babylon.quarks 0.26.0 → 0.28.0

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Files changed (83) hide show
  1. package/CHANGELOG.md +1194 -8
  2. package/README.md +13 -9
  3. package/dist/babylon.quarks.cjs +1 -1
  4. package/dist/babylon.quarks.cjs.map +1 -1
  5. package/dist/babylon.quarks.esm.js +1 -1
  6. package/dist/babylon.quarks.esm.js.map +1 -1
  7. package/dist/babylon.quarks.umd.min.js +1 -1
  8. package/dist/babylon.quarks.umd.min.js.map +1 -1
  9. package/dist/types/index.d.cts +10108 -0
  10. package/dist/types/index.d.ts +5794 -998
  11. package/package.json +18 -7
  12. package/src/BatchedRenderer.ts +274 -156
  13. package/src/EffectPool.ts +94 -12
  14. package/src/MeshSurfaceEmitter.ts +50 -14
  15. package/src/ParticleEmitter.ts +75 -17
  16. package/src/ParticleSystem.ts +981 -2066
  17. package/src/QuarksLoader.ts +666 -194
  18. package/src/QuarksPrefab.ts +367 -73
  19. package/src/QuarksSerializer.ts +512 -0
  20. package/src/QuarksUtil.ts +77 -7
  21. package/src/SpriteBatch.ts +127 -252
  22. package/src/TrailBatch.ts +545 -348
  23. package/src/VFXBatch.ts +238 -596
  24. package/src/batchKey.ts +239 -0
  25. package/src/batchSettings.ts +546 -0
  26. package/src/effectDocumentJSON.ts +261 -0
  27. package/src/effectResources.ts +76 -0
  28. package/src/envAtlas.ts +126 -18
  29. package/src/geometryUtil.ts +1 -1
  30. package/src/index.ts +69 -35
  31. package/src/nodeId.ts +36 -0
  32. package/src/shaderProgram.ts +419 -0
  33. package/src/shaderVariants.ts +245 -0
  34. package/src/shaders/chunks/blend.ts +31 -0
  35. package/src/shaders/chunks/fog.ts +12 -5
  36. package/src/shaders/chunks/sheet.ts +111 -0
  37. package/src/shaders/chunks/soft.ts +85 -0
  38. package/src/shaders/chunks/surface.ts +12 -2
  39. package/src/shaders/local_particle_physics_vert.glsl.ts +14 -28
  40. package/src/shaders/local_particle_physics_vert.wgsl.ts +16 -29
  41. package/src/shaders/particle_frag.glsl.ts +5 -22
  42. package/src/shaders/particle_frag.wgsl.ts +5 -23
  43. package/src/shaders/particle_physics_frag.glsl.ts +16 -26
  44. package/src/shaders/particle_physics_frag.wgsl.ts +14 -26
  45. package/src/shaders/particle_vert.glsl.ts +5 -27
  46. package/src/shaders/particle_vert.wgsl.ts +5 -26
  47. package/src/shaders/stretched_bb_particle_vert.glsl.ts +7 -33
  48. package/src/shaders/stretched_bb_particle_vert.wgsl.ts +7 -33
  49. package/src/shaders/trail_frag.glsl.ts +13 -0
  50. package/src/shaders/trail_frag.wgsl.ts +13 -0
  51. package/src/shaders/trail_vert.glsl.ts +45 -36
  52. package/src/shaders/trail_vert.wgsl.ts +46 -40
  53. package/src/softDepth.ts +136 -0
  54. package/src/system/BehaviorPlan.ts +85 -0
  55. package/src/system/BoundsTracker.ts +181 -0
  56. package/src/system/EmissionController.ts +358 -0
  57. package/src/system/EventDispatcher.ts +60 -0
  58. package/src/system/ParticleSpawner.ts +274 -0
  59. package/src/system/SimulationClock.ts +130 -0
  60. package/src/system/geometry.ts +104 -0
  61. package/src/system/integrate.ts +428 -0
  62. package/src/system/materialResolve.ts +165 -0
  63. package/src/system/normalize.ts +100 -0
  64. package/src/system/serialization.ts +422 -0
  65. package/src/system/settingsSchema.ts +339 -0
  66. package/src/system/types.ts +449 -0
  67. package/src/textureSource.ts +30 -0
  68. package/src/trailSettings.ts +54 -0
  69. package/src/BatchedParticleRenderer.ts +0 -3
  70. package/src/materials/ParticleMaterials.ts +0 -23
  71. package/src/materials/index.ts +0 -1
  72. package/src/shaders/chunks/index.ts +0 -1
  73. package/src/shaders/chunks/register-shader-chunks.ts +0 -32
  74. package/src/shaders/chunks/soft_fragment.glsl.ts +0 -13
  75. package/src/shaders/chunks/soft_pars_fragment.glsl.ts +0 -20
  76. package/src/shaders/chunks/soft_pars_vertex.glsl.ts +0 -6
  77. package/src/shaders/chunks/soft_vertex.glsl.ts +0 -6
  78. package/src/shaders/chunks/tile_fragment.glsl.ts +0 -9
  79. package/src/shaders/chunks/tile_pars_fragment.glsl.ts +0 -9
  80. package/src/shaders/chunks/tile_pars_vertex.glsl.ts +0 -28
  81. package/src/shaders/chunks/tile_vertex.glsl.ts +0 -18
  82. package/src/shaders/index.ts +0 -9
  83. package/src/shaders/local_particle_vert.glsl.ts +0 -50
package/src/VFXBatch.ts CHANGED
@@ -1,533 +1,68 @@
1
1
  import {BoundingInfo} from '@babylonjs/core/Culling/boundingInfo';
2
- import {Constants} from '@babylonjs/core/Engines/constants';
3
2
  import {BaseTexture} from '@babylonjs/core/Materials/Textures/baseTexture';
3
+ import type {Effect} from '@babylonjs/core/Materials/effect';
4
4
  import {ShaderMaterial} from '@babylonjs/core/Materials/shaderMaterial';
5
- import {Color3} from '@babylonjs/core/Maths/math.color';
6
- import {Vector2 as BVector2, Vector3 as BVector3, Vector4 as BVector4} from '@babylonjs/core/Maths/math.vector';
5
+ import {Vector2 as BVector2, Vector3 as BVector3, Vector4 as BVector4, Matrix} from '@babylonjs/core/Maths/math.vector';
7
6
  import {Mesh} from '@babylonjs/core/Meshes/mesh';
7
+ import type {Node} from '@babylonjs/core/node';
8
8
  import {Scene} from '@babylonjs/core/scene';
9
9
  import {IParticleSystem, Vector3} from 'quarks.core';
10
10
  import {VFXBatchSettings} from './BatchedRenderer';
11
11
  import type {ParticleSystem} from './ParticleSystem';
12
+ import {storedBatchSettings} from './batchKey';
13
+ import {GRADIENT_MAP_WEIGHTS, MeshLightingSettings, readsUV1, StoredBatchSettings, TextureUV} from './batchSettings';
14
+ import {DepthBinding, softDepthParams} from './softDepth';
12
15
 
13
- /**
14
- * The order the particles of a batch are drawn in (Unity's Sort Mode). Alpha
15
- * blended particles cover what was drawn before them, so the order shows.
16
- *
17
- * - `'none'`: as they are, system by system. Right for additive blending.
18
- * - `'distance'`: farthest from the active camera first, so nearer particles
19
- * cover farther ones.
20
- * - `'oldestInFront'` / `'youngestInFront'`: by age.
21
- *
22
- * Sorting runs over the whole batch after each fill. Trails are not sorted.
23
- */
24
- export type SortMode = 'none' | 'distance' | 'oldestInFront' | 'youngestInFront';
25
-
26
- export enum RenderMode {
27
- BillBoard = 0,
28
- StretchedBillBoard = 1,
29
- Mesh = 2,
30
- Trail = 3,
31
- HorizontalBillBoard = 4,
32
- VerticalBillBoard = 5,
33
- /**
34
- * A quad laid from each particle to the system's {@link ParticleSystem.beamEnd}
35
- * and turned about its length to face the camera (a line renderer): U runs
36
- * from the particle (0) to the end (1), V across, the particle's size is
37
- * the width. Lightning, tethers, lasers.
38
- */
39
- Beam = 6,
40
- }
41
-
42
- /**
43
- * How mesh particles are lit.
44
- *
45
- * - `'fixed'` (default): one directional light plus ambient, the same for every
46
- * mesh batch of a renderer, set with {@link BatchedRenderer.setMeshLighting}.
47
- * - `'unlit'`: no lighting term — the texture times the particle colour, for
48
- * emissive meshes (fire, energy, glowing blades).
49
- * - `'scene'`: follows the scene's first enabled `DirectionalLight` or
50
- * `HemisphericLight` every frame, falling back to the fixed light when there
51
- * is none.
52
- *
53
- * Only mesh particles are lit; other render modes ignore it.
54
- */
55
- export type MeshLighting = 'unlit' | 'fixed' | 'scene';
56
-
57
- /** The light {@link MeshLighting} `'fixed'` mesh particles are lit by. */
58
- export interface MeshLightingSettings {
59
- /** Direction the light travels in, world space. Default `(0.4, -1, 0.6)`. */
60
- direction: BVector3;
61
- /** Light colour, intensity folded in. Default white. */
62
- color: Color3;
63
- /** Light every face gets regardless of its direction. Default `(0.35, 0.35, 0.35)`. */
64
- ambient: Color3;
65
- }
66
-
67
- /** The light mesh particles have always been lit by. */
68
- export function defaultMeshLighting(): MeshLightingSettings {
69
- return {
70
- direction: new BVector3(0.4, -1, 0.6),
71
- color: new Color3(1, 1, 1),
72
- ambient: new Color3(0.35, 0.35, 0.35),
73
- };
74
- }
75
-
76
- /**
77
- * A rim (Fresnel) term on mesh particles: a colour that grows where the surface
78
- * turns away from the camera, `pow(1 - |N·V|, power) * strength`. Unset: no rim.
79
- * Only mesh particles draw it.
80
- */
81
- export interface MeshRim {
82
- /** Edge colour, linear RGB. Default `[1, 1, 1]`. */
83
- color: [number, number, number];
84
- /** Falloff exponent; higher keeps the rim to a thinner edge. Default 2. */
85
- power: number;
86
- /** How much of the rim is applied, usually 0…1. Default 1. */
87
- strength: number;
88
- /**
89
- * `'add'` (default) adds the colour, for a glowing edge; `'mix'` blends the
90
- * surface toward it, for an outline (a dark ink line with a dark colour);
91
- * `'fade'` leaves the colour and fades the faces turned to the camera by
92
- * `strength` instead, alpha times `1 - strength * (1 - edge)`: a wall of
93
- * light that reads thick along its silhouette and thin across its face.
94
- */
95
- mode: 'add' | 'mix' | 'fade';
96
- }
97
-
98
- /**
99
- * A complete rim from a partial one, every field defaulted and kept in range,
100
- * or undefined when `rim` is unset.
101
- */
102
- export function normalizeMeshRim(rim: Partial<MeshRim> | null | undefined): MeshRim | undefined {
103
- if (!rim || typeof rim !== 'object') {
104
- return undefined;
105
- }
106
- const color = Array.isArray(rim.color) ? rim.color : [1, 1, 1];
107
- const channel = (value: unknown, fallback: number) =>
108
- typeof value === 'number' && Number.isFinite(value) ? value : fallback;
109
- return {
110
- color: [channel(color[0], 1), channel(color[1], 1), channel(color[2], 1)],
111
- power: Math.max(0.01, channel(rim.power, 2)),
112
- strength: Math.max(0, channel(rim.strength, 1)),
113
- mode: rim.mode === 'mix' || rim.mode === 'fade' ? rim.mode : 'add',
114
- };
115
- }
116
-
117
- /** True when both describe the same rim (or both none). */
118
- export function meshRimEqual(a: MeshRim | undefined, b: MeshRim | undefined): boolean {
119
- if (a === b) {
120
- return true;
121
- }
122
- if (!a || !b) {
123
- return false;
124
- }
125
- return (
126
- a.mode === b.mode &&
127
- a.power === b.power &&
128
- a.strength === b.strength &&
129
- a.color[0] === b.color[0] &&
130
- a.color[1] === b.color[1] &&
131
- a.color[2] === b.color[2]
132
- );
133
- }
134
-
135
- /**
136
- * Which texture coordinates a texture is sampled with, as Unity's UV channels
137
- * and Niagara's ribbon UV0 / UV1:
138
- *
139
- * - `0`: the particle's first UV, with the sprite sheet's cell applied: on a
140
- * sheet the current frame's cell, on a trail the cell's stretch along it, on
141
- * a mesh its first UV set. Read before the map's own layout and distortion,
142
- * so a texture on it does not move with them.
143
- * - `1`: the particle's own UV, never moved by the sheet. The whole quad on a
144
- * billboard, a stretched billboard or a beam (mirrored with the quad when it
145
- * flips); on a trail U along it the way the map's runs (from the tail, or
146
- * from the head with `uvFromHead`) and V across it; on a mesh its second UV
147
- * set (`instancingUVs2`), or its first when it has none.
148
- *
149
- * A mesh can then repeat its picture along UV0 while a mask on UV1 runs once
150
- * across its whole length, as a lightmap UV does in a game engine.
151
- */
152
- export type UVChannel = 0 | 1;
153
-
154
- /**
155
- * How a texture is laid over the particle: its UV channel, then tiling and
156
- * offset as in Unity's material Tiling / Offset, then a scroll on the
157
- * renderer's clock as Unreal's Panner. Sampled at
158
- * `uv(channel) * tiling + offset + scroll * time`; the offset is used as
159
- * given, so a clamped texture can be moved off its edge, and only the
160
- * scroll's share is wrapped (over two repeats, so a mirrored texture stays
161
- * seamless). A texture that scrolls or tiles should repeat.
162
- */
163
- export interface TextureUV {
164
- /** See {@link UVChannel}. Default 0. */
165
- channel: UVChannel;
166
- /** Repeats across the channel's 0…1, `[u, v]`. Default `[1, 1]`. */
167
- tiling: [number, number];
168
- /** Added after tiling, in texture UV units. Default `[0, 0]`. */
169
- offset: [number, number];
170
- /** UV units per second on the renderer's clock. Default `[0, 0]`. */
171
- scroll: [number, number];
172
- }
173
-
174
- /** A complete {@link TextureUV} from a partial one, with `defaults` under the fields left out. */
175
- export function normalizeTextureUV(
176
- uv: Partial<TextureUV> | null | undefined,
177
- defaults: Partial<TextureUV> = {}
178
- ): TextureUV {
179
- const source = uv && typeof uv === 'object' ? uv : {};
180
- const num = (value: unknown, fallback: number) =>
181
- typeof value === 'number' && Number.isFinite(value) ? value : fallback;
182
- const pair = (value: unknown, fallback: [number, number]): [number, number] =>
183
- Array.isArray(value) ? [num(value[0], fallback[0]), num(value[1], fallback[1])] : [fallback[0], fallback[1]];
184
- const channel = source.channel ?? defaults.channel;
185
- return {
186
- channel: channel === 1 ? 1 : 0,
187
- tiling: pair(source.tiling, defaults.tiling ?? [1, 1]),
188
- offset: pair(source.offset, defaults.offset ?? [0, 0]),
189
- scroll: pair(source.scroll, defaults.scroll ?? [0, 0]),
190
- };
191
- }
192
-
193
- /** True when both lay a texture the same way. */
194
- export function textureUVEqual(a: TextureUV, b: TextureUV): boolean {
195
- return (
196
- a === b ||
197
- (a.channel === b.channel &&
198
- a.tiling[0] === b.tiling[0] &&
199
- a.tiling[1] === b.tiling[1] &&
200
- a.offset[0] === b.offset[0] &&
201
- a.offset[1] === b.offset[1] &&
202
- a.scroll[0] === b.scroll[0] &&
203
- a.scroll[1] === b.scroll[1])
204
- );
205
- }
206
-
207
- /** The fields of `uv` that differ from `defaults`, for JSON written only when set. */
208
- export function textureUVToJSON(uv: TextureUV, defaults: Partial<TextureUV> = {}): Partial<TextureUV> | undefined {
209
- const base = normalizeTextureUV(undefined, defaults);
210
- const json: Partial<TextureUV> = {};
211
- if (uv.channel !== base.channel) json.channel = uv.channel;
212
- if (uv.tiling[0] !== base.tiling[0] || uv.tiling[1] !== base.tiling[1]) json.tiling = [...uv.tiling];
213
- if (uv.offset[0] !== base.offset[0] || uv.offset[1] !== base.offset[1]) json.offset = [...uv.offset];
214
- if (uv.scroll[0] !== base.scroll[0] || uv.scroll[1] !== base.scroll[1]) json.scroll = [...uv.scroll];
215
- return Object.keys(json).length > 0 ? json : undefined;
216
- }
217
-
218
- /**
219
- * Which value of the map's texel picks the colour along a gradient map's
220
- * ramp: one channel, so a texture can pack several masks (Unreal's and
221
- * Unity's channel-packed textures), or the Rec. 709 luminance of its colour.
222
- */
223
- export type GradientMapChannel = 'r' | 'g' | 'b' | 'a' | 'luminance';
224
-
225
- /**
226
- * A gradient map (colour ramp): the map is recoloured by looking its
227
- * {@link channel} up along U of {@link ramp}. See
228
- * {@link VFXBatchSettings.gradientMap}.
229
- */
230
- export interface ParticleGradientMap {
231
- /**
232
- * The ramp, read along U at mid V: low values on the left. Make it without
233
- * mipmaps and clamped. Required: without one there is no gradient map.
234
- */
235
- ramp: BaseTexture | null;
236
- /**
237
- * The texel value the ramp is looked up by. Default `'r'`. With `'a'` the
238
- * ramp's alpha becomes the texel's alpha, so a soft shape can glow at its
239
- * fringe and stay solid at its heart; with any other channel the ramp's
240
- * alpha multiplies the map's.
241
- */
242
- channel: GradientMapChannel;
243
- }
244
-
245
- /** The weights a texel is dotted with to look up the ramp, per {@link GradientMapChannel}. */
246
- export const GRADIENT_MAP_WEIGHTS: Readonly<Record<GradientMapChannel, readonly [number, number, number, number]>> = {
247
- r: [1, 0, 0, 0],
248
- g: [0, 1, 0, 0],
249
- b: [0, 0, 1, 0],
250
- a: [0, 0, 0, 1],
251
- luminance: [0.2126, 0.7152, 0.0722, 0],
252
- };
253
-
254
- /** A complete gradient map, or undefined when unset or without a ramp. */
255
- export function normalizeGradientMap(
256
- gradientMap: Partial<ParticleGradientMap> | null | undefined
257
- ): ParticleGradientMap | undefined {
258
- if (!gradientMap || typeof gradientMap !== 'object' || !gradientMap.ramp) {
259
- return undefined;
260
- }
261
- const channel = gradientMap.channel;
262
- return {
263
- ramp: gradientMap.ramp,
264
- channel: channel !== undefined && channel in GRADIENT_MAP_WEIGHTS ? channel : 'r',
265
- };
266
- }
267
-
268
- /** True when both recolour the same way (or both not at all). */
269
- export function gradientMapEqual(a: ParticleGradientMap | undefined, b: ParticleGradientMap | undefined): boolean {
270
- return a === b || (!!a && !!b && a.ramp === b.ramp && a.channel === b.channel);
271
- }
16
+ export * from './batchSettings';
272
17
 
273
18
  /**
274
- * Alpha erosion: the particle's alpha decides how much of its shape is left
275
- * instead of how transparent it is, so `ColorOverLife` fading alpha out
276
- * dissolves (noise mask) or wipes (gradient mask) the shape away. See
277
- * {@link VFXBatchSettings.erosion}.
19
+ * One draw call of a {@link BatchedRenderer}: the systems that share a material, texture and
20
+ * geometry, drawn together from one instanced mesh. The renderer makes and frees batches as
21
+ * systems are added and their settings change; read them through `renderer.batches` to inspect
22
+ * what is drawn, not to change it.
278
23
  */
279
- export interface ParticleErosion {
280
- /**
281
- * Mask whose red channel orders what goes first, laid by {@link maskUV}.
282
- * Null: the map's own alpha, so a soft shape shrinks from its edges.
283
- */
284
- mask: BaseTexture | null;
285
- /**
286
- * How the mask is laid over the particle, see {@link TextureUV}. On UV
287
- * channel 1 a gradient mask wipes a whole trail or mesh however its map
288
- * repeats. Default channel 0, untiled, still.
289
- */
290
- maskUV: TextureUV;
291
- /** Width of the soft transition at the cut, in mask units. Default 0.05. */
292
- softness: number;
293
- /** Width of the glowing band above the cut, in mask units; 0 (default) draws none. */
294
- edgeWidth: number;
295
- /** Colour added in the edge band, linear RGB, may exceed 1. Default `[1, 1, 1]`. */
296
- edgeColor: [number, number, number];
297
- }
298
- // Limits worth knowing: erosion only changes alpha (one-one and premultiplied
299
- // blending show a hard cut), and with neither a mask nor a map there is
300
- // nothing to order the cut by, so the shape goes all at once near alpha 0.
301
- // Scrolling runs on the renderer's clock, not a system's playback speed.
302
-
303
- /** {@link ParticleErosion} as given: any field may be left out, the mask's layout too. */
304
- export type ParticleErosionOptions = Partial<Omit<ParticleErosion, 'maskUV'>> & {maskUV?: Partial<TextureUV>};
305
-
306
- /** A complete erosion from a partial one, every field defaulted, or undefined when `erosion` is unset. */
307
- export function normalizeErosion(erosion: ParticleErosionOptions | null | undefined): ParticleErosion | undefined {
308
- if (!erosion || typeof erosion !== 'object') {
309
- return undefined;
310
- }
311
- const num = (value: unknown, fallback: number) =>
312
- typeof value === 'number' && Number.isFinite(value) ? value : fallback;
313
- const color = Array.isArray(erosion.edgeColor) ? erosion.edgeColor : [1, 1, 1];
314
- return {
315
- mask: erosion.mask ?? null,
316
- maskUV: normalizeTextureUV(erosion.maskUV),
317
- softness: Math.max(0.0001, num(erosion.softness, 0.05)),
318
- edgeWidth: Math.max(0, num(erosion.edgeWidth, 0)),
319
- edgeColor: [num(color[0], 1), num(color[1], 1), num(color[2], 1)],
320
- };
321
- }
322
-
323
- /** True when both describe the same erosion (or both none). */
324
- export function erosionEqual(a: ParticleErosion | undefined, b: ParticleErosion | undefined): boolean {
325
- if (a === b) {
326
- return true;
327
- }
328
- if (!a || !b) {
329
- return false;
330
- }
331
- return (
332
- a.mask === b.mask &&
333
- textureUVEqual(a.maskUV, b.maskUV) &&
334
- a.softness === b.softness &&
335
- a.edgeWidth === b.edgeWidth &&
336
- a.edgeColor[0] === b.edgeColor[0] &&
337
- a.edgeColor[1] === b.edgeColor[1] &&
338
- a.edgeColor[2] === b.edgeColor[2]
339
- );
340
- }
341
-
342
- /** The distortion noise's default layout: drifting up half a repeat a second. */
343
- export const UV_DISTORTION_DEFAULT_UV: Partial<TextureUV> = {scroll: [0, 0.5]};
344
-
345
- /**
346
- * UV distortion: the map's UV pushed about by a noise texture, for heat
347
- * shimmer, licking flames and breathing auras. See
348
- * {@link VFXBatchSettings.uvDistortion}.
349
- */
350
- export interface ParticleUVDistortion {
351
- /**
352
- * Noise whose red and green channels, around 0.5, push U and V. It should
353
- * wrap (repeat). Required: without one there is no distortion.
354
- */
355
- map: BaseTexture | null;
24
+ export abstract class VFXBatch {
356
25
  /**
357
- * How the noise is laid over the particle, see {@link TextureUV}. Default
358
- * channel 0, untiled, scrolling `[0, 0.5]`.
26
+ * The Babylon mesh the batch draws with. Its world matrix is frozen at identity: the instance
27
+ * data is already in world space, so no parent's transform moves the particles again.
359
28
  */
360
- mapUV: TextureUV;
361
- /** How far the map's UV is pushed at most, in UV units. Default 0.05. */
362
- strength: number;
363
- }
364
-
365
- /** {@link ParticleUVDistortion} as given: any field may be left out, the noise's layout too. */
366
- export type ParticleUVDistortionOptions = Partial<Omit<ParticleUVDistortion, 'mapUV'>> & {mapUV?: Partial<TextureUV>};
367
-
368
- /** A complete distortion from a partial one, or undefined when unset or without a map. */
369
- export function normalizeUVDistortion(
370
- distortion: ParticleUVDistortionOptions | null | undefined
371
- ): ParticleUVDistortion | undefined {
372
- if (!distortion || typeof distortion !== 'object' || !distortion.map) {
373
- return undefined;
374
- }
375
- const strength = distortion.strength;
376
- return {
377
- map: distortion.map,
378
- mapUV: normalizeTextureUV(distortion.mapUV, UV_DISTORTION_DEFAULT_UV),
379
- strength: Math.max(0, typeof strength === 'number' && Number.isFinite(strength) ? strength : 0.05),
380
- };
381
- }
382
-
383
- /** True when both describe the same distortion (or both none). */
384
- export function uvDistortionEqual(a: ParticleUVDistortion | undefined, b: ParticleUVDistortion | undefined): boolean {
385
- if (a === b) {
386
- return true;
387
- }
388
- if (!a || !b) {
389
- return false;
390
- }
391
- return a.map === b.map && a.strength === b.strength && textureUVEqual(a.mapUV, b.mapUV);
392
- }
393
-
394
- /**
395
- * The main map's layout, or undefined when it is the identity (channel 0,
396
- * untiled, unmoved, still), which costs nothing in the shader.
397
- */
398
- export function normalizeMapUV(uv: Partial<TextureUV> | null | undefined): TextureUV | undefined {
399
- if (!uv || typeof uv !== 'object') {
400
- return undefined;
401
- }
402
- const normalized = normalizeTextureUV(uv);
403
- return textureUVToJSON(normalized) === undefined ? undefined : normalized;
404
- }
405
-
406
- /** True when both lay the map the same way (or both as drawn). */
407
- export function mapUVEqual(a: TextureUV | undefined, b: TextureUV | undefined): boolean {
408
- return a === b || (!!a && !!b && textureUVEqual(a, b));
409
- }
410
-
411
- /**
412
- * True when a texture effect of `settings` samples UV channel 1, see
413
- * {@link UVChannel}: the map, the distortion noise or an erosion mask laid
414
- * on it.
415
- */
416
- export function readsUV1(settings: {
417
- mapUV?: TextureUV;
418
- uvDistortion?: ParticleUVDistortion;
419
- erosion?: ParticleErosion;
420
- }): boolean {
421
- const {mapUV, uvDistortion, erosion} = settings;
422
- return (
423
- mapUV?.channel === 1 || uvDistortion?.mapUV.channel === 1 || (!!erosion?.mask && erosion.maskUV.channel === 1)
424
- );
425
- }
426
-
427
- export interface StoredBatchSettings {
428
- instancingGeometry: Float32Array;
429
- instancingIndices: Uint32Array | Uint16Array;
430
- instancingUVs?: Float32Array;
431
- /** The mesh's second UV set, see {@link UVChannel}. */
432
- instancingUVs2?: Float32Array;
433
- instancingNormals?: Float32Array;
434
- renderMode: RenderMode;
435
- renderOrder: number;
436
- uTileCount: number;
437
- vTileCount: number;
438
- blendTiles: boolean;
439
- softParticles: boolean;
440
- softNearFade: number;
441
- softFarFade: number;
442
- materialBlendMode: number;
443
- materialTransparent: boolean;
444
- materialDepthTest: boolean;
445
- materialDepthWrite: boolean;
446
- materialAlphaTest: number;
447
- texture: any;
448
- reflectionTexture: BaseTexture | null;
449
- reflectionLevel: number;
450
- reflectionFaces: BaseTexture[] | null;
451
- reflectionAtlas: BaseTexture | null;
452
- layerMask: number;
453
- /** Babylon rendering group the batch mesh draws in, see {@link VFXBatchSettings.renderingGroupId}. */
454
- renderingGroupId: number;
455
- /** Whether the scene's fog is applied, see {@link VFXBatchSettings.applyFog}. */
456
- applyFog: boolean;
457
- /** Billboard pivot in particle-size units, see {@link VFXBatchSettings.pivot}. */
458
- pivot?: Vector3;
459
- /** Draw order within the batch, see {@link SortMode}. */
460
- sortMode: SortMode;
461
- /** Smallest size a particle may have on screen, see {@link VFXBatchSettings.minParticleSize}. */
462
- minParticleSize: number;
463
- /** Largest size a particle may have on screen, see {@link VFXBatchSettings.maxParticleSize}. */
464
- maxParticleSize: number;
465
- /** Mesh particle lighting, see {@link VFXBatchSettings.lighting}. */
466
- lighting?: MeshLighting;
467
- /** Mesh particle rim, see {@link VFXBatchSettings.rim}. */
468
- rim?: MeshRim;
469
- /** The main map's layout, see {@link VFXBatchSettings.mapUV}. */
470
- mapUV?: TextureUV;
471
- /** Map UV distortion, see {@link VFXBatchSettings.uvDistortion}. */
472
- uvDistortion?: ParticleUVDistortion;
473
- /** Colour ramp for the map, see {@link VFXBatchSettings.gradientMap}. */
474
- gradientMap?: ParticleGradientMap;
475
- /** Alpha erosion, see {@link VFXBatchSettings.erosion}. */
476
- erosion?: ParticleErosion;
477
- }
478
-
479
- export abstract class VFXBatch {
480
- mesh: Mesh;
29
+ mesh!: Mesh;
30
+ /** The node the batch mesh lives under, kept across the meshes the batch rebuilds. */
31
+ private parentNode: Node | null = null;
32
+ /** The systems drawn by this batch. */
481
33
  systems: Set<IParticleSystem>;
34
+ /** The settings every system in the batch shares, with what the render mode ignores at its default. */
482
35
  settings: StoredBatchSettings;
36
+ /** @internal */
483
37
  protected maxParticles: number;
38
+ /** @internal */
484
39
  protected scene: Scene;
40
+ /** @internal */
485
41
  protected readonly visibleSystems: IParticleSystem[] = [];
42
+ /**
43
+ * The depth texture soft particles read, from {@link BatchedRenderer.setDepthTexture}.
44
+ * @internal
45
+ */
46
+ protected depth: DepthBinding | null;
486
47
 
487
- protected constructor(settings: VFXBatchSettings, scene: Scene) {
48
+ /** @internal */
49
+ protected constructor(settings: VFXBatchSettings, scene: Scene, depth: DepthBinding | null = null) {
488
50
  this.scene = scene;
489
- this.maxParticles = 1000;
51
+ this.depth = depth;
52
+ this.maxParticles = 0;
490
53
  this.systems = new Set<IParticleSystem>();
491
- this.settings = {
492
- instancingGeometry: settings.instancingGeometry,
493
- instancingIndices: settings.instancingIndices,
494
- instancingUVs: settings.instancingUVs,
495
- instancingUVs2: settings.instancingUVs2,
496
- instancingNormals: settings.instancingNormals,
497
- renderMode: settings.renderMode,
498
- renderOrder: settings.renderOrder,
499
- uTileCount: settings.uTileCount,
500
- vTileCount: settings.vTileCount,
501
- blendTiles: settings.blendTiles,
502
- softParticles: settings.softParticles,
503
- softNearFade: settings.softNearFade,
504
- softFarFade: settings.softFarFade,
505
- materialBlendMode: settings.materialBlendMode,
506
- materialTransparent: settings.materialTransparent,
507
- materialDepthTest: settings.materialDepthTest,
508
- materialDepthWrite: settings.materialDepthWrite,
509
- materialAlphaTest: settings.materialAlphaTest,
510
- texture: settings.texture,
511
- reflectionTexture: settings.reflectionTexture ?? null,
512
- reflectionLevel: settings.reflectionLevel ?? 1,
513
- reflectionFaces: settings.reflectionFaces ?? null,
514
- reflectionAtlas: settings.reflectionAtlas ?? null,
515
- pivot: settings.pivot?.clone(),
516
- sortMode: settings.sortMode ?? 'none',
517
- minParticleSize: settings.minParticleSize ?? 0,
518
- maxParticleSize: settings.maxParticleSize ?? Infinity,
519
- layerMask: settings.layerMask,
520
- renderingGroupId: settings.renderingGroupId ?? 0,
521
- applyFog: settings.applyFog ?? true,
522
- lighting: settings.lighting,
523
- rim: normalizeMeshRim(settings.rim),
524
- mapUV: normalizeMapUV(settings.mapUV),
525
- uvDistortion: normalizeUVDistortion(settings.uvDistortion),
526
- gradientMap: normalizeGradientMap(settings.gradientMap),
527
- erosion: normalizeErosion(settings.erosion),
528
- };
529
- this.mesh = new Mesh('vfxBatch', scene);
530
- this.configureMesh();
54
+ this.settings = storedBatchSettings(settings);
55
+ // The subclass builds the mesh, in setupBuffers.
56
+ }
57
+
58
+ /**
59
+ * Puts the batch mesh under `node` (the renderer), for the scene graph and the node's enabled
60
+ * state; the node's transform does not reach the particles.
61
+ * @internal
62
+ */
63
+ attachTo(node: Node | null): void {
64
+ this.parentNode = node;
65
+ this.mesh.parent = node;
531
66
  }
532
67
 
533
68
  /**
@@ -547,12 +82,25 @@ export abstract class VFXBatch {
547
82
  // world space, so the bounds never need the mesh's own matrix.
548
83
  mesh.alwaysSelectAsActiveMesh = true;
549
84
  mesh.doNotSyncBoundingInfo = true;
85
+ mesh.parent = this.parentNode;
86
+ // World-space instance data: the parent's transform must not apply, nor the bounds move
87
+ // with it. Frozen at identity, and kept there: a parent's markAsDirty would otherwise make
88
+ // the frozen mesh recompute from its parents once.
89
+ mesh.freezeWorldMatrix(Matrix.Identity());
90
+ const world = mesh.getWorldMatrix();
91
+ mesh.computeWorldMatrix = () => world;
550
92
  mesh.setBoundingInfo(new BoundingInfo(BVector3.Zero(), BVector3.Zero()));
551
93
  mesh.layerMask = this.settings.layerMask;
552
94
  mesh.renderingGroupId = this.settings.renderingGroupId;
553
95
  mesh.alphaIndex = this.settings.renderOrder;
554
96
  // The shaders fog themselves; Babylon's own fog pass does not apply to a ShaderMaterial.
555
97
  mesh.applyFog = false;
98
+ // Its geometry is one quad or mesh at the origin, not the particles, so a pick or a
99
+ // collision against it would hit nothing that is drawn. The renderer rebuilds batches
100
+ // from its systems, so a scene serializer has nothing to write either.
101
+ mesh.isPickable = false;
102
+ mesh.checkCollisions = false;
103
+ mesh.doNotSerialize = true;
556
104
  }
557
105
 
558
106
  private readonly boundsMin_ = new Vector3();
@@ -615,23 +163,26 @@ export abstract class VFXBatch {
615
163
  }
616
164
 
617
165
  /**
618
- * Fog defines and uniforms for a material of this batch, and the per-bind
619
- * upload of the scene's current fog. Mode 0 (none) when the scene has fog
620
- * disabled, so toggling fog at runtime needs no recompile.
166
+ * Writes a uniform that changes per bind, such as one read off the active camera, to the
167
+ * material for the next bind and to its bound effect for this one: ShaderMaterial uploads its
168
+ * stored values before the bind observers run, so a value written only to the material would
169
+ * reach the GPU one draw late, and with two cameras it would always be the other camera's.
621
170
  */
622
- protected static readonly FOG_UNIFORMS = ['vFogInfos', 'vFogColor'];
623
-
624
- protected fogDefines(): string[] {
625
- if (!this.settings.applyFog) {
626
- return [];
171
+ protected static writeBound(material: ShaderMaterial, write: (target: ShaderMaterial | Effect) => void): void {
172
+ write(material);
173
+ // An effect still compiling has no pipeline context to write to; it gets the stored value
174
+ // when it is first bound. A sub mesh's effect override is not reached here.
175
+ const effect = material.getEffect();
176
+ if (effect?.isReady()) {
177
+ write(effect);
627
178
  }
628
- const additive =
629
- this.settings.materialTransparent &&
630
- (this.settings.materialBlendMode === Constants.ALPHA_ADD ||
631
- this.settings.materialBlendMode === Constants.ALPHA_ONEONE);
632
- return additive ? ['FOG', 'FOG_ADDITIVE'] : ['FOG'];
633
179
  }
634
180
 
181
+ /**
182
+ * The per-bind upload of the scene's current fog. Mode 0 (none) when the scene has fog
183
+ * disabled, so toggling fog at runtime needs no recompile.
184
+ * @internal
185
+ */
635
186
  protected bindFog(material: ShaderMaterial): void {
636
187
  if (!this.settings.applyFog) {
637
188
  return;
@@ -659,85 +210,19 @@ export abstract class VFXBatch {
659
210
  return readsUV1(this.settings);
660
211
  }
661
212
 
662
- /** Defines of the texture effects (see `shaders/chunks/surface.ts`) this batch uses. */
663
- protected surfaceDefines(): string[] {
664
- const defines: string[] = [];
665
- const {mapUV, uvDistortion, gradientMap, erosion} = this.settings;
666
- if (this.usesUV1()) {
667
- defines.push('UV1');
668
- }
669
- if (mapUV) {
670
- defines.push('MAP_TRANSFORM');
671
- if (mapUV.channel === 1) {
672
- defines.push('MAP_UV1');
673
- }
674
- }
675
- if (uvDistortion) {
676
- defines.push('UV_DISTORTION');
677
- if (uvDistortion.mapUV.channel === 1) {
678
- defines.push('UV_DISTORTION_UV1');
679
- }
680
- }
681
- if (gradientMap) {
682
- defines.push('GRADIENT_MAP');
683
- }
684
- if (erosion) {
685
- defines.push('EROSION');
686
- if (erosion.mask) {
687
- defines.push('EROSION_MASK');
688
- if (erosion.maskUV.channel === 1) {
689
- defines.push('EROSION_MASK_UV1');
690
- }
691
- }
692
- }
693
- return defines;
694
- }
695
-
696
- /** Adds the uniforms and samplers of the texture effects this batch uses. */
697
- protected surfaceUniforms(uniforms: string[], samplers: string[]): void {
698
- const {mapUV, uvDistortion, gradientMap, erosion} = this.settings;
699
- if (mapUV) {
700
- uniforms.push('mapTransform');
701
- }
702
- if (uvDistortion) {
703
- samplers.push('distortionMap');
704
- uniforms.push('distortionTransform', 'distortionStrength');
705
- }
706
- if (gradientMap) {
707
- samplers.push('gradientMap');
708
- uniforms.push('gradientMapRange', 'gradientMapChannel');
709
- }
710
- if (erosion) {
711
- uniforms.push('erosionParams', 'erosionEdgeColor');
712
- if (erosion.mask) {
713
- samplers.push('erosionMask');
714
- uniforms.push('erosionMaskTransform');
715
- }
716
- }
717
- }
718
-
719
213
  /** Sets the texture effects' textures and constants, and advances their scrolling on every bind. */
720
214
  protected bindSurface(material: ShaderMaterial): void {
721
215
  const {mapUV, uvDistortion, gradientMap, erosion} = this.settings;
722
216
  if (uvDistortion?.map) {
723
217
  material.setTexture('distortionMap', uvDistortion.map);
724
- material.setFloat('distortionStrength', uvDistortion.strength);
725
218
  }
726
219
  if (gradientMap?.ramp) {
727
220
  material.setTexture('gradientMap', gradientMap.ramp);
728
- const [r, g, b, a] = GRADIENT_MAP_WEIGHTS[gradientMap.channel];
729
- material.setVector4('gradientMapChannel', new BVector4(r, g, b, a));
730
221
  }
731
- if (erosion) {
732
- if (erosion.mask) {
733
- material.setTexture('erosionMask', erosion.mask);
734
- }
735
- material.setVector2('erosionParams', new BVector2(erosion.softness, erosion.edgeWidth));
736
- material.setVector3(
737
- 'erosionEdgeColor',
738
- new BVector3(erosion.edgeColor[0], erosion.edgeColor[1], erosion.edgeColor[2])
739
- );
222
+ if (erosion?.mask) {
223
+ material.setTexture('erosionMask', erosion.mask);
740
224
  }
225
+ this.writeSurfaceParams(material);
741
226
  if (!mapUV && !uvDistortion && !erosion?.mask && !gradientMap) {
742
227
  return;
743
228
  }
@@ -760,9 +245,12 @@ export abstract class VFXBatch {
760
245
  );
761
246
  // Written to the material for the next bind and to the bound effect for
762
247
  // this one: ShaderMaterial uploads its values before the bind observers run.
248
+ // The layouts are read off the settings on every bind, so a live change
249
+ // to a tiling or scroll reaches the next draw.
763
250
  const write = () => {
764
251
  const time = this.time;
765
252
  const effect = material.getEffect();
253
+ const {mapUV, uvDistortion, gradientMap, erosion} = this.settings;
766
254
  if (mapUV) {
767
255
  transform(mapUV, time, mapTransform);
768
256
  material.setVector4('mapTransform', mapTransform);
@@ -792,11 +280,56 @@ export abstract class VFXBatch {
792
280
  material.onBindObservable.add(write);
793
281
  }
794
282
 
795
- addSystem(system: IParticleSystem) {
283
+ /** Writes the texture effects' constants (the uniforms their live parameters set). */
284
+ private writeSurfaceParams(material: ShaderMaterial): void {
285
+ const {uvDistortion, gradientMap, erosion} = this.settings;
286
+ if (uvDistortion?.map) {
287
+ material.setFloat('distortionStrength', uvDistortion.strength);
288
+ }
289
+ if (gradientMap?.ramp) {
290
+ const [r, g, b, a] = GRADIENT_MAP_WEIGHTS[gradientMap.channel];
291
+ material.setVector4('gradientMapChannel', new BVector4(r, g, b, a));
292
+ }
293
+ if (erosion) {
294
+ material.setVector2('erosionParams', new BVector2(erosion.softness, erosion.edgeWidth));
295
+ material.setVector3(
296
+ 'erosionEdgeColor',
297
+ new BVector3(erosion.edgeColor[0], erosion.edgeColor[1], erosion.edgeColor[2])
298
+ );
299
+ }
300
+ }
301
+
302
+ /**
303
+ * Takes new live parameters (see {@link BatchedRenderer.updateSystem}): settings with the same
304
+ * shader key as the batch's, whose uniform values differ. They are copied into the batch's
305
+ * settings and written to its material, which is kept.
306
+ * @internal
307
+ */
308
+ applyLiveSettings(settings: StoredBatchSettings): void {
309
+ Object.assign(this.settings, settings);
310
+ const material = this.mesh.material;
311
+ if (material instanceof ShaderMaterial) {
312
+ this.writeLiveUniforms(material);
313
+ }
314
+ }
315
+
316
+ /**
317
+ * Writes every uniform a live parameter sets, from the batch's settings. The base writes the
318
+ * ones every render mode has; a mode adds its own.
319
+ * @internal
320
+ */
321
+ protected writeLiveUniforms(material: ShaderMaterial): void {
322
+ this.writeSoftParams(material);
323
+ this.writeSurfaceParams(material);
324
+ }
325
+
326
+ /** @internal */
327
+ addSystem(system: IParticleSystem): void {
796
328
  this.systems.add(system);
797
329
  }
798
330
 
799
- removeSystem(system: IParticleSystem) {
331
+ /** @internal */
332
+ removeSystem(system: IParticleSystem): void {
800
333
  this.systems.delete(system);
801
334
  }
802
335
 
@@ -819,21 +352,130 @@ export abstract class VFXBatch {
819
352
  return visibleSystems;
820
353
  }
821
354
 
822
- applyDepthTexture(depthTexture: BaseTexture | null): void {
355
+ /**
356
+ * Sets the depth texture soft particles read. Soft particles are compiled in only while there
357
+ * is one, as Unity turns them off for a camera without a depth texture, so attaching or
358
+ * removing it, or changing how it is packed, rebuilds a soft batch's material.
359
+ *
360
+ * @param depth - The binding, or a bare texture, read as `'linear'` and unpacked.
361
+ * @internal Use {@link BatchedRenderer.setDepthTexture}.
362
+ */
363
+ applyDepthTexture(depth: DepthBinding | BaseTexture | null): void {
364
+ if (depth instanceof BaseTexture) {
365
+ depth = {texture: depth, encoding: 'linear', packed: false};
366
+ }
367
+ const previous = this.depth;
368
+ this.depth = depth;
369
+ if (!this.settings.softParticles) {
370
+ return;
371
+ }
372
+ if (!previous !== !depth || previous?.packed !== depth?.packed) {
373
+ this.rebuildMaterial();
374
+ return;
375
+ }
823
376
  const material = this.mesh.material;
824
- if (material && material instanceof ShaderMaterial) {
825
- material.setTexture('depthTexture', depthTexture);
377
+ if (depth && material instanceof ShaderMaterial) {
378
+ material.setTexture('depthTexture', depth.texture);
826
379
  }
827
380
  }
828
381
 
829
- /** Sets the light `'fixed'` mesh particles are lit by. Batches that draw no meshes ignore it. */
382
+ /**
383
+ * Sets the soft-particle and alpha-test values on a material, and decodes the depth for the
384
+ * camera of each draw.
385
+ */
386
+ protected bindSoft(material: ShaderMaterial): void {
387
+ this.writeSoftParams(material);
388
+ if (this.drawsSoft()) {
389
+ material.setTexture('depthTexture', this.depth!.texture);
390
+ // Reused across binds: this runs on every draw call.
391
+ const projParams = new BVector4(1, 0, 0, 1);
392
+ material.onBindObservable.add(() => {
393
+ const camera = this.scene.activeCamera;
394
+ if (camera && this.depth) {
395
+ softDepthParams(camera, this.depth.encoding, projParams);
396
+ VFXBatch.writeBound(material, (target) => target.setVector4('projParams', projParams));
397
+ }
398
+ });
399
+ }
400
+ }
401
+
402
+ /** Writes the soft-particle fade and the alpha cutoff, the live parameters every mode shares. */
403
+ private writeSoftParams(material: ShaderMaterial): void {
404
+ if (this.drawsSoft()) {
405
+ material.setVector2(
406
+ 'softParams',
407
+ new BVector2(
408
+ this.settings.softNearFade,
409
+ 1.0 / Math.max(this.settings.softFarFade - this.settings.softNearFade, 0.0001)
410
+ )
411
+ );
412
+ }
413
+ if (this.settings.materialAlphaTest > 0) {
414
+ material.setFloat('alphaTest', this.settings.materialAlphaTest);
415
+ }
416
+ }
417
+
418
+ /** True when this batch draws soft particles: they are on and a depth texture is attached. */
419
+ protected drawsSoft(): boolean {
420
+ return this.settings.softParticles && this.depth !== null;
421
+ }
422
+
423
+ /**
424
+ * Sets the light `'fixed'` mesh particles are lit by. Batches that draw no meshes ignore it.
425
+ * @internal Use {@link BatchedRenderer.setMeshLighting}.
426
+ */
830
427
  applyMeshLighting(_lighting: MeshLightingSettings): void {}
831
428
 
429
+ /** @internal */
832
430
  abstract setupBuffers(): void;
431
+ /** @internal */
833
432
  abstract expandBuffers(target: number): void;
433
+
434
+ /** Rebuilds the instance buffers at the current {@link maxParticles}, after a shrink. @internal */
435
+ protected abstract resizeBuffers(): void;
436
+
437
+ /** The capacity a batch starts with and never shrinks below. @internal */
438
+ protected abstract readonly initialCapacity: number;
439
+
440
+ /** Fills in a row that used under a quarter of the buffers. */
441
+ private underusedFills = 0;
442
+
443
+ /**
444
+ * How many fills in a row a batch may use under a quarter of its buffers before it halves
445
+ * them: about five seconds at 60 frames per second. A burst that grew the buffers does not
446
+ * hold that memory for the rest of the session, and a batch whose count swings does not
447
+ * reallocate every few frames.
448
+ */
449
+ static readonly SHRINK_AFTER_FILLS = 300;
450
+
451
+ /**
452
+ * Grows the buffers to hold `count`, or halves them once the batch has used under a quarter of
453
+ * them for {@link SHRINK_AFTER_FILLS} fills, never below {@link initialCapacity}. Called by each
454
+ * fill with what it is about to write. @internal
455
+ */
456
+ protected fitBuffers(count: number): void {
457
+ if (count > this.maxParticles) {
458
+ this.underusedFills = 0;
459
+ this.expandBuffers(count);
460
+ return;
461
+ }
462
+ if (this.maxParticles > this.initialCapacity && count < this.maxParticles / 4) {
463
+ if (++this.underusedFills >= VFXBatch.SHRINK_AFTER_FILLS) {
464
+ this.underusedFills = 0;
465
+ this.maxParticles = Math.max(this.initialCapacity, this.maxParticles / 2);
466
+ this.resizeBuffers();
467
+ }
468
+ return;
469
+ }
470
+ this.underusedFills = 0;
471
+ }
472
+
473
+ /** @internal */
834
474
  abstract rebuildMaterial(): void;
475
+ /** @internal */
835
476
  abstract update(): void;
836
477
 
478
+ /** @internal */
837
479
  dispose(): void {
838
480
  this.mesh.dispose();
839
481
  }