@onerjs/core 9.0.0 → 9.0.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (352) hide show
  1. package/Animations/animationGroup.pure.js.map +1 -1
  2. package/Cameras/targetCamera.pure.js +6 -1
  3. package/Cameras/targetCamera.pure.js.map +1 -1
  4. package/Engines/Native/nativeHardwareTexture.d.ts +8 -1
  5. package/Engines/Native/nativeHardwareTexture.js +7 -0
  6. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  7. package/Engines/Native/nativeHelpers.js +56 -1
  8. package/Engines/Native/nativeHelpers.js.map +1 -1
  9. package/Engines/Native/nativeInterfaces.d.ts +37 -8
  10. package/Engines/Native/nativeInterfaces.js.map +1 -1
  11. package/Engines/Native/nativeRenderTargetWrapper.d.ts +40 -0
  12. package/Engines/Native/nativeRenderTargetWrapper.js +265 -5
  13. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  14. package/Engines/Processors/shaderCodeCursor.d.ts +1 -0
  15. package/Engines/Processors/shaderCodeCursor.js +40 -3
  16. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js +1 -0
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js.map +1 -1
  19. package/Engines/abstractEngine.pure.d.ts +15 -1
  20. package/Engines/abstractEngine.pure.js +12 -4
  21. package/Engines/abstractEngine.pure.js.map +1 -1
  22. package/Engines/engine.pure.d.ts +0 -1
  23. package/Engines/engine.pure.js +0 -7
  24. package/Engines/engine.pure.js.map +1 -1
  25. package/Engines/nativeEngine.pure.js +1 -1
  26. package/Engines/nativeEngine.pure.js.map +1 -1
  27. package/Engines/thinEngine.pure.d.ts +1 -0
  28. package/Engines/thinEngine.pure.js +13 -2
  29. package/Engines/thinEngine.pure.js.map +1 -1
  30. package/Engines/thinNativeEngine.pure.d.ts +217 -17
  31. package/Engines/thinNativeEngine.pure.js +1431 -164
  32. package/Engines/thinNativeEngine.pure.js.map +1 -1
  33. package/Engines/thinWebGPUEngine.js +6 -1
  34. package/Engines/thinWebGPUEngine.js.map +1 -1
  35. package/Engines/webgpuEngine.pure.d.ts +12 -1
  36. package/Engines/webgpuEngine.pure.js +8 -0
  37. package/Engines/webgpuEngine.pure.js.map +1 -1
  38. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.d.ts +10 -0
  39. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js +24 -12
  40. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js.map +1 -1
  41. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.d.ts +7 -0
  42. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js +43 -0
  43. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js.map +1 -1
  44. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +16 -4
  45. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +20 -6
  46. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
  47. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  48. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  49. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +7 -7
  50. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +52 -35
  51. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
  52. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.d.ts +12 -1
  53. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +8 -0
  54. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
  55. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js +4 -1
  56. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js.map +1 -1
  57. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.d.ts +12 -1
  58. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js +5 -1
  59. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js.map +1 -1
  60. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.d.ts +2 -0
  61. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js +14 -2
  62. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js.map +1 -1
  63. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.d.ts +5 -1
  64. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js +23 -8
  65. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js.map +1 -1
  66. package/FlowGraph/CustomTypes/flowGraphInteger.pure.d.ts +5 -0
  67. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js +7 -0
  68. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js.map +1 -1
  69. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +10 -0
  70. package/FlowGraph/CustomTypes/flowGraphMatrix.js +14 -0
  71. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  72. package/FlowGraph/flowGraph.d.ts +2 -1
  73. package/FlowGraph/flowGraph.js +3 -2
  74. package/FlowGraph/flowGraph.js.map +1 -1
  75. package/FlowGraph/flowGraphAnimationHelpers.d.ts +24 -0
  76. package/FlowGraph/flowGraphAnimationHelpers.js +21 -0
  77. package/FlowGraph/flowGraphAnimationHelpers.js.map +1 -0
  78. package/FlowGraph/flowGraphContext.js +1 -0
  79. package/FlowGraph/flowGraphContext.js.map +1 -1
  80. package/FlowGraph/flowGraphValidator.js +0 -4
  81. package/FlowGraph/flowGraphValidator.js.map +1 -1
  82. package/FlowGraph/index.d.ts +2 -0
  83. package/FlowGraph/index.js +2 -0
  84. package/FlowGraph/index.js.map +1 -1
  85. package/FlowGraph/pure.d.ts +2 -0
  86. package/FlowGraph/pure.js +2 -0
  87. package/FlowGraph/pure.js.map +1 -1
  88. package/FlowGraph/serialization.d.ts +2 -2
  89. package/FlowGraph/serialization.js +2 -2
  90. package/FlowGraph/serialization.js.map +1 -1
  91. package/FlowGraph/typeDefinitions.d.ts +1 -1
  92. package/FlowGraph/typeDefinitions.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.d.ts +1 -0
  94. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js +4 -0
  95. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js.map +1 -0
  96. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.d.ts +54 -0
  97. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js +155 -0
  98. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js.map +1 -0
  99. package/FrameGraph/Node/Blocks/Textures/pure.d.ts +1 -0
  100. package/FrameGraph/Node/Blocks/Textures/pure.js +1 -0
  101. package/FrameGraph/Node/Blocks/Textures/pure.js.map +1 -1
  102. package/FrameGraph/Node/Blocks/allBlocks.pure.js +2 -0
  103. package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  105. package/FrameGraph/Node/Blocks/index.js +1 -0
  106. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/pure.d.ts +1 -0
  108. package/FrameGraph/Node/Blocks/pure.js +1 -0
  109. package/FrameGraph/Node/Blocks/pure.js.map +1 -1
  110. package/FrameGraph/Tasks/Misc/minMaxReducerTask.d.ts +62 -0
  111. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js +159 -0
  112. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js.map +1 -0
  113. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -1
  114. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  115. package/FrameGraph/frameGraph.d.ts +4 -0
  116. package/FrameGraph/frameGraph.js +14 -0
  117. package/FrameGraph/frameGraph.js.map +1 -1
  118. package/FrameGraph/index.d.ts +1 -0
  119. package/FrameGraph/index.js +1 -0
  120. package/FrameGraph/index.js.map +1 -1
  121. package/FrameGraph/pure.d.ts +1 -0
  122. package/FrameGraph/pure.js +1 -0
  123. package/FrameGraph/pure.js.map +1 -1
  124. package/Inputs/scene.inputManager.js +1 -1
  125. package/Inputs/scene.inputManager.js.map +1 -1
  126. package/Lights/Clustered/clusteredLightingSceneComponent.pure.d.ts +5 -0
  127. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js +22 -1
  128. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js.map +1 -1
  129. package/Lights/Shadows/cascadedShadowGenerator.pure.js +7 -3
  130. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  131. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.d.ts +7 -0
  132. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js +8 -0
  133. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js.map +1 -0
  134. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.d.ts +54 -0
  135. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js +81 -0
  136. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js.map +1 -0
  137. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.d.ts +7 -0
  138. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js +8 -0
  139. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js.map +1 -0
  140. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.d.ts +60 -0
  141. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js +90 -0
  142. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js.map +1 -0
  143. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.d.ts +31 -0
  144. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +98 -0
  145. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
  146. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +1 -1
  147. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  148. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +2 -2
  149. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  150. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.d.ts +1 -0
  151. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js +4 -0
  152. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js.map +1 -0
  153. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.d.ts +83 -0
  154. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js +191 -0
  155. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js.map +1 -0
  156. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.d.ts +1 -0
  157. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.js +4 -0
  158. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.js.map +1 -0
  159. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.pure.d.ts +62 -0
  160. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.pure.js +125 -0
  161. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.pure.js.map +1 -0
  162. package/Materials/GaussianSplatting/pure.d.ts +4 -0
  163. package/Materials/GaussianSplatting/pure.js +4 -0
  164. package/Materials/GaussianSplatting/pure.js.map +1 -1
  165. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.d.ts +1 -0
  166. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +12 -0
  167. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js.map +1 -1
  168. package/Materials/Textures/Procedurals/proceduralTexture.pure.d.ts +1 -0
  169. package/Materials/Textures/Procedurals/proceduralTexture.pure.js +31 -7
  170. package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
  171. package/Materials/Textures/mirrorTexture.pure.js +3 -1
  172. package/Materials/Textures/mirrorTexture.pure.js.map +1 -1
  173. package/Materials/Textures/texture.pure.js +1 -1
  174. package/Materials/Textures/texture.pure.js.map +1 -1
  175. package/Materials/effectRenderer.pure.d.ts +4 -0
  176. package/Materials/effectRenderer.pure.js +3 -2
  177. package/Materials/effectRenderer.pure.js.map +1 -1
  178. package/Materials/index.d.ts +4 -0
  179. package/Materials/index.js +4 -0
  180. package/Materials/index.js.map +1 -1
  181. package/Materials/material.pure.js +25 -12
  182. package/Materials/material.pure.js.map +1 -1
  183. package/Materials/pure.d.ts +4 -0
  184. package/Materials/pure.js +4 -0
  185. package/Materials/pure.js.map +1 -1
  186. package/Materials/standardMaterial.pure.d.ts +8 -0
  187. package/Materials/standardMaterial.pure.js +24 -2
  188. package/Materials/standardMaterial.pure.js.map +1 -1
  189. package/Meshes/Builders/polygonBuilder.pure.js +1 -1
  190. package/Meshes/Builders/polygonBuilder.pure.js.map +1 -1
  191. package/Meshes/GaussianSplatting/gaussianPointSplattingController.d.ts +8 -0
  192. package/Meshes/GaussianSplatting/gaussianPointSplattingController.js +11 -0
  193. package/Meshes/GaussianSplatting/gaussianPointSplattingController.js.map +1 -0
  194. package/Meshes/GaussianSplatting/gaussianPointSplattingController.pure.d.ts +231 -0
  195. package/Meshes/GaussianSplatting/gaussianPointSplattingController.pure.js +1212 -0
  196. package/Meshes/GaussianSplatting/gaussianPointSplattingController.pure.js.map +1 -0
  197. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.d.ts +14 -0
  198. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.js +15 -0
  199. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.js.map +1 -0
  200. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.pure.d.ts +285 -0
  201. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.pure.js +812 -0
  202. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.pure.js.map +1 -0
  203. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -0
  204. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +2 -0
  205. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  206. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +160 -0
  207. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +219 -0
  208. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  209. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +32 -4
  210. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +114 -21
  211. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  212. package/Meshes/GaussianSplatting/pure.d.ts +2 -0
  213. package/Meshes/GaussianSplatting/pure.js +2 -0
  214. package/Meshes/GaussianSplatting/pure.js.map +1 -1
  215. package/Meshes/Node/Blocks/booleanGeometryBlock.pure.js +25 -11
  216. package/Meshes/Node/Blocks/booleanGeometryBlock.pure.js.map +1 -1
  217. package/Meshes/abstractMesh.pure.d.ts +12 -0
  218. package/Meshes/abstractMesh.pure.js +32 -0
  219. package/Meshes/abstractMesh.pure.js.map +1 -1
  220. package/Meshes/index.d.ts +1 -0
  221. package/Meshes/index.js +1 -0
  222. package/Meshes/index.js.map +1 -1
  223. package/Meshes/pure.d.ts +1 -0
  224. package/Meshes/pure.js +1 -0
  225. package/Meshes/pure.js.map +1 -1
  226. package/Meshes/subMesh.pure.d.ts +11 -2
  227. package/Meshes/subMesh.pure.js +20 -5
  228. package/Meshes/subMesh.pure.js.map +1 -1
  229. package/Meshes/thinInstanceMesh.pure.js +1 -0
  230. package/Meshes/thinInstanceMesh.pure.js.map +1 -1
  231. package/Misc/andOrNotEvaluator.js +4 -0
  232. package/Misc/andOrNotEvaluator.js.map +1 -1
  233. package/Misc/minMaxReducer.pure.d.ts +6 -0
  234. package/Misc/minMaxReducer.pure.js +10 -0
  235. package/Misc/minMaxReducer.pure.js.map +1 -1
  236. package/Misc/thinMinMaxReducer.d.ts +19 -2
  237. package/Misc/thinMinMaxReducer.js +74 -21
  238. package/Misc/thinMinMaxReducer.js.map +1 -1
  239. package/Misc/tools.pure.js +1 -1
  240. package/Misc/tools.pure.js.map +1 -1
  241. package/Particles/Node/Blocks/Update/updateNoiseBlock.pure.js +19 -7
  242. package/Particles/Node/Blocks/Update/updateNoiseBlock.pure.js.map +1 -1
  243. package/Particles/Node/Blocks/particleSourceTextureBlock.pure.js +3 -2
  244. package/Particles/Node/Blocks/particleSourceTextureBlock.pure.js.map +1 -1
  245. package/Particles/gpuParticleSystem.pure.d.ts +2 -0
  246. package/Particles/gpuParticleSystem.pure.js +12 -4
  247. package/Particles/gpuParticleSystem.pure.js.map +1 -1
  248. package/Particles/particle.js +3 -2
  249. package/Particles/particle.js.map +1 -1
  250. package/Particles/solidParticleSystem.js +7 -1
  251. package/Particles/solidParticleSystem.js.map +1 -1
  252. package/Particles/thinParticleSystem.function.d.ts +6 -0
  253. package/Particles/thinParticleSystem.function.js +144 -88
  254. package/Particles/thinParticleSystem.function.js.map +1 -1
  255. package/Particles/thinParticleSystem.pure.d.ts +6 -0
  256. package/Particles/thinParticleSystem.pure.js +70 -9
  257. package/Particles/thinParticleSystem.pure.js.map +1 -1
  258. package/Physics/v2/ragdoll.d.ts +2 -4
  259. package/Physics/v2/ragdoll.js +11 -4
  260. package/Physics/v2/ragdoll.js.map +1 -1
  261. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.d.ts +12 -0
  262. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +43 -18
  263. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
  264. package/Rendering/depthRenderer.pure.d.ts +9 -0
  265. package/Rendering/depthRenderer.pure.js +12 -0
  266. package/Rendering/depthRenderer.pure.js.map +1 -1
  267. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +4 -0
  268. package/Rendering/fluidRenderer/fluidRenderingObject.js +6 -0
  269. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  270. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +4 -0
  271. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +8 -0
  272. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  273. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +3 -0
  274. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  275. package/Rendering/geometryBufferRenderer.pure.js +4 -1
  276. package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
  277. package/Rendering/prePassRenderer.pure.js +3 -3
  278. package/Rendering/prePassRenderer.pure.js.map +1 -1
  279. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  280. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  281. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +27 -3
  282. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  283. package/Shaders/ShadersInclude/oitDeclaration.js +1 -1
  284. package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -1
  285. package/Shaders/minmaxRedux.fragment.js +6 -1
  286. package/Shaders/minmaxRedux.fragment.js.map +1 -1
  287. package/ShadersWGSL/ShadersInclude/gaussianPointSplatting.d.ts +5 -0
  288. package/ShadersWGSL/ShadersInclude/gaussianPointSplatting.js +65 -0
  289. package/ShadersWGSL/ShadersInclude/gaussianPointSplatting.js.map +1 -0
  290. package/ShadersWGSL/ShadersInclude/gaussianPointSplattingScan.d.ts +5 -0
  291. package/ShadersWGSL/ShadersInclude/gaussianPointSplattingScan.js +17 -0
  292. package/ShadersWGSL/ShadersInclude/gaussianPointSplattingScan.js.map +1 -0
  293. package/ShadersWGSL/ShadersInclude/gaussianSplatting.d.ts +1 -0
  294. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +6 -78
  295. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  296. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js +2 -2
  297. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  298. package/ShadersWGSL/ShadersInclude/gaussianSplattingShared.d.ts +5 -0
  299. package/ShadersWGSL/ShadersInclude/gaussianSplattingShared.js +79 -0
  300. package/ShadersWGSL/ShadersInclude/gaussianSplattingShared.js.map +1 -0
  301. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +27 -3
  302. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  303. package/ShadersWGSL/gaussianPointSplattingBlit.fragment.d.ts +5 -0
  304. package/ShadersWGSL/gaussianPointSplattingBlit.fragment.js +22 -0
  305. package/ShadersWGSL/gaussianPointSplattingBlit.fragment.js.map +1 -0
  306. package/ShadersWGSL/gaussianPointSplattingBlit.vertex.d.ts +5 -0
  307. package/ShadersWGSL/gaussianPointSplattingBlit.vertex.js +19 -0
  308. package/ShadersWGSL/gaussianPointSplattingBlit.vertex.js.map +1 -0
  309. package/ShadersWGSL/gaussianPointSplattingDepthBlit.fragment.d.ts +5 -0
  310. package/ShadersWGSL/gaussianPointSplattingDepthBlit.fragment.js +21 -0
  311. package/ShadersWGSL/gaussianPointSplattingDepthBlit.fragment.js.map +1 -0
  312. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -1
  313. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  314. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -1
  315. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  316. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js +2 -1
  317. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js.map +1 -1
  318. package/ShadersWGSL/gpsHiZBuild.compute.d.ts +5 -0
  319. package/ShadersWGSL/gpsHiZBuild.compute.js +16 -0
  320. package/ShadersWGSL/gpsHiZBuild.compute.js.map +1 -0
  321. package/ShadersWGSL/gpsPartition.compute.d.ts +5 -0
  322. package/ShadersWGSL/gpsPartition.compute.js +27 -0
  323. package/ShadersWGSL/gpsPartition.compute.js.map +1 -0
  324. package/ShadersWGSL/gpsPreprocess.compute.d.ts +5 -0
  325. package/ShadersWGSL/gpsPreprocess.compute.js +86 -0
  326. package/ShadersWGSL/gpsPreprocess.compute.js.map +1 -0
  327. package/ShadersWGSL/gpsResolve.compute.d.ts +5 -0
  328. package/ShadersWGSL/gpsResolve.compute.js +41 -0
  329. package/ShadersWGSL/gpsResolve.compute.js.map +1 -0
  330. package/ShadersWGSL/gpsScanAdd.compute.d.ts +5 -0
  331. package/ShadersWGSL/gpsScanAdd.compute.js +22 -0
  332. package/ShadersWGSL/gpsScanAdd.compute.js.map +1 -0
  333. package/ShadersWGSL/gpsScanBlocks.compute.d.ts +5 -0
  334. package/ShadersWGSL/gpsScanBlocks.compute.js +23 -0
  335. package/ShadersWGSL/gpsScanBlocks.compute.js.map +1 -0
  336. package/ShadersWGSL/gpsScanSums.compute.d.ts +5 -0
  337. package/ShadersWGSL/gpsScanSums.compute.js +30 -0
  338. package/ShadersWGSL/gpsScanSums.compute.js.map +1 -0
  339. package/ShadersWGSL/gpsSplat.compute.d.ts +5 -0
  340. package/ShadersWGSL/gpsSplat.compute.js +37 -0
  341. package/ShadersWGSL/gpsSplat.compute.js.map +1 -0
  342. package/ShadersWGSL/minmaxRedux.fragment.js +20 -3
  343. package/ShadersWGSL/minmaxRedux.fragment.js.map +1 -1
  344. package/XR/features/WebXRSpaceWarp.pure.js +2 -1
  345. package/XR/features/WebXRSpaceWarp.pure.js.map +1 -1
  346. package/assetContainer.d.ts +1 -0
  347. package/assetContainer.js +5 -1
  348. package/assetContainer.js.map +1 -1
  349. package/package.json +1 -1
  350. package/scene.pure.d.ts +13 -2
  351. package/scene.pure.js +28 -4
  352. package/scene.pure.js.map +1 -1
package/Meshes/index.d.ts CHANGED
@@ -39,6 +39,7 @@ export * from "./GaussianSplatting/gaussianSplattingMeshBase.js";
39
39
  export * from "./GaussianSplatting/gaussianSplattingMesh.js";
40
40
  export * from "./GaussianSplatting/gaussianSplattingCompoundMesh.js";
41
41
  export * from "./GaussianSplatting/gaussianSplattingDebugger.js";
42
+ export * from "./GaussianSplatting/gaussianPointSplattingRenderer.js";
42
43
  export * from "../Shaders/color.fragment.js";
43
44
  export * from "../Shaders/color.vertex.js";
44
45
  export * from "../ShadersWGSL/color.fragment.js";
package/Meshes/index.js CHANGED
@@ -40,6 +40,7 @@ export * from "./GaussianSplatting/gaussianSplattingMeshBase.js";
40
40
  export * from "./GaussianSplatting/gaussianSplattingMesh.js";
41
41
  export * from "./GaussianSplatting/gaussianSplattingCompoundMesh.js";
42
42
  export * from "./GaussianSplatting/gaussianSplattingDebugger.js";
43
+ export * from "./GaussianSplatting/gaussianPointSplattingRenderer.js";
43
44
  // LineMesh
44
45
  export * from "../Shaders/color.fragment.js";
45
46
  export * from "../Shaders/color.vertex.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,gBAAgB,CAAC;AAC/B,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,OAAO,CAAC;AACtB,cAAc,uBAAuB,CAAC;AACtC,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,aAAa,CAAC;AAC5B,cAAc,QAAQ,CAAC;AACvB,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oCAAoC,CAAC;AACnD,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,mBAAmB,CAAC;AAClC,cAAc,WAAW,CAAC;AAC1B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,qCAAqC,CAAC;AACpD,cAAc,mCAAmC,CAAC;AAClD,cAAc,QAAQ,CAAC;AACvB,cAAc,6BAA6B,CAAC;AAC5C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,+CAA+C,CAAC;AAC9D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,mDAAmD,CAAC;AAClE,cAAc,+CAA+C,CAAC;AAE9D,WAAW;AACX,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,sBAAsB;AACtB,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,kDAAkD,CAAC;AACjE,cAAc,gDAAgD,CAAC;AAC/D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,6CAA6C,CAAC;AAC5D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC;AAClE,cAAc,sDAAsD,CAAC;AACrE,cAAc,oDAAoD,CAAC;AAEnE,OAAO,yBAAyB,CAAC;AACjC,OAAO,oBAAoB,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./abstractMesh\";\r\nexport * from \"./abstractMesh.hotSpot\";\r\nexport * from \"./Compression/index\";\r\nexport * from \"./csg\";\r\nexport * from \"./meshUVSpaceRenderer\";\r\nexport * from \"./geometry\";\r\nexport * from \"./groundMesh\";\r\nexport * from \"./goldbergMesh\";\r\nexport * from \"./trailMesh\";\r\nexport * from \"./instancedMesh\";\r\nexport * from \"./linesMesh\";\r\nexport * from \"./mesh\";\r\nexport * from \"./meshBlendingTag\";\r\nexport * from \"./mesh.vertexData\";\r\nexport * from \"./meshBuilder\";\r\nexport * from \"./meshSimplification\";\r\nexport * from \"./meshSimplificationSceneComponent\";\r\nexport * from \"./meshUtils\";\r\nexport * from \"./polygonMesh\";\r\nexport * from \"./geodesicMesh\";\r\nexport * from \"./subMesh\";\r\nexport * from \"./subMesh.project\";\r\nexport * from \"./lattice\";\r\nexport * from \"./lattice.material\";\r\nexport * from \"./meshLODLevel\";\r\nexport * from \"./transformNode\";\r\nexport * from \"./Builders/index\";\r\nexport * from \"./WebGL/webGLDataBuffer\";\r\nexport * from \"./WebGPU/webgpuDataBuffer\";\r\nexport * from \"./GreasedLine/greasedLineMesh\";\r\nexport * from \"./GreasedLine/greasedLineRibbonMesh\";\r\nexport * from \"./GreasedLine/greasedLineBaseMesh\";\r\nexport * from \"./csg2\";\r\nexport * from \"./mesh.vertexData.functions\";\r\nexport * from \"./mesh.vertexData.subdivide\";\r\nexport * from \"./thinInstanceMesh\";\r\nexport * from \"./Node/index\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingMeshBase\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingMesh\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingCompoundMesh\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingDebugger\";\r\n\r\n// LineMesh\r\nexport * from \"../Shaders/color.fragment\";\r\nexport * from \"../Shaders/color.vertex\";\r\nexport * from \"../ShadersWGSL/color.fragment\";\r\nexport * from \"../ShadersWGSL/color.vertex\";\r\n\r\n// MeshUVSPaceRenderer\r\nexport * from \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\";\r\n\r\nimport \"./abstractMesh.decalMap\";\r\nimport \"./thinInstanceMesh\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,gBAAgB,CAAC;AAC/B,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,OAAO,CAAC;AACtB,cAAc,uBAAuB,CAAC;AACtC,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,aAAa,CAAC;AAC5B,cAAc,QAAQ,CAAC;AACvB,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oCAAoC,CAAC;AACnD,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,mBAAmB,CAAC;AAClC,cAAc,WAAW,CAAC;AAC1B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,qCAAqC,CAAC;AACpD,cAAc,mCAAmC,CAAC;AAClD,cAAc,QAAQ,CAAC;AACvB,cAAc,6BAA6B,CAAC;AAC5C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,+CAA+C,CAAC;AAC9D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,mDAAmD,CAAC;AAClE,cAAc,+CAA+C,CAAC;AAC9D,cAAc,oDAAoD,CAAC;AAEnE,WAAW;AACX,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,sBAAsB;AACtB,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,kDAAkD,CAAC;AACjE,cAAc,gDAAgD,CAAC;AAC/D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,6CAA6C,CAAC;AAC5D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC;AAClE,cAAc,sDAAsD,CAAC;AACrE,cAAc,oDAAoD,CAAC;AAEnE,OAAO,yBAAyB,CAAC;AACjC,OAAO,oBAAoB,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./abstractMesh\";\r\nexport * from \"./abstractMesh.hotSpot\";\r\nexport * from \"./Compression/index\";\r\nexport * from \"./csg\";\r\nexport * from \"./meshUVSpaceRenderer\";\r\nexport * from \"./geometry\";\r\nexport * from \"./groundMesh\";\r\nexport * from \"./goldbergMesh\";\r\nexport * from \"./trailMesh\";\r\nexport * from \"./instancedMesh\";\r\nexport * from \"./linesMesh\";\r\nexport * from \"./mesh\";\r\nexport * from \"./meshBlendingTag\";\r\nexport * from \"./mesh.vertexData\";\r\nexport * from \"./meshBuilder\";\r\nexport * from \"./meshSimplification\";\r\nexport * from \"./meshSimplificationSceneComponent\";\r\nexport * from \"./meshUtils\";\r\nexport * from \"./polygonMesh\";\r\nexport * from \"./geodesicMesh\";\r\nexport * from \"./subMesh\";\r\nexport * from \"./subMesh.project\";\r\nexport * from \"./lattice\";\r\nexport * from \"./lattice.material\";\r\nexport * from \"./meshLODLevel\";\r\nexport * from \"./transformNode\";\r\nexport * from \"./Builders/index\";\r\nexport * from \"./WebGL/webGLDataBuffer\";\r\nexport * from \"./WebGPU/webgpuDataBuffer\";\r\nexport * from \"./GreasedLine/greasedLineMesh\";\r\nexport * from \"./GreasedLine/greasedLineRibbonMesh\";\r\nexport * from \"./GreasedLine/greasedLineBaseMesh\";\r\nexport * from \"./csg2\";\r\nexport * from \"./mesh.vertexData.functions\";\r\nexport * from \"./mesh.vertexData.subdivide\";\r\nexport * from \"./thinInstanceMesh\";\r\nexport * from \"./Node/index\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingMeshBase\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingMesh\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingCompoundMesh\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingDebugger\";\r\nexport * from \"./GaussianSplatting/gaussianPointSplattingRenderer\";\r\n\r\n// LineMesh\r\nexport * from \"../Shaders/color.fragment\";\r\nexport * from \"../Shaders/color.vertex\";\r\nexport * from \"../ShadersWGSL/color.fragment\";\r\nexport * from \"../ShadersWGSL/color.vertex\";\r\n\r\n// MeshUVSPaceRenderer\r\nexport * from \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\";\r\n\r\nimport \"./abstractMesh.decalMap\";\r\nimport \"./thinInstanceMesh\";\r\n"]}
package/Meshes/pure.d.ts CHANGED
@@ -40,6 +40,7 @@ export * from "./GaussianSplatting/gaussianSplattingMeshBase.pure.js";
40
40
  export * from "./GaussianSplatting/gaussianSplattingMesh.pure.js";
41
41
  export * from "./GaussianSplatting/gaussianSplattingCompoundMesh.pure.js";
42
42
  export * from "./GaussianSplatting/gaussianSplattingDebugger.pure.js";
43
+ export * from "./GaussianSplatting/gaussianPointSplattingRenderer.pure.js";
43
44
  export * from "./abstractMesh.decalMap.pure.js";
44
45
  export * from "./GaussianSplatting/pure.js";
45
46
  export * from "./GreasedLine/pure.js";
package/Meshes/pure.js CHANGED
@@ -41,6 +41,7 @@ export * from "./GaussianSplatting/gaussianSplattingMeshBase.pure.js";
41
41
  export * from "./GaussianSplatting/gaussianSplattingMesh.pure.js";
42
42
  export * from "./GaussianSplatting/gaussianSplattingCompoundMesh.pure.js";
43
43
  export * from "./GaussianSplatting/gaussianSplattingDebugger.pure.js";
44
+ export * from "./GaussianSplatting/gaussianPointSplattingRenderer.pure.js";
44
45
  export * from "./abstractMesh.decalMap.pure.js";
45
46
  export * from "./GaussianSplatting/pure.js";
46
47
  export * from "./GreasedLine/pure.js";
@@ -1 +1 @@
1
- {"version":3,"file":"pure.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/pure.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,6DAA6D;AAC7D,cAAc,qBAAqB,CAAC;AACpC,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC;AACnC,cAAc,OAAO,CAAC;AACtB,cAAc,4BAA4B,CAAC;AAC3C,cAAc,YAAY,CAAC;AAC3B,cAAc,mBAAmB,CAAC;AAClC,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,kBAAkB,CAAC;AACjC,cAAc,aAAa,CAAC;AAC5B,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,sBAAsB,CAAC;AACrC,cAAc,yCAAyC,CAAC;AACxD,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,wBAAwB,CAAC;AACvC,cAAc,WAAW,CAAC;AAC1B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,sBAAsB,CAAC;AACrC,cAAc,iBAAiB,CAAC;AAChC,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,oCAAoC,CAAC;AACnD,cAAc,0CAA0C,CAAC;AACzD,cAAc,mCAAmC,CAAC;AAClD,cAAc,QAAQ,CAAC;AACvB,cAAc,6BAA6B,CAAC;AAC5C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,yBAAyB,CAAC;AACxC,cAAc,aAAa,CAAC;AAC5B,cAAc,oDAAoD,CAAC;AACnE,cAAc,gDAAgD,CAAC;AAC/D,cAAc,wDAAwD,CAAC;AACvE,cAAc,oDAAoD,CAAC;AACnE,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AACzC,cAAc,oBAAoB,CAAC","sourcesContent":["/** Pure barrel — re-exports only side-effect-free modules */\n/* eslint-disable @typescript-eslint/no-restricted-imports */\nexport * from \"./abstractMesh.pure\";\nexport * from \"./abstractMesh.hotSpot\";\nexport * from \"./Compression/pure\";\nexport * from \"./csg\";\nexport * from \"./meshUVSpaceRenderer.pure\";\nexport * from \"./geometry\";\nexport * from \"./groundMesh.pure\";\nexport * from \"./goldbergMesh.pure\";\nexport * from \"./trailMesh.pure\";\nexport * from \"./instancedMesh.pure\";\nexport * from \"./linesMesh.pure\";\nexport * from \"./mesh.pure\";\nexport * from \"./meshBlendingTag\";\nexport * from \"./mesh.vertexData\";\nexport * from \"./meshBuilder.pure\";\nexport * from \"./meshSimplification\";\nexport * from \"./meshSimplificationSceneComponent.pure\";\nexport * from \"./meshUtils\";\nexport * from \"./polygonMesh\";\nexport * from \"./geodesicMesh\";\nexport * from \"./subMesh.pure\";\nexport * from \"./subMesh.project.pure\";\nexport * from \"./lattice\";\nexport * from \"./lattice.material\";\nexport * from \"./meshLODLevel\";\nexport * from \"./transformNode.pure\";\nexport * from \"./Builders/pure\";\nexport * from \"./WebGL/webGLDataBuffer\";\nexport * from \"./WebGPU/webgpuDataBuffer\";\nexport * from \"./GreasedLine/greasedLineMesh.pure\";\nexport * from \"./GreasedLine/greasedLineRibbonMesh.pure\";\nexport * from \"./GreasedLine/greasedLineBaseMesh\";\nexport * from \"./csg2\";\nexport * from \"./mesh.vertexData.functions\";\nexport * from \"./mesh.vertexData.subdivide\";\nexport * from \"./thinInstanceMesh.pure\";\nexport * from \"./Node/pure\";\nexport * from \"./GaussianSplatting/gaussianSplattingMeshBase.pure\";\nexport * from \"./GaussianSplatting/gaussianSplattingMesh.pure\";\nexport * from \"./GaussianSplatting/gaussianSplattingCompoundMesh.pure\";\nexport * from \"./GaussianSplatting/gaussianSplattingDebugger.pure\";\nexport * from \"./abstractMesh.decalMap.pure\";\nexport * from \"./GaussianSplatting/pure\";\nexport * from \"./GreasedLine/pure\";\n"]}
1
+ {"version":3,"file":"pure.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/pure.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,6DAA6D;AAC7D,cAAc,qBAAqB,CAAC;AACpC,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC;AACnC,cAAc,OAAO,CAAC;AACtB,cAAc,4BAA4B,CAAC;AAC3C,cAAc,YAAY,CAAC;AAC3B,cAAc,mBAAmB,CAAC;AAClC,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,kBAAkB,CAAC;AACjC,cAAc,aAAa,CAAC;AAC5B,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,sBAAsB,CAAC;AACrC,cAAc,yCAAyC,CAAC;AACxD,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,wBAAwB,CAAC;AACvC,cAAc,WAAW,CAAC;AAC1B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,sBAAsB,CAAC;AACrC,cAAc,iBAAiB,CAAC;AAChC,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,oCAAoC,CAAC;AACnD,cAAc,0CAA0C,CAAC;AACzD,cAAc,mCAAmC,CAAC;AAClD,cAAc,QAAQ,CAAC;AACvB,cAAc,6BAA6B,CAAC;AAC5C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,yBAAyB,CAAC;AACxC,cAAc,aAAa,CAAC;AAC5B,cAAc,oDAAoD,CAAC;AACnE,cAAc,gDAAgD,CAAC;AAC/D,cAAc,wDAAwD,CAAC;AACvE,cAAc,oDAAoD,CAAC;AACnE,cAAc,yDAAyD,CAAC;AACxE,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AACzC,cAAc,oBAAoB,CAAC","sourcesContent":["/** Pure barrel — re-exports only side-effect-free modules */\n/* eslint-disable @typescript-eslint/no-restricted-imports */\nexport * from \"./abstractMesh.pure\";\nexport * from \"./abstractMesh.hotSpot\";\nexport * from \"./Compression/pure\";\nexport * from \"./csg\";\nexport * from \"./meshUVSpaceRenderer.pure\";\nexport * from \"./geometry\";\nexport * from \"./groundMesh.pure\";\nexport * from \"./goldbergMesh.pure\";\nexport * from \"./trailMesh.pure\";\nexport * from \"./instancedMesh.pure\";\nexport * from \"./linesMesh.pure\";\nexport * from \"./mesh.pure\";\nexport * from \"./meshBlendingTag\";\nexport * from \"./mesh.vertexData\";\nexport * from \"./meshBuilder.pure\";\nexport * from \"./meshSimplification\";\nexport * from \"./meshSimplificationSceneComponent.pure\";\nexport * from \"./meshUtils\";\nexport * from \"./polygonMesh\";\nexport * from \"./geodesicMesh\";\nexport * from \"./subMesh.pure\";\nexport * from \"./subMesh.project.pure\";\nexport * from \"./lattice\";\nexport * from \"./lattice.material\";\nexport * from \"./meshLODLevel\";\nexport * from \"./transformNode.pure\";\nexport * from \"./Builders/pure\";\nexport * from \"./WebGL/webGLDataBuffer\";\nexport * from \"./WebGPU/webgpuDataBuffer\";\nexport * from \"./GreasedLine/greasedLineMesh.pure\";\nexport * from \"./GreasedLine/greasedLineRibbonMesh.pure\";\nexport * from \"./GreasedLine/greasedLineBaseMesh\";\nexport * from \"./csg2\";\nexport * from \"./mesh.vertexData.functions\";\nexport * from \"./mesh.vertexData.subdivide\";\nexport * from \"./thinInstanceMesh.pure\";\nexport * from \"./Node/pure\";\nexport * from \"./GaussianSplatting/gaussianSplattingMeshBase.pure\";\nexport * from \"./GaussianSplatting/gaussianSplattingMesh.pure\";\nexport * from \"./GaussianSplatting/gaussianSplattingCompoundMesh.pure\";\nexport * from \"./GaussianSplatting/gaussianSplattingDebugger.pure\";\nexport * from \"./GaussianSplatting/gaussianPointSplattingRenderer.pure\";\nexport * from \"./abstractMesh.decalMap.pure\";\nexport * from \"./GaussianSplatting/pure\";\nexport * from \"./GreasedLine/pure\";\n"]}
@@ -97,7 +97,7 @@ export declare class SubMesh implements ICullable {
97
97
  _distanceToCamera: number;
98
98
  /** @internal */
99
99
  _id: number;
100
- private _currentMaterial;
100
+ private _currentMaterials;
101
101
  /**
102
102
  * Add a new submesh to a mesh
103
103
  * @param materialIndex defines the material index to use
@@ -173,10 +173,19 @@ export declare class SubMesh implements ICullable {
173
173
  /**
174
174
  * Returns the submesh material
175
175
  * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.
176
+ * @param passId Optional render pass id to get the material with. If undefined, the engine's current render pass id is used.
176
177
  * @param doNotCheck Defines if should check material render for camera
177
178
  * @returns null or the current material
178
179
  */
179
- getMaterial(getDefaultMaterial?: boolean, doNotCheck?: boolean): Nullable<Material>;
180
+ getMaterial(getDefaultMaterial?: boolean, passId?: number, doNotCheck?: boolean): Nullable<Material>;
181
+ /**
182
+ * Checks whether this submesh can resolve to the given material in a render pass it has a draw wrapper for, without resolving
183
+ * each pass. A submesh that customizes getMaterial is always a candidate; otherwise its rendering mesh decides.
184
+ * @param material defines the material to check
185
+ * @returns false when no render pass with a draw wrapper can resolve to the material
186
+ * @internal
187
+ */
188
+ _mayRenderWithMaterial(material: Material): boolean;
180
189
  private _isMultiMaterial;
181
190
  /**
182
191
  * Sets a new updated BoundingInfo object to the submesh
@@ -43,6 +43,7 @@ export class SubMesh {
43
43
  this._drawWrappers[passId]?.dispose(immediate);
44
44
  }
45
45
  this._drawWrappers[passId] = undefined;
46
+ this._currentMaterials[passId] = undefined;
46
47
  }
47
48
  /**
48
49
  * Gets associated (main) effect (possibly the effect override if defined)
@@ -100,6 +101,7 @@ export class SubMesh {
100
101
  }
101
102
  }
102
103
  this._drawWrappers = [];
104
+ this._currentMaterials = [];
103
105
  }
104
106
  /**
105
107
  * Add a new submesh to a mesh
@@ -160,7 +162,6 @@ export class SubMesh {
160
162
  this._alphaIndex = 0;
161
163
  /** @internal */
162
164
  this._distanceToCamera = 0;
163
- this._currentMaterial = null;
164
165
  this._mesh = mesh;
165
166
  this._renderingMesh = renderingMesh || mesh;
166
167
  if (addToMesh) {
@@ -234,10 +235,14 @@ export class SubMesh {
234
235
  /**
235
236
  * Returns the submesh material
236
237
  * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.
238
+ * @param passId Optional render pass id to get the material with. If undefined, the engine's current render pass id is used.
237
239
  * @param doNotCheck Defines if should check material render for camera
238
240
  * @returns null or the current material
239
241
  */
240
- getMaterial(getDefaultMaterial = true, doNotCheck = false) {
242
+ getMaterial(getDefaultMaterial = true, passId, doNotCheck = false) {
243
+ if (passId === undefined) {
244
+ passId = this._engine.currentRenderPassId;
245
+ }
241
246
  const scene = this._mesh.getScene();
242
247
  const camera = scene._activeCamera;
243
248
  const shouldCameraNotRenderMaterial = camera ? (this._renderingMesh.doNotRenderMaterialCameraUniqueIds || []).includes(camera.uniqueId) : false;
@@ -248,14 +253,24 @@ export class SubMesh {
248
253
  }
249
254
  else if (this._isMultiMaterial(rootMaterial)) {
250
255
  const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);
251
- if (this._currentMaterial !== effectiveMaterial) {
252
- this._currentMaterial = effectiveMaterial;
253
- this.resetDrawCache();
256
+ if (this._currentMaterials[passId] !== effectiveMaterial) {
257
+ this.resetDrawCache(passId);
258
+ this._currentMaterials[passId] = effectiveMaterial;
254
259
  }
255
260
  return effectiveMaterial;
256
261
  }
257
262
  return rootMaterial;
258
263
  }
264
+ /**
265
+ * Checks whether this submesh can resolve to the given material in a render pass it has a draw wrapper for, without resolving
266
+ * each pass. A submesh that customizes getMaterial is always a candidate; otherwise its rendering mesh decides.
267
+ * @param material defines the material to check
268
+ * @returns false when no render pass with a draw wrapper can resolve to the material
269
+ * @internal
270
+ */
271
+ _mayRenderWithMaterial(material) {
272
+ return this.getMaterial !== SubMesh.prototype.getMaterial || this._renderingMesh._mayRenderWithMaterial(material, this._drawWrappers);
273
+ }
259
274
  _isMultiMaterial(material) {
260
275
  return material.getSubMaterial !== undefined;
261
276
  }
@@ -1 +1 @@
1
- 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This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable, type IndicesArray, type DeepImmutable, type FloatArray } from \"../types\";\r\nimport { type Matrix, type Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { type ICullable, BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport { type Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { type IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\nimport { type Collider } from \"../Collisions/collider\";\r\nimport { type Material } from \"../Materials/material.pure\";\r\nimport { type MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { type MultiMaterial } from \"../Materials/multiMaterial.pure\";\r\nimport { type AbstractMesh } from \"./abstractMesh.pure\";\r\nimport { type Mesh } from \"./mesh.pure\";\r\nimport { type Ray, type TrianglePickingPredicate } from \"../Culling/ray.pure\";\r\nimport { type AbstractEngine } from \"core/Engines/abstractEngine.pure\";\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: AbstractEngine;\r\n /** @internal */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n const defines = this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.defines : this._getDrawWrapper()?.defines;\r\n return typeof defines === \"string\" ? null : (defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true, immediate = false): void {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose(immediate);\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : (this._getDrawWrapper()?.effect ?? null);\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n * @param immediate If true, the draw wrapper will dispose the effect immediately (false by default)\r\n */\r\n public resetDrawCache(passId?: number, immediate = false): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId, true, immediate);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose(immediate);\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @internal */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @internal */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @internal */\r\n public _trianglePlanes: Plane[];\r\n /** @internal */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /** @internal */\r\n public _renderId = 0;\r\n /** @internal */\r\n public _alphaIndex: number = 0;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable<Material> = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal || this._mesh.hasThinInstances) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @returns the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\r\n * @param doNotCheck Defines if should check material render for camera\r\n * @returns null or the current material\r\n */\r\n public getMaterial(getDefaultMaterial = true, doNotCheck = false): Nullable<Material> {\r\n const scene = this._mesh.getScene();\r\n const camera = scene._activeCamera;\r\n const shouldCameraNotRenderMaterial = camera ? (this._renderingMesh.doNotRenderMaterialCameraUniqueIds || []).includes(camera.uniqueId) : false;\r\n const rootMaterial =\r\n this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ??\r\n (this._renderingMesh.materialEnabled ? (!shouldCameraNotRenderMaterial || doNotCheck ? this._renderingMesh.material : null) : null);\r\n\r\n if (!rootMaterial) {\r\n return getDefaultMaterial && this._mesh.getScene()._hasDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this.resetDrawCache();\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n boundingInfo.update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: AbstractEngine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const adjustedIndexCount = Math.floor(this.indexCount / 3) * 6;\r\n const shouldUseUint32 = this.verticesStart + this.verticesCount > 65535;\r\n const linesIndices = shouldUseUint32 ? new Uint32Array(adjustedIndexCount) : new Uint16Array(adjustedIndexCount);\r\n\r\n let offset = 0;\r\n if (indices.length === 0) {\r\n // Unindexed mesh\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices[offset++] = index;\r\n linesIndices[offset++] = index + 1;\r\n linesIndices[offset++] = index + 1;\r\n linesIndices[offset++] = index + 2;\r\n linesIndices[offset++] = index + 2;\r\n linesIndices[offset++] = index;\r\n }\r\n } else {\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices[offset++] = indices[index];\r\n linesIndices[offset++] = indices[index + 1];\r\n linesIndices[offset++] = indices[index + 1];\r\n linesIndices[offset++] = indices[index + 2];\r\n linesIndices[offset++] = indices[index + 2];\r\n linesIndices[offset++] = indices[index];\r\n }\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, indexA, indexB, indexC)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, -1, -1, -1)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n * @param immediate If true, the effect will be disposed immediately (false by default)\r\n */\r\n public dispose(immediate = false): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n if (this._mesh) {\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n }\r\n\r\n this.resetDrawCache(undefined, immediate);\r\n this._mesh = null as any;\r\n this._renderingMesh = null as any;\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n\r\n// #region GENERATED_SIDE_EFFECT_STUBS — do not edit, regenerate with `npm run generate:side-effect-stubs`\r\nimport { _MissingSideEffect } from \"../Misc/devTools\";\r\n\r\nSubMesh.prototype.projectToRef ??= _MissingSideEffect(\"SubMesh\", \"projectToRef\") as any;\r\n// #endregion GENERATED_SIDE_EFFECT_STUBS\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable, type IndicesArray, type DeepImmutable, type FloatArray } from \"../types\";\r\nimport { type Matrix, type Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { type ICullable, BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport { type Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { type IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\nimport { type Collider } from \"../Collisions/collider\";\r\nimport { type Material } from \"../Materials/material.pure\";\r\nimport { type MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { type MultiMaterial } from \"../Materials/multiMaterial.pure\";\r\nimport { type AbstractMesh } from \"./abstractMesh.pure\";\r\nimport { type Mesh } from \"./mesh.pure\";\r\nimport { type Ray, type TrianglePickingPredicate } from \"../Culling/ray.pure\";\r\nimport { type AbstractEngine } from \"core/Engines/abstractEngine.pure\";\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: AbstractEngine;\r\n /** @internal */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n const defines = this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.defines : this._getDrawWrapper()?.defines;\r\n return typeof defines === \"string\" ? null : (defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true, immediate = false): void {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose(immediate);\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n this._currentMaterials[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : (this._getDrawWrapper()?.effect ?? null);\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n * @param immediate If true, the draw wrapper will dispose the effect immediately (false by default)\r\n */\r\n public resetDrawCache(passId?: number, immediate = false): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId, true, immediate);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose(immediate);\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n this._currentMaterials = [];\r\n }\r\n\r\n /** @internal */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @internal */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @internal */\r\n public _trianglePlanes: Plane[];\r\n /** @internal */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /** @internal */\r\n public _renderId = 0;\r\n /** @internal */\r\n public _alphaIndex: number = 0;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _id: number;\r\n\r\n private _currentMaterials: Array<Nullable<Material>>;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal || this._mesh.hasThinInstances) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @returns the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\r\n * @param passId Optional render pass id to get the material with. If undefined, the engine's current render pass id is used.\r\n * @param doNotCheck Defines if should check material render for camera\r\n * @returns null or the current material\r\n */\r\n public getMaterial(getDefaultMaterial = true,passId?: number,doNotCheck = false): Nullable<Material> {\r\n if (passId === undefined) {\r\n passId = this._engine.currentRenderPassId;\r\n }const scene = this._mesh.getScene();\r\n const camera = scene._activeCamera;\r\n const shouldCameraNotRenderMaterial = camera ? (this._renderingMesh.doNotRenderMaterialCameraUniqueIds || []).includes(camera.uniqueId) : false;\r\n const rootMaterial =\r\n this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ??\r\n (this._renderingMesh.materialEnabled ? (!shouldCameraNotRenderMaterial || doNotCheck ? this._renderingMesh.material : null) : null);\r\n\r\n if (!rootMaterial) {\r\n return getDefaultMaterial && this._mesh.getScene()._hasDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterials[passId] !== effectiveMaterial) {\r\n this.resetDrawCache(passId);\r\n this._currentMaterials[passId] = effectiveMaterial;\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n /**\r\n * Checks whether this submesh can resolve to the given material in a render pass it has a draw wrapper for, without resolving\r\n * each pass. A submesh that customizes getMaterial is always a candidate; otherwise its rendering mesh decides.\r\n * @param material defines the material to check\r\n * @returns false when no render pass with a draw wrapper can resolve to the material\r\n * @internal\r\n */\r\n public _mayRenderWithMaterial(material: Material): boolean {\r\n return this.getMaterial !== SubMesh.prototype.getMaterial || this._renderingMesh._mayRenderWithMaterial(material, this._drawWrappers);\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n boundingInfo.update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: AbstractEngine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const adjustedIndexCount = Math.floor(this.indexCount / 3) * 6;\r\n const shouldUseUint32 = this.verticesStart + this.verticesCount > 65535;\r\n const linesIndices = shouldUseUint32 ? new Uint32Array(adjustedIndexCount) : new Uint16Array(adjustedIndexCount);\r\n\r\n let offset = 0;\r\n if (indices.length === 0) {\r\n // Unindexed mesh\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices[offset++] = index;\r\n linesIndices[offset++] = index + 1;\r\n linesIndices[offset++] = index + 1;\r\n linesIndices[offset++] = index + 2;\r\n linesIndices[offset++] = index + 2;\r\n linesIndices[offset++] = index;\r\n }\r\n } else {\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices[offset++] = indices[index];\r\n linesIndices[offset++] = indices[index + 1];\r\n linesIndices[offset++] = indices[index + 1];\r\n linesIndices[offset++] = indices[index + 2];\r\n linesIndices[offset++] = indices[index + 2];\r\n linesIndices[offset++] = indices[index];\r\n }\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, indexA, indexB, indexC)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, -1, -1, -1)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n * @param immediate If true, the effect will be disposed immediately (false by default)\r\n */\r\n public dispose(immediate = false): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n if (this._mesh) {\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n }\r\n\r\n this.resetDrawCache(undefined, immediate);\r\n this._mesh = null as any;\r\n this._renderingMesh = null as any;\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n\r\n// #region GENERATED_SIDE_EFFECT_STUBS — do not edit, regenerate with `npm run generate:side-effect-stubs`\r\nimport { _MissingSideEffect } from \"../Misc/devTools\";\r\n\r\nSubMesh.prototype.projectToRef ??= _MissingSideEffect(\"SubMesh\", \"projectToRef\") as any;\r\n// #endregion GENERATED_SIDE_EFFECT_STUBS\r\n"]}
@@ -264,6 +264,7 @@ export function RegisterThinInstanceMesh() {
264
264
  }
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  }
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  else if (kind === "splatIndex" && buffer) {
267
+ this._thinInstanceDataStorage.matrixBuffer?.dispose();
267
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  this._thinInstanceInitializeUserStorage();
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  this._thinInstanceDataStorage.instancesCount = buffer.length / stride;
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  this._userThinInstanceBuffersStorage.data[kind] = buffer;