positions and normals
154
- for (let f = 0; f < nbFaces; f++) {
155
- const { m, t, op } = faceTransforms[f];
156
- for (const v of facePositions[f]) {
157
- const p = Vector3.TransformCoordinates(v, m);
158
- const final = op === OP_ADD ? p.add(t) : p.subtract(t);
159
- positions.push(final.x, final.y, final.z);
160
- }
161
- for (const n of faceNormals[f]) {
162
- const nn = Vector3.TransformNormal(n, m);
163
- normals.push(nn.x, nn.y, nn.z);
164
- }
165
- }
166
- // Result
167
- const vertexData = new VertexData();
168
- vertexData.indices = indices;
169
- vertexData.positions = positions;
170
- vertexData.normals = normals;
171
- vertexData.uvs = uvs;
172
- if (faceColors) {
173
- const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;
174
- vertexData.colors = totalColors;
175
- }
176
- return vertexData;
177
- }
178
- /**
179
- * Creates a tiled box mesh
180
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box
181
- * @param name defines the name of the mesh
182
- * @param options an object used to set the following optional parameters for the tiled box, required but can be empty
183
- * * pattern sets the rotation or reflection pattern for the tiles,
184
- * * size of the box
185
- * * width of the box, overwrites size
186
- * * height of the box, overwrites size
187
- * * depth of the box, overwrites size
188
- * * tileSize sets the size of a tile
189
- * * tileWidth sets the tile width and overwrites tileSize
190
- * * tileHeight sets the tile width and overwrites tileSize
191
- * * faceUV an array of 6 Vector4 elements used to set different images to each box side
192
- * * faceColors an array of 6 Color3 elements used to set different colors to each box side
193
- * * alignHorizontal places whole tiles aligned to the center, left or right of a row
194
- * * alignVertical places whole tiles aligned to the center, left or right of a column
195
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
196
- * @param scene defines the hosting scene
197
- * @returns the box mesh
198
- */
199
- export function CreateTiledBox(name, options, scene = null) {
200
- const box = new Mesh(name, scene);
201
- options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
202
- box._originalBuilderSideOrientation = options.sideOrientation;
203
- const vertexData = CreateTiledBoxVertexData(options);
204
- vertexData.applyToMesh(box, options.updatable);
205
- return box;
206
- }
207
- /**
208
- * Class containing static functions to help procedurally build meshes
209
- * @deprecated use CreateTiledBox instead
210
- */
211
- export const TiledBoxBuilder = {
212
- // eslint-disable-next-line @typescript-eslint/naming-convention
213
- CreateTiledBox,
214
- };
215
- VertexData.CreateTiledBox = CreateTiledBoxVertexData;
1
+ export * from "./tiledBoxBuilder.pure.js";
2
+ import { RegisterTiledBoxBuilder } from "./tiledBoxBuilder.pure.js";
3
+ RegisterTiledBoxBuilder();
216
4
  //# sourceMappingURL=tiledBoxBuilder.js.map
@@ -1 +1 @@
1
- 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{ type Nullable } from \"../../types\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector.pure\";\r\nimport { Color4 } from \"../../Maths/math.color.pure\";\r\nimport { Mesh } from \"../mesh.pure\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { CreateTiledPlaneVertexData } from \"./tiledPlaneBuilder\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\nconst OP_ADD = 1;\r\nconst OP_SUB = -1;\r\n\r\n/**\r\n * Creates the VertexData for a tiled box\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color4 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the TiledBox\r\n */\r\nexport function CreateTiledBoxVertexData(options: {\r\n pattern?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n}): VertexData {\r\n const nbFaces = 6;\r\n\r\n const faceUV: Vector4[] = options.faceUV || new Array<Vector4>(6);\r\n const faceColors = options.faceColors;\r\n\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n\r\n const width = options.width || options.size || 1;\r\n const height = options.height || options.size || 1;\r\n const depth = options.depth || options.size || 1;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < nbFaces; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n const halfWidth = width / 2;\r\n const halfHeight = height / 2;\r\n const halfDepth = depth / 2;\r\n\r\n const faceVertexData: Array<VertexData> = [];\r\n\r\n for (let f = 0; f < 2; f++) {\r\n //front and back\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n for (let f = 2; f < 4; f++) {\r\n //sides\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: depth,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n let baseAlignV = alignV;\r\n if (alignV === Mesh.BOTTOM) {\r\n baseAlignV = Mesh.TOP;\r\n } else if (alignV === Mesh.TOP) {\r\n baseAlignV = Mesh.BOTTOM;\r\n }\r\n\r\n for (let f = 4; f < 6; f++) {\r\n //top and bottom\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: depth,\r\n alignVertical: baseAlignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n const positions: Array<number> = [];\r\n const normals: Array<number> = [];\r\n let uvs: Array<number> = [];\r\n let indices: Array<number> = [];\r\n const colors: Array<number> = [];\r\n const facePositions: Array<Array<Vector3>> = [];\r\n const faceNormals: Array<Array<Vector3>> = [];\r\n\r\n const newFaceUV: Array<Array<number>> = [];\r\n let lu: number;\r\n\r\n let li: number = 0;\r\n\r\n for (let f = 0; f < nbFaces; f++) {\r\n const len = faceVertexData[f].positions!.length;\r\n facePositions[f] = [];\r\n faceNormals[f] = [];\r\n for (let p = 0; p < len / 3; p++) {\r\n facePositions[f].push(new Vector3(faceVertexData[f].positions![3 * p], faceVertexData[f].positions![3 * p + 1], faceVertexData[f].positions![3 * p + 2]));\r\n faceNormals[f].push(new Vector3(faceVertexData[f].normals![3 * p], faceVertexData[f].normals![3 * p + 1], faceVertexData[f].normals![3 * p + 2]));\r\n }\r\n // uvs\r\n lu = faceVertexData[f].uvs!.length;\r\n newFaceUV[f] = [];\r\n for (let i = 0; i < lu; i += 2) {\r\n newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs![i];\r\n newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs![i + 1];\r\n\r\n if (useOpenGLOrientationForUV) {\r\n newFaceUV[f][i + 1] = 1.0 - newFaceUV[f][i + 1];\r\n }\r\n }\r\n uvs = uvs.concat(newFaceUV[f]);\r\n\r\n indices = indices.concat(<Array<number>>faceVertexData[f].indices!.map((x: number) => x + li));\r\n li += facePositions[f].length;\r\n if (faceColors) {\r\n const color = faceColors[f];\r\n for (let p = 0; p < facePositions[f].length; p++) {\r\n colors.push(color.r, color.g, color.b, color.a);\r\n }\r\n }\r\n }\r\n\r\n // Define transforms for each face\r\n const faceTransforms = [\r\n // FRONT\r\n { m: Matrix.RotationY(Math.PI), t: new Vector3(0, 0, halfDepth), op: OP_ADD },\r\n // BACK\r\n { m: Matrix.Identity(), t: new Vector3(0, 0, halfDepth), op: OP_SUB },\r\n // RIGHT\r\n { m: Matrix.RotationY(-Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_ADD },\r\n // LEFT\r\n { m: Matrix.RotationY(Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_SUB },\r\n // TOP\r\n { m: Matrix.RotationX(Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_ADD },\r\n // BOTTOM\r\n { m: Matrix.RotationX(-Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_SUB },\r\n ];\r\n\r\n // Assemble positions and normals\r\n for (let f = 0; f < nbFaces; f++) {\r\n const { m, t, op } = faceTransforms[f];\r\n\r\n for (const v of facePositions[f]) {\r\n const p = Vector3.TransformCoordinates(v, m);\r\n const final = op === OP_ADD ? p.add(t) : p.subtract(t);\r\n positions.push(final.x, final.y, final.z);\r\n }\r\n\r\n for (const n of faceNormals[f]) {\r\n const nn = Vector3.TransformNormal(n, m);\r\n normals.push(nn.x, nn.y, nn.z);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a tiled box mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledBox(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n sideOrientation?: number;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const box = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledBoxVertexData(options);\r\n\r\n vertexData.applyToMesh(box, options.updatable);\r\n\r\n return box;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledBox instead\r\n */\r\nexport const TiledBoxBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledBox,\r\n};\r\n\r\nVertexData.CreateTiledBox = CreateTiledBoxVertexData;\r\n"]}
1
+ {"version":3,"file":"tiledBoxBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/tiledBoxBuilder.ts"],"names":[],"mappings":"AAAA,cAAc,wBAAwB,CAAC;AAEvC,OAAO,EAAE,uBAAuB,EAAE,MAAM,wBAAwB,CAAC;AACjE,uBAAuB,EAAE,CAAC","sourcesContent":["export * from \"./tiledBoxBuilder.pure\";\n\nimport { RegisterTiledBoxBuilder } from \"./tiledBoxBuilder.pure\";\nRegisterTiledBoxBuilder();\n"]}
@@ -0,0 +1,89 @@
1
+ /** This file must only contain pure code and pure imports */
2
+ import { type Nullable } from "../../types.js";
3
+ import { type Scene } from "../../scene.js";
4
+ import { Vector4 } from "../../Maths/math.vector.pure.js";
5
+ import { Color4 } from "../../Maths/math.color.pure.js";
6
+ import { Mesh } from "../mesh.pure.js";
7
+ import { VertexData } from "../mesh.vertexData.js";
8
+ /**
9
+ * Creates the VertexData for a tiled box
10
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box
11
+ * @param options an object used to set the following optional parameters for the tiled box, required but can be empty
12
+ * * pattern sets the rotation or reflection pattern for the tiles,
13
+ * * size of the box
14
+ * * width of the box, overwrites size
15
+ * * height of the box, overwrites size
16
+ * * depth of the box, overwrites size
17
+ * * tileSize sets the size of a tile
18
+ * * tileWidth sets the tile width and overwrites tileSize
19
+ * * tileHeight sets the tile width and overwrites tileSize
20
+ * * faceUV an array of 6 Vector4 elements used to set different images to each box side
21
+ * * faceColors an array of 6 Color4 elements used to set different colors to each box side
22
+ * * alignHorizontal places whole tiles aligned to the center, left or right of a row
23
+ * * alignVertical places whole tiles aligned to the center, left or right of a column
24
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
25
+ * @returns the VertexData of the TiledBox
26
+ */
27
+ export declare function CreateTiledBoxVertexData(options: {
28
+ pattern?: number;
29
+ size?: number;
30
+ width?: number;
31
+ height?: number;
32
+ depth?: number;
33
+ tileSize?: number;
34
+ tileWidth?: number;
35
+ tileHeight?: number;
36
+ faceUV?: Vector4[];
37
+ faceColors?: Color4[];
38
+ alignHorizontal?: number;
39
+ alignVertical?: number;
40
+ sideOrientation?: number;
41
+ }): VertexData;
42
+ /**
43
+ * Creates a tiled box mesh
44
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box
45
+ * @param name defines the name of the mesh
46
+ * @param options an object used to set the following optional parameters for the tiled box, required but can be empty
47
+ * * pattern sets the rotation or reflection pattern for the tiles,
48
+ * * size of the box
49
+ * * width of the box, overwrites size
50
+ * * height of the box, overwrites size
51
+ * * depth of the box, overwrites size
52
+ * * tileSize sets the size of a tile
53
+ * * tileWidth sets the tile width and overwrites tileSize
54
+ * * tileHeight sets the tile width and overwrites tileSize
55
+ * * faceUV an array of 6 Vector4 elements used to set different images to each box side
56
+ * * faceColors an array of 6 Color3 elements used to set different colors to each box side
57
+ * * alignHorizontal places whole tiles aligned to the center, left or right of a row
58
+ * * alignVertical places whole tiles aligned to the center, left or right of a column
59
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
60
+ * @param scene defines the hosting scene
61
+ * @returns the box mesh
62
+ */
63
+ export declare function CreateTiledBox(name: string, options: {
64
+ pattern?: number;
65
+ width?: number;
66
+ height?: number;
67
+ depth?: number;
68
+ tileSize?: number;
69
+ tileWidth?: number;
70
+ tileHeight?: number;
71
+ alignHorizontal?: number;
72
+ alignVertical?: number;
73
+ faceUV?: Vector4[];
74
+ faceColors?: Color4[];
75
+ sideOrientation?: number;
76
+ updatable?: boolean;
77
+ }, scene?: Nullable<Scene>): Mesh;
78
+ /**
79
+ * Class containing static functions to help procedurally build meshes
80
+ * @deprecated use CreateTiledBox instead
81
+ */
82
+ export declare const TiledBoxBuilder: {
83
+ CreateTiledBox: typeof CreateTiledBox;
84
+ };
85
+ /**
86
+ * Register side effects for the tiled box builder.
87
+ * Safe to call multiple times; only the first call has an effect.
88
+ */
89
+ export declare function RegisterTiledBoxBuilder(): void;