@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
@@ -35,11 +35,11 @@ export declare class RagdollBoneProperties {
35
35
  */
36
36
  rotationAxis?: Vector3;
37
37
  /**
38
- * Minimum rotation angle value
38
+ * Minimum rotation angle around `rotationAxis`, in radians. Used by hinge and ball and socket joints.
39
39
  */
40
40
  min?: number;
41
41
  /**
42
- * Maximum rotation angle value
42
+ * Maximum rotation angle around `rotationAxis`, in radians. Used by hinge and ball and socket joints.
43
43
  */
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44
  max?: number;
45
45
  /**
@@ -80,8 +80,6 @@ export declare class Ragdoll {
80
80
  pauseSync: boolean;
81
81
  private _putBoxesInBoneCenter;
82
82
  private _defaultJoint;
83
- private _defaultJointMin;
84
- private _defaultJointMax;
85
83
  /**
86
84
  * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method
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  * @param skeleton The skeleton containing bones to be physicalized
@@ -42,8 +42,6 @@ export class Ragdoll {
42
42
  */
43
43
  this.pauseSync = false;
44
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  this._defaultJoint = 3 /* PhysicsConstraintType.HINGE */;
45
- this._defaultJointMin = -90;
46
- this._defaultJointMax = 90;
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45
  this._skeleton = skeleton;
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  this._scene = skeleton.getScene();
49
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  this._rootTransformNode = rootTransformNode;
@@ -97,8 +95,8 @@ export class Ragdoll {
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  // Define the rest of the box properties.
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  currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;
99
97
  currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;
100
- currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;
101
- currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;
98
+ currentRagdollBoneProperties.min = config[i].min;
99
+ currentRagdollBoneProperties.max = config[i].max;
102
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  // Offset value.
103
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  let boxOffset = 0;
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  if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {
@@ -165,6 +163,15 @@ export class Ragdoll {
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  collision: false,
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  }, this._scene);
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  this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);
166
+ // min and max limit the rotation around rotationAxis, which is the constraint X axis.
167
+ const { min, max } = this._boxConfigs[i];
168
+ const isLimitable = constraintType === 3 /* PhysicsConstraintType.HINGE */ || constraintType === 1 /* PhysicsConstraintType.BALL_AND_SOCKET */;
169
+ if (isLimitable && (min !== undefined || max !== undefined)) {
170
+ const plugin = this._scene.getPhysicsEngine().getPhysicsPlugin();
171
+ plugin.setAxisMode(constraint, 3 /* PhysicsConstraintAxis.ANGULAR_X */, 1 /* PhysicsConstraintAxisLimitMode.LIMITED */);
172
+ plugin.setAxisMinLimit(constraint, 3 /* PhysicsConstraintAxis.ANGULAR_X */, min ?? -Math.PI);
173
+ plugin.setAxisMaxLimit(constraint, 3 /* PhysicsConstraintAxis.ANGULAR_X */, max ?? Math.PI);
174
+ }
168
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  constraint.isEnabled = false;
169
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  this._constraints.push(constraint);
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  }
@@ -1 +1 @@
1
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{ type Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"../../Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode.pure\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const distanceFromParentBoxToBone = Vector3.TransformCoordinates(boneAbsPos, invertedWorldMat);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n this._aggregates.length = 0;\r\n for (const transform of this._transforms) {\r\n transform.dispose();\r\n }\r\n this._transforms.length = 0;\r\n for (const constraint of this._constraints) {\r\n constraint.dispose();\r\n }\r\n this._constraints.length = 0;\r\n\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n this._beforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
1
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{ type Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"../../Maths/math.axis\";\r\nimport {\r\n PhysicsShapeType,\r\n PhysicsConstraintType,\r\n PhysicsMotionType,\r\n PhysicsConstraintAxis,\r\n PhysicsConstraintAxisLimitMode,\r\n type IPhysicsEnginePluginV2,\r\n} from \"./IPhysicsEnginePlugin\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode.pure\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle around `rotationAxis`, in radians. Used by hinge and ball and socket joints.\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle around `rotationAxis`, in radians. Used by hinge and ball and socket joints.\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min;\r\n currentRagdollBoneProperties.max = config[i].max;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const distanceFromParentBoxToBone = Vector3.TransformCoordinates(boneAbsPos, invertedWorldMat);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n\r\n // min and max limit the rotation around rotationAxis, which is the constraint X axis.\r\n const { min, max } = this._boxConfigs[i];\r\n const isLimitable = constraintType === PhysicsConstraintType.HINGE || constraintType === PhysicsConstraintType.BALL_AND_SOCKET;\r\n if (isLimitable && (min !== undefined || max !== undefined)) {\r\n const plugin = this._scene.getPhysicsEngine()!.getPhysicsPlugin() as IPhysicsEnginePluginV2;\r\n plugin.setAxisMode(constraint, PhysicsConstraintAxis.ANGULAR_X, PhysicsConstraintAxisLimitMode.LIMITED);\r\n plugin.setAxisMinLimit(constraint, PhysicsConstraintAxis.ANGULAR_X, min ?? -Math.PI);\r\n plugin.setAxisMaxLimit(constraint, PhysicsConstraintAxis.ANGULAR_X, max ?? Math.PI);\r\n }\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n this._aggregates.length = 0;\r\n for (const transform of this._transforms) {\r\n transform.dispose();\r\n }\r\n this._transforms.length = 0;\r\n for (const constraint of this._constraints) {\r\n constraint.dispose();\r\n }\r\n this._constraints.length = 0;\r\n\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n this._beforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,4 +1,5 @@
1
1
  /** This file must only contain pure code and pure imports */
2
+ import { type IMultiRenderTargetOptions } from "../../Materials/Textures/multiRenderTarget.pure.js";
2
3
  import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.pure.js";
3
4
  import { Matrix } from "../../Maths/math.vector.pure.js";
4
5
  import { type Mesh } from "../../Meshes/mesh.pure.js";
@@ -110,6 +111,17 @@ export declare class _IblShadowsVoxelRenderer {
110
111
  * into the r8 voxel grid (mip 0). Runs after all voxelization passes and before mip generation.
111
112
  */
112
113
  private _copyVoxelOpacityBufferToGrid;
114
+ /**
115
+ * Builds the options of one voxelization slab MRT. Every attachment renders into a Z-slice of the shared voxel
116
+ * grid, which is attached afterwards through setInternalTexture, so the attachment slots are deferred
117
+ * (target type -1) instead of allocating a throw-away volume per draw buffer.
118
+ * @param maxDrawBuffers number of draw buffers (attachments) of the MRT
119
+ * @param voxelResolution resolution of the voxel grid
120
+ * @param mrtIndex index of the slab
121
+ * @returns the MRT creation options
122
+ * @internal
123
+ */
124
+ static _CreateVoxelSlabMRTOptions(maxDrawBuffers: number, voxelResolution: number, mrtIndex: number): IMultiRenderTargetOptions;
113
125
  private _createVoxelMRTs;
114
126
  private _disposeVoxelTextures;
115
127
  private _createVoxelMaterials;
@@ -420,6 +420,30 @@ export class _IblShadowsVoxelRenderer {
420
420
  const groups = Math.ceil(this._voxelResolution / 4);
421
421
  compute.dispatch(groups, groups, groups);
422
422
  }
423
+ /**
424
+ * Builds the options of one voxelization slab MRT. Every attachment renders into a Z-slice of the shared voxel
425
+ * grid, which is attached afterwards through setInternalTexture, so the attachment slots are deferred
426
+ * (target type -1) instead of allocating a throw-away volume per draw buffer.
427
+ * @param maxDrawBuffers number of draw buffers (attachments) of the MRT
428
+ * @param voxelResolution resolution of the voxel grid
429
+ * @param mrtIndex index of the slab
430
+ * @returns the MRT creation options
431
+ * @internal
432
+ */
433
+ static _CreateVoxelSlabMRTOptions(maxDrawBuffers, voxelResolution, mrtIndex) {
434
+ return {
435
+ types: new Array(maxDrawBuffers).fill(0),
436
+ samplingModes: new Array(maxDrawBuffers).fill(3),
437
+ generateMipMaps: false,
438
+ targetTypes: new Array(maxDrawBuffers).fill(-1),
439
+ formats: new Array(maxDrawBuffers).fill(6),
440
+ faceIndex: new Array(maxDrawBuffers).fill(0),
441
+ layerIndex: Array.from({ length: maxDrawBuffers }, (_, index) => mrtIndex * maxDrawBuffers + index),
442
+ layerCounts: new Array(maxDrawBuffers).fill(voxelResolution),
443
+ generateDepthBuffer: false,
444
+ generateStencilBuffer: false,
445
+ };
446
+ }
423
447
  _createVoxelMRTs(name, voxelRT, numSlabs) {
424
448
  voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;
425
449
  voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;
@@ -428,25 +452,11 @@ export class _IblShadowsVoxelRenderer {
428
452
  voxelRT.wrapR = Texture.CLAMP_ADDRESSMODE;
429
453
  voxelRT.noPrePassRenderer = true;
430
454
  const mrtArray = [];
431
- const targetTypes = new Array(this._maxDrawBuffers).fill(32879);
432
455
  for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) {
433
- let layerIndices = new Array(this._maxDrawBuffers).fill(0);
434
- layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index);
435
456
  let textureNames = new Array(this._maxDrawBuffers).fill("");
436
457
  textureNames = textureNames.map((value, index) => "voxel_grid_" + name + (mrtIndex * this._maxDrawBuffers + index));
437
458
  const mrt = new MultiRenderTarget("mrt_" + name + mrtIndex, { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution }, this._maxDrawBuffers, // number of draw buffers
438
- this._scene, {
439
- types: new Array(this._maxDrawBuffers).fill(0),
440
- samplingModes: new Array(this._maxDrawBuffers).fill(3),
441
- generateMipMaps: false,
442
- targetTypes,
443
- formats: new Array(this._maxDrawBuffers).fill(6),
444
- faceIndex: new Array(this._maxDrawBuffers).fill(0),
445
- layerIndex: layerIndices,
446
- layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution),
447
- generateDepthBuffer: false,
448
- generateStencilBuffer: false,
449
- }, textureNames);
459
+ this._scene, _IblShadowsVoxelRenderer._CreateVoxelSlabMRTOptions(this._maxDrawBuffers, this._voxelResolution, mrtIndex), textureNames);
450
460
  mrt.clearColor = new Color4(0, 0, 0, 1);
451
461
  mrt.noPrePassRenderer = true;
452
462
  for (let i = 0; i < this._maxDrawBuffers; i++) {
@@ -622,9 +632,24 @@ export class _IblShadowsVoxelRenderer {
622
632
  continue;
623
633
  }
624
634
  for (const mesh of renderList) {
625
- if (_IsGaussianSplattingMesh(mesh) && !mesh._isDepthSortSettled) {
626
- gsSortPending = true;
627
- break;
635
+ if (_IsGaussianSplattingMesh(mesh)) {
636
+ const splatMesh = mesh;
637
+ if (!splatMesh._isDepthSortSettled) {
638
+ // Point color passes defer classic sorts. Request the voxel pass's index
639
+ // preparation before waiting, otherwise no classic consumer can release the wait.
640
+ const renderPassId = this._engine.currentRenderPassId;
641
+ this._engine.currentRenderPassId = this._renderTargets[i].renderPassId;
642
+ try {
643
+ splatMesh._postToWorker();
644
+ }
645
+ finally {
646
+ this._engine.currentRenderPassId = renderPassId;
647
+ }
648
+ if (!splatMesh._isDepthSortSettled) {
649
+ gsSortPending = true;
650
+ break;
651
+ }
652
+ }
628
653
  }
629
654
  }
630
655
  }