@babylonjs/core 5.0.0-alpha.59 → 5.0.0-alpha.62

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 (400) hide show
  1. package/Animations/animation.d.ts +20 -0
  2. package/Animations/animation.js +57 -8
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationKey.d.ts +4 -0
  5. package/Animations/animationKey.js +4 -0
  6. package/Animations/animationKey.js.map +1 -1
  7. package/Audio/sound.js +1 -1
  8. package/Audio/sound.js.map +1 -1
  9. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +130 -0
  10. package/BakedVertexAnimation/bakedVertexAnimationManager.js +134 -0
  11. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -0
  12. package/BakedVertexAnimation/index.d.ts +2 -0
  13. package/BakedVertexAnimation/index.js +3 -0
  14. package/BakedVertexAnimation/index.js.map +1 -0
  15. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
  16. package/BakedVertexAnimation/vertexAnimationBaker.js +155 -0
  17. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -0
  18. package/Behaviors/Cameras/autoRotationBehavior.d.ts +5 -0
  19. package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
  20. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  21. package/Behaviors/Cameras/framingBehavior.d.ts +5 -0
  22. package/Behaviors/Cameras/framingBehavior.js +8 -1
  23. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  24. package/Bones/bone.d.ts +3 -1
  25. package/Bones/bone.js +4 -1
  26. package/Bones/bone.js.map +1 -1
  27. package/Cameras/Inputs/BaseCameraPointersInput.js +4 -6
  28. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  29. package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
  30. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraMouseInput.js +4 -4
  32. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  33. package/Cameras/camera.js +8 -2
  34. package/Cameras/camera.js.map +1 -1
  35. package/Cameras/targetCamera.js +1 -1
  36. package/Cameras/targetCamera.js.map +1 -1
  37. package/Culling/boundingBox.d.ts +4 -0
  38. package/Culling/boundingBox.js +8 -0
  39. package/Culling/boundingBox.js.map +1 -1
  40. package/Debug/physicsViewer.js +1 -1
  41. package/Debug/physicsViewer.js.map +1 -1
  42. package/Debug/skeletonViewer.js +2 -2
  43. package/Debug/skeletonViewer.js.map +1 -1
  44. package/DeviceInput/Implementations/nativeDeviceInputWrapper.d.ts +6 -1
  45. package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +16 -1
  46. package/DeviceInput/Implementations/nativeDeviceInputWrapper.js.map +1 -1
  47. package/DeviceInput/Implementations/webDeviceInputSystem.js +10 -10
  48. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  49. package/DeviceInput/deviceInputSystem.js +6 -1
  50. package/DeviceInput/deviceInputSystem.js.map +1 -1
  51. package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -1
  52. package/Engines/Extensions/engine.dynamicTexture.js +2 -1
  53. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  54. package/Engines/Extensions/engine.multiview.js +17 -6
  55. package/Engines/Extensions/engine.multiview.js.map +1 -1
  56. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -11
  57. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  58. package/Engines/WebGPU/Extensions/engine.multiRender.js +0 -4
  59. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  60. package/Engines/WebGPU/Extensions/engine.query.js +19 -3
  61. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  62. package/Engines/WebGPU/Extensions/engine.renderTarget.js +0 -4
  63. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  64. package/Engines/WebGPU/webgpuBundleList.d.ts +13 -0
  65. package/Engines/WebGPU/webgpuBundleList.js +27 -0
  66. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  67. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +42 -61
  68. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  69. package/Engines/WebGPU/webgpuCacheSampler.js +6 -4
  70. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  71. package/Engines/WebGPU/webgpuConstants.d.ts +57 -13
  72. package/Engines/WebGPU/webgpuConstants.js +62 -13
  73. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  74. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +25 -2
  75. package/Engines/WebGPU/webgpuHardwareTexture.js +2 -1
  76. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  77. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +6 -0
  78. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +6 -0
  79. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  80. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +27 -0
  81. package/Engines/WebGPU/webgpuSnapshotRendering.js +107 -0
  82. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -0
  83. package/Engines/WebGPU/webgpuTextureHelper.d.ts +4 -4
  84. package/Engines/WebGPU/webgpuTextureHelper.js +273 -80
  85. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  86. package/Engines/constants.d.ts +2 -0
  87. package/Engines/constants.js +2 -0
  88. package/Engines/constants.js.map +1 -1
  89. package/Engines/engine.d.ts +94 -40
  90. package/Engines/engine.js +43 -1
  91. package/Engines/engine.js.map +1 -1
  92. package/Engines/engineFeatures.d.ts +2 -0
  93. package/Engines/engineFeatures.js.map +1 -1
  94. package/Engines/index.d.ts +1 -0
  95. package/Engines/index.js +1 -0
  96. package/Engines/index.js.map +1 -1
  97. package/Engines/nativeEngine.js +49 -23
  98. package/Engines/nativeEngine.js.map +1 -1
  99. package/Engines/nullEngine.js +1 -0
  100. package/Engines/nullEngine.js.map +1 -1
  101. package/Engines/thinEngine.d.ts +0 -11
  102. package/Engines/thinEngine.js +12 -40
  103. package/Engines/thinEngine.js.map +1 -1
  104. package/Engines/webgpuEngine.d.ts +6 -6
  105. package/Engines/webgpuEngine.js +28 -71
  106. package/Engines/webgpuEngine.js.map +1 -1
  107. package/Helpers/sceneHelpers.d.ts +3 -3
  108. package/Helpers/sceneHelpers.js +1 -2
  109. package/Helpers/sceneHelpers.js.map +1 -1
  110. package/Inputs/scene.inputManager.js +12 -14
  111. package/Inputs/scene.inputManager.js.map +1 -1
  112. package/Layers/effectLayer.d.ts +13 -1
  113. package/Layers/effectLayer.js +115 -65
  114. package/Layers/effectLayer.js.map +1 -1
  115. package/Layers/highlightLayer.d.ts +2 -1
  116. package/Layers/highlightLayer.js +6 -3
  117. package/Layers/highlightLayer.js.map +1 -1
  118. package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
  119. package/Lights/Shadows/cascadedShadowGenerator.js +14 -0
  120. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  121. package/Lights/Shadows/shadowGenerator.d.ts +4 -0
  122. package/Lights/Shadows/shadowGenerator.js +31 -3
  123. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  124. package/Lights/light.js +7 -1
  125. package/Lights/light.js.map +1 -1
  126. package/Lights/pointLight.js +1 -1
  127. package/Lights/pointLight.js.map +1 -1
  128. package/Lights/spotLight.js +1 -1
  129. package/Lights/spotLight.js.map +1 -1
  130. package/Loading/Plugins/babylonFileLoader.js +17 -4
  131. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  132. package/Materials/Background/backgroundMaterial.js +1 -0
  133. package/Materials/Background/backgroundMaterial.js.map +1 -1
  134. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +10 -0
  135. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +31 -0
  136. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/Fragment/index.d.ts +2 -0
  138. package/Materials/Node/Blocks/Fragment/index.js +2 -0
  139. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  140. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +41 -0
  141. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +128 -0
  142. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -0
  143. package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +49 -0
  144. package/Materials/Node/Blocks/Fragment/twirlBlock.js +145 -0
  145. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -0
  146. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  147. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -0
  149. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +15 -0
  150. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/customBlock.d.ts +31 -0
  152. package/Materials/Node/Blocks/customBlock.js +144 -0
  153. package/Materials/Node/Blocks/customBlock.js.map +1 -0
  154. package/Materials/Node/Blocks/index.d.ts +2 -0
  155. package/Materials/Node/Blocks/index.js +2 -0
  156. package/Materials/Node/Blocks/index.js.map +1 -1
  157. package/Materials/Node/Blocks/vectorMergerBlock.js +4 -4
  158. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/voronoiNoiseBlock.d.ts +39 -0
  160. package/Materials/Node/Blocks/voronoiNoiseBlock.js +107 -0
  161. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -0
  162. package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +8 -0
  163. package/Materials/Node/Blocks/worleyNoise3DBlock.js +34 -2
  164. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  165. package/Materials/Node/nodeMaterial.d.ts +1 -0
  166. package/Materials/Node/nodeMaterial.js +2 -0
  167. package/Materials/Node/nodeMaterial.js.map +1 -1
  168. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -0
  169. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  170. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
  171. package/Materials/PBR/pbrBaseMaterial.js +12 -5
  172. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  173. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +11 -0
  174. package/Materials/PBR/pbrSubSurfaceConfiguration.js +18 -3
  175. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  176. package/Materials/Textures/dynamicTexture.d.ts +2 -1
  177. package/Materials/Textures/dynamicTexture.js +4 -2
  178. package/Materials/Textures/dynamicTexture.js.map +1 -1
  179. package/Materials/Textures/hdrCubeTexture.d.ts +9 -0
  180. package/Materials/Textures/hdrCubeTexture.js +21 -5
  181. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  182. package/Materials/Textures/mirrorTexture.d.ts +2 -0
  183. package/Materials/Textures/mirrorTexture.js +13 -0
  184. package/Materials/Textures/mirrorTexture.js.map +1 -1
  185. package/Materials/Textures/thinRenderTargetTexture.js +1 -1
  186. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  187. package/Materials/Textures/thinTexture.d.ts +1 -2
  188. package/Materials/Textures/thinTexture.js +2 -4
  189. package/Materials/Textures/thinTexture.js.map +1 -1
  190. package/Materials/imageProcessingConfiguration.d.ts +16 -1
  191. package/Materials/imageProcessingConfiguration.js +31 -0
  192. package/Materials/imageProcessingConfiguration.js.map +1 -1
  193. package/Materials/materialHelper.d.ts +15 -1
  194. package/Materials/materialHelper.js +40 -3
  195. package/Materials/materialHelper.js.map +1 -1
  196. package/Materials/pushMaterial.d.ts +2 -2
  197. package/Materials/pushMaterial.js +7 -3
  198. package/Materials/pushMaterial.js.map +1 -1
  199. package/Materials/shaderMaterial.d.ts +6 -5
  200. package/Materials/shaderMaterial.js +70 -28
  201. package/Materials/shaderMaterial.js.map +1 -1
  202. package/Materials/shadowDepthWrapper.js +7 -7
  203. package/Materials/shadowDepthWrapper.js.map +1 -1
  204. package/Materials/standardMaterial.d.ts +2 -0
  205. package/Materials/standardMaterial.js +11 -1
  206. package/Materials/standardMaterial.js.map +1 -1
  207. package/Materials/uniformBuffer.js +1 -2
  208. package/Materials/uniformBuffer.js.map +1 -1
  209. package/Maths/math.color.d.ts +20 -0
  210. package/Maths/math.color.js +45 -2
  211. package/Maths/math.color.js.map +1 -1
  212. package/Maths/math.vector.d.ts +14 -9
  213. package/Maths/math.vector.js +36 -17
  214. package/Maths/math.vector.js.map +1 -1
  215. package/Meshes/Builders/boxBuilder.d.ts +1 -1
  216. package/Meshes/Builders/boxBuilder.js +1 -0
  217. package/Meshes/Builders/boxBuilder.js.map +1 -1
  218. package/Meshes/Builders/cylinderBuilder.d.ts +17 -17
  219. package/Meshes/Builders/cylinderBuilder.js +1 -0
  220. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  221. package/Meshes/Builders/discBuilder.d.ts +1 -1
  222. package/Meshes/Builders/discBuilder.js +1 -0
  223. package/Meshes/Builders/discBuilder.js.map +1 -1
  224. package/Meshes/Builders/groundBuilder.d.ts +8 -8
  225. package/Meshes/Builders/groundBuilder.js +2 -0
  226. package/Meshes/Builders/groundBuilder.js.map +1 -1
  227. package/Meshes/Builders/hemisphereBuilder.d.ts +4 -4
  228. package/Meshes/Builders/hemisphereBuilder.js +1 -0
  229. package/Meshes/Builders/hemisphereBuilder.js.map +1 -1
  230. package/Meshes/Builders/icoSphereBuilder.d.ts +1 -1
  231. package/Meshes/Builders/icoSphereBuilder.js +1 -0
  232. package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
  233. package/Meshes/Builders/planeBuilder.d.ts +1 -1
  234. package/Meshes/Builders/planeBuilder.js +1 -0
  235. package/Meshes/Builders/planeBuilder.js.map +1 -1
  236. package/Meshes/Builders/polyhedronBuilder.d.ts +1 -1
  237. package/Meshes/Builders/polyhedronBuilder.js +1 -0
  238. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  239. package/Meshes/Builders/sphereBuilder.d.ts +1 -1
  240. package/Meshes/Builders/sphereBuilder.js +1 -0
  241. package/Meshes/Builders/sphereBuilder.js.map +1 -1
  242. package/Meshes/Builders/torusBuilder.d.ts +8 -8
  243. package/Meshes/Builders/torusBuilder.js +1 -0
  244. package/Meshes/Builders/torusBuilder.js.map +1 -1
  245. package/Meshes/Builders/torusKnotBuilder.d.ts +11 -11
  246. package/Meshes/Builders/torusKnotBuilder.js +1 -0
  247. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  248. package/Meshes/abstractMesh.d.ts +22 -2
  249. package/Meshes/abstractMesh.js +78 -28
  250. package/Meshes/abstractMesh.js.map +1 -1
  251. package/Meshes/geometry.d.ts +3 -0
  252. package/Meshes/geometry.js +15 -7
  253. package/Meshes/geometry.js.map +1 -1
  254. package/Meshes/linesMesh.d.ts +0 -2
  255. package/Meshes/linesMesh.js +3 -35
  256. package/Meshes/linesMesh.js.map +1 -1
  257. package/Meshes/mesh.d.ts +12 -0
  258. package/Meshes/mesh.js +186 -117
  259. package/Meshes/mesh.js.map +1 -1
  260. package/Meshes/mesh.vertexData.d.ts +6 -1
  261. package/Meshes/mesh.vertexData.js +295 -114
  262. package/Meshes/mesh.vertexData.js.map +1 -1
  263. package/Meshes/thinInstanceMesh.js +6 -5
  264. package/Meshes/thinInstanceMesh.js.map +1 -1
  265. package/Meshes/transformNode.d.ts +8 -8
  266. package/Meshes/transformNode.js +25 -17
  267. package/Meshes/transformNode.js.map +1 -1
  268. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -0
  269. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +13 -8
  270. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  271. package/Misc/PerformanceViewer/performanceViewerCollector.js +1 -1
  272. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  273. package/Misc/basis.d.ts +3 -2
  274. package/Misc/basis.js +31 -15
  275. package/Misc/basis.js.map +1 -1
  276. package/Misc/coroutine.d.ts +45 -0
  277. package/Misc/coroutine.js +123 -0
  278. package/Misc/coroutine.js.map +1 -0
  279. package/Misc/index.d.ts +1 -0
  280. package/Misc/index.js +1 -0
  281. package/Misc/index.js.map +1 -1
  282. package/Misc/observableCoroutine.d.ts +9 -10
  283. package/Misc/observableCoroutine.js +31 -39
  284. package/Misc/observableCoroutine.js.map +1 -1
  285. package/Misc/sceneSerializer.js +0 -3
  286. package/Misc/sceneSerializer.js.map +1 -1
  287. package/Misc/tools.d.ts +2 -4
  288. package/Misc/tools.js +6 -10
  289. package/Misc/tools.js.map +1 -1
  290. package/Particles/particleSystem.js +19 -16
  291. package/Particles/particleSystem.js.map +1 -1
  292. package/Particles/solidParticleSystem.js +29 -5
  293. package/Particles/solidParticleSystem.js.map +1 -1
  294. package/Particles/subEmitter.js +1 -0
  295. package/Particles/subEmitter.js.map +1 -1
  296. package/Physics/Plugins/ammoJSPlugin.js +10 -8
  297. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  298. package/PostProcesses/imageProcessingPostProcess.js +1 -0
  299. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  300. package/Probes/reflectionProbe.d.ts +2 -0
  301. package/Probes/reflectionProbe.js +21 -0
  302. package/Probes/reflectionProbe.js.map +1 -1
  303. package/Rendering/boundingBoxRenderer.d.ts +3 -0
  304. package/Rendering/boundingBoxRenderer.js +49 -14
  305. package/Rendering/boundingBoxRenderer.js.map +1 -1
  306. package/Rendering/depthRenderer.d.ts +1 -1
  307. package/Rendering/depthRenderer.js +2 -2
  308. package/Rendering/depthRenderer.js.map +1 -1
  309. package/Rendering/edgesRenderer.js +3 -1
  310. package/Rendering/edgesRenderer.js.map +1 -1
  311. package/Rendering/geometryBufferRenderer.d.ts +0 -2
  312. package/Rendering/geometryBufferRenderer.js +13 -10
  313. package/Rendering/geometryBufferRenderer.js.map +1 -1
  314. package/Shaders/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
  315. package/Shaders/ShadersInclude/bakedVertexAnimation.js +7 -0
  316. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -0
  317. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
  318. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
  319. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
  320. package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
  321. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  322. package/Shaders/ShadersInclude/bonesVertex.js +1 -1
  323. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  324. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +1 -1
  325. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  326. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  327. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  328. package/Shaders/background.fragment.js +1 -1
  329. package/Shaders/background.fragment.js.map +1 -1
  330. package/Shaders/background.vertex.d.ts +2 -0
  331. package/Shaders/background.vertex.js +3 -1
  332. package/Shaders/background.vertex.js.map +1 -1
  333. package/Shaders/color.vertex.d.ts +2 -0
  334. package/Shaders/color.vertex.js +3 -1
  335. package/Shaders/color.vertex.js.map +1 -1
  336. package/Shaders/default.vertex.d.ts +2 -0
  337. package/Shaders/default.vertex.js +3 -1
  338. package/Shaders/default.vertex.js.map +1 -1
  339. package/Shaders/depth.vertex.d.ts +2 -0
  340. package/Shaders/depth.vertex.js +3 -1
  341. package/Shaders/depth.vertex.js.map +1 -1
  342. package/Shaders/geometry.vertex.d.ts +2 -0
  343. package/Shaders/geometry.vertex.js +3 -1
  344. package/Shaders/geometry.vertex.js.map +1 -1
  345. package/Shaders/glowMapGeneration.vertex.d.ts +2 -0
  346. package/Shaders/glowMapGeneration.vertex.js +3 -1
  347. package/Shaders/glowMapGeneration.vertex.js.map +1 -1
  348. package/Shaders/outline.vertex.d.ts +2 -0
  349. package/Shaders/outline.vertex.js +3 -1
  350. package/Shaders/outline.vertex.js.map +1 -1
  351. package/Shaders/pbr.vertex.d.ts +2 -0
  352. package/Shaders/pbr.vertex.js +3 -1
  353. package/Shaders/pbr.vertex.js.map +1 -1
  354. package/Shaders/shadowMap.vertex.d.ts +2 -0
  355. package/Shaders/shadowMap.vertex.js +3 -1
  356. package/Shaders/shadowMap.vertex.js.map +1 -1
  357. package/Shaders/volumetricLightScatteringPass.vertex.d.ts +2 -0
  358. package/Shaders/volumetricLightScatteringPass.vertex.js +3 -1
  359. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  360. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
  361. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +7 -0
  362. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -0
  363. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
  364. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
  365. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
  366. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
  367. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  368. package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
  369. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  370. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +5 -0
  371. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +7 -0
  372. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -0
  373. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +5 -0
  374. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +7 -0
  375. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -0
  376. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +5 -0
  377. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +7 -0
  378. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -0
  379. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +5 -0
  380. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +7 -0
  381. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -0
  382. package/Sprites/spriteRenderer.d.ts +1 -0
  383. package/Sprites/spriteRenderer.js +13 -1
  384. package/Sprites/spriteRenderer.js.map +1 -1
  385. package/XR/features/WebXRControllerPointerSelection.d.ts +14 -0
  386. package/XR/features/WebXRControllerPointerSelection.js +38 -10
  387. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  388. package/XR/features/WebXRNearInteraction.d.ts +1 -0
  389. package/XR/features/WebXRNearInteraction.js +2 -0
  390. package/XR/features/WebXRNearInteraction.js.map +1 -1
  391. package/index.d.ts +1 -0
  392. package/index.js +1 -0
  393. package/index.js.map +1 -1
  394. package/node.d.ts +30 -1
  395. package/node.js +12 -0
  396. package/node.js.map +1 -1
  397. package/package.json +52 -1
  398. package/scene.d.ts +10 -0
  399. package/scene.js +27 -0
  400. package/scene.js.map +1 -1
@@ -1 +1 @@
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{ NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { RegisterClass } from '../../../Misc/typeStore';\r\nimport { Scene } from '../../../scene';\r\n\r\n/**\r\n * Block used to create a Vector2/3/4 out of individual inputs (one for each component)\r\n */\r\nexport class VectorMergerBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the swizzle for x (meaning which compoent to affect to the output.x)\r\n */\r\n public xSwizzle: \"x\" | \"y\" | \"z\" | \"w\" = \"x\";\r\n /**\r\n * Gets or sets the swizzle for y (meaning which compoent to affect to the output.y)\r\n */\r\n public ySwizzle: \"x\" | \"y\" | \"z\" | \"w\" = \"y\";\r\n /**\r\n * Gets or sets the swizzle for z (meaning which compoent to affect to the output.z)\r\n */\r\n public zSwizzle: \"x\" | \"y\" | \"z\" | \"w\" = \"z\";\r\n /**\r\n * Gets or sets the swizzle for w (meaning which compoent to affect to the output.w)\r\n */\r\n public wSwizzle: \"x\" | \"y\" | \"z\" | \"w\" = \"w\";\r\n\r\n /**\r\n * Create a new VectorMergerBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"xyzw \", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"xyz \", NodeMaterialBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"xy \", NodeMaterialBlockConnectionPointTypes.Vector2, true);\r\n this.registerInput(\"zw \", NodeMaterialBlockConnectionPointTypes.Vector2, true);\r\n this.registerInput(\"x\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"y\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"z\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"w\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"xyzw\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"xy\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"zw\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"VectorMergerBlock\";\r\n }\r\n\r\n /**\r\n * Gets the xyzw component (input)\r\n */\r\n public get xyzwIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component (input)\r\n */\r\n public get xyzIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the xy component (input)\r\n */\r\n public get xyIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the zw component (input)\r\n */\r\n public get zwIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the x component (input)\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the y component (input)\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the z component (input)\r\n */\r\n public get z(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the w component (input)\r\n */\r\n public get w(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the xyzw component (output)\r\n */\r\n public get xyzw(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component (output)\r\n */\r\n public get xyzOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the xy component (output)\r\n */\r\n public get xyOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the zw component (output)\r\n */\r\n public get zwOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the xy component (output)\r\n * @deprecated Please use xyOut instead.\r\n */\r\n public get xy(): NodeMaterialConnectionPoint {\r\n return this.xyOut;\r\n }\r\n\r\n /**\r\n * Gets the xyz component (output)\r\n * @deprecated Please use xyzOut instead.\r\n */\r\n public get xyz(): NodeMaterialConnectionPoint {\r\n return this.xyzOut;\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n if (name === \"xyzw \") {\r\n return \"xyzwIn\";\r\n }\r\n if (name === \"xyz \") {\r\n return \"xyzIn\";\r\n }\r\n if (name === \"xy \") {\r\n return \"xyIn\";\r\n }\r\n if (name === \"zw \") {\r\n return \"zwIn\";\r\n }\r\n return name;\r\n }\r\n\r\n private _buildSwizzle(len: number) {\r\n let swizzle = this.xSwizzle + this.ySwizzle + this.zSwizzle + this.wSwizzle;\r\n\r\n return \".\" + swizzle.substr(0, len);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let xInput = this.x;\r\n let yInput = this.y;\r\n let zInput = this.z;\r\n let wInput = this.w;\r\n let xyInput = this.xyIn;\r\n let zwInput = this.zwIn;\r\n let xyzInput = this.xyzIn;\r\n let xyzwInput = this.xyzwIn;\r\n\r\n let v4Output = this._outputs[0];\r\n let v3Output = this._outputs[1];\r\n let v2Output = this._outputs[2];\r\n let v2CompOutput = this._outputs[3];\r\n\r\n if (xyzwInput.isConnected) {\r\n if (v4Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = ${xyzwInput.associatedVariableName}${this._buildSwizzle(4)};\\r\\n`;\r\n }\r\n\r\n if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = ${xyzwInput.associatedVariableName}${this._buildSwizzle(3)};\\r\\n`;\r\n }\r\n\r\n if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = ${xyzwInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n } else if (xyzInput.isConnected) {\r\n if (v4Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xyzInput.associatedVariableName}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(4)};\\r\\n`;\r\n }\r\n\r\n if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = ${xyzInput.associatedVariableName}${this._buildSwizzle(3)};\\r\\n`;\r\n }\r\n\r\n if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = ${xyzInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n } else if (xyInput.isConnected) {\r\n if (v4Output.hasEndpoints) {\r\n if (zwInput.isConnected) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xyInput.associatedVariableName}, ${zwInput.associatedVariableName})${this._buildSwizzle(4)};\\r\\n`;\r\n } else {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xyInput.associatedVariableName}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(4)};\\r\\n`;\r\n }\r\n }\r\n\r\n if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = vec3(${xyInput.associatedVariableName}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"})${this._buildSwizzle(3)};\\r\\n`;\r\n }\r\n\r\n if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = ${xyInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n\r\n if (v2CompOutput.hasEndpoints) {\r\n if (zwInput.isConnected) {\r\n state.compilationString += this._declareOutput(v2CompOutput, state) + ` = ${zwInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n } else {\r\n state.compilationString += this._declareOutput(v2CompOutput, state) + ` = vec2(${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n }\r\n } else {\r\n if (v4Output.hasEndpoints) {\r\n if (zwInput.isConnected) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"}, ${zwInput.associatedVariableName})${this._buildSwizzle(4)};\\r\\n`;\r\n } else {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(4)};\\r\\n`;\r\n }\r\n }\r\n\r\n if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = vec3(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"})${this._buildSwizzle(3)};\\r\\n`;\r\n }\r\n\r\n if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = vec2(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"})${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n\r\n if (v2CompOutput.hasEndpoints) {\r\n if (zwInput.isConnected) {\r\n state.compilationString += this._declareOutput(v2CompOutput, state) + ` = ${zwInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n } else {\r\n state.compilationString += this._declareOutput(v2CompOutput, state) + ` = vec2(${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.xSwizzle = this.xSwizzle;\r\n serializationObject.ySwizzle = this.ySwizzle;\r\n serializationObject.zSwizzle = this.zSwizzle;\r\n serializationObject.wSwizzle = this.wSwizzle;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.xSwizzle = serializationObject.xSwizzle ?? \"x\";\r\n this.ySwizzle = serializationObject.ySwizzle ?? \"y\";\r\n this.zSwizzle = serializationObject.zSwizzle ?? \"z\";\r\n this.wSwizzle = serializationObject.wSwizzle ?? \"w\";\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n var codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.xSwizzle = ${this.xSwizzle}};\\r\\n`;\r\n codeString += `${this._codeVariableName}.ySwizzle = ${this.ySwizzle}};\\r\\n`;\r\n codeString += `${this._codeVariableName}.zSwizzle = ${this.zSwizzle}};\\r\\n`;\r\n codeString += `${this._codeVariableName}.wSwizzle = ${this.wSwizzle}};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VectorMergerBlock\", VectorMergerBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { RegisterClass } from '../../../Misc/typeStore';\r\nimport { Scene } from '../../../scene';\r\n\r\n/**\r\n * Block used to create a Vector2/3/4 out of individual inputs (one for each component)\r\n */\r\nexport class VectorMergerBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the swizzle for x (meaning which compoent to affect to the output.x)\r\n */\r\n public xSwizzle: \"x\" | \"y\" | \"z\" | \"w\" = \"x\";\r\n /**\r\n * Gets or sets the swizzle for y (meaning which compoent to affect to the output.y)\r\n */\r\n public ySwizzle: \"x\" | \"y\" | \"z\" | \"w\" = \"y\";\r\n /**\r\n * Gets or sets the swizzle for z (meaning which compoent to affect to the output.z)\r\n */\r\n public zSwizzle: \"x\" | \"y\" | \"z\" | \"w\" = \"z\";\r\n /**\r\n * Gets or sets the swizzle for w (meaning which compoent to affect to the output.w)\r\n */\r\n public wSwizzle: \"x\" | \"y\" | \"z\" | \"w\" = \"w\";\r\n\r\n /**\r\n * Create a new VectorMergerBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"xyzw \", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"xyz \", NodeMaterialBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"xy \", NodeMaterialBlockConnectionPointTypes.Vector2, true);\r\n this.registerInput(\"zw \", NodeMaterialBlockConnectionPointTypes.Vector2, true);\r\n this.registerInput(\"x\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"y\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"z\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"w\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"xyzw\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"xy\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"zw\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"VectorMergerBlock\";\r\n }\r\n\r\n /**\r\n * Gets the xyzw component (input)\r\n */\r\n public get xyzwIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component (input)\r\n */\r\n public get xyzIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the xy component (input)\r\n */\r\n public get xyIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the zw component (input)\r\n */\r\n public get zwIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the x component (input)\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the y component (input)\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the z component (input)\r\n */\r\n public get z(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the w component (input)\r\n */\r\n public get w(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the xyzw component (output)\r\n */\r\n public get xyzw(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component (output)\r\n */\r\n public get xyzOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the xy component (output)\r\n */\r\n public get xyOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the zw component (output)\r\n */\r\n public get zwOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the xy component (output)\r\n * @deprecated Please use xyOut instead.\r\n */\r\n public get xy(): NodeMaterialConnectionPoint {\r\n return this.xyOut;\r\n }\r\n\r\n /**\r\n * Gets the xyz component (output)\r\n * @deprecated Please use xyzOut instead.\r\n */\r\n public get xyz(): NodeMaterialConnectionPoint {\r\n return this.xyzOut;\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n if (name === \"xyzw \") {\r\n return \"xyzwIn\";\r\n }\r\n if (name === \"xyz \") {\r\n return \"xyzIn\";\r\n }\r\n if (name === \"xy \") {\r\n return \"xyIn\";\r\n }\r\n if (name === \"zw \") {\r\n return \"zwIn\";\r\n }\r\n return name;\r\n }\r\n\r\n private _buildSwizzle(len: number) {\r\n let swizzle = this.xSwizzle + this.ySwizzle + this.zSwizzle + this.wSwizzle;\r\n\r\n return \".\" + swizzle.substr(0, len);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let xInput = this.x;\r\n let yInput = this.y;\r\n let zInput = this.z;\r\n let wInput = this.w;\r\n let xyInput = this.xyIn;\r\n let zwInput = this.zwIn;\r\n let xyzInput = this.xyzIn;\r\n let xyzwInput = this.xyzwIn;\r\n\r\n let v4Output = this._outputs[0];\r\n let v3Output = this._outputs[1];\r\n let v2Output = this._outputs[2];\r\n let v2CompOutput = this._outputs[3];\r\n\r\n if (xyzwInput.isConnected) {\r\n if (v4Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = ${xyzwInput.associatedVariableName}${this._buildSwizzle(4)};\\r\\n`;\r\n }\r\n\r\n if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = ${xyzwInput.associatedVariableName}${this._buildSwizzle(3)};\\r\\n`;\r\n }\r\n\r\n if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = ${xyzwInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n } else if (xyzInput.isConnected) {\r\n if (v4Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xyzInput.associatedVariableName}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(4)};\\r\\n`;\r\n }\r\n\r\n if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = ${xyzInput.associatedVariableName}${this._buildSwizzle(3)};\\r\\n`;\r\n }\r\n\r\n if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = ${xyzInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n } else if (xyInput.isConnected) {\r\n if (v4Output.hasEndpoints) {\r\n if (zwInput.isConnected) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xyInput.associatedVariableName}, ${zwInput.associatedVariableName})${this._buildSwizzle(4)};\\r\\n`;\r\n } else {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xyInput.associatedVariableName}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(4)};\\r\\n`;\r\n }\r\n }\r\n\r\n if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = vec3(${xyInput.associatedVariableName}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"})${this._buildSwizzle(3)};\\r\\n`;\r\n }\r\n\r\n if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = ${xyInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n\r\n if (v2CompOutput.hasEndpoints) {\r\n if (zwInput.isConnected) {\r\n state.compilationString += this._declareOutput(v2CompOutput, state) + ` = ${zwInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n } else {\r\n state.compilationString += this._declareOutput(v2CompOutput, state) + ` = vec2(${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n }\r\n } else {\r\n if (v4Output.hasEndpoints) {\r\n if (zwInput.isConnected) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"}, ${zwInput.associatedVariableName})${this._buildSwizzle(4)};\\r\\n`;\r\n } else {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(4)};\\r\\n`;\r\n }\r\n }\r\n\r\n if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = vec3(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"})${this._buildSwizzle(3)};\\r\\n`;\r\n }\r\n\r\n if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = vec2(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"})${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n\r\n if (v2CompOutput.hasEndpoints) {\r\n if (zwInput.isConnected) {\r\n state.compilationString += this._declareOutput(v2CompOutput, state) + ` = ${zwInput.associatedVariableName}${this._buildSwizzle(2)};\\r\\n`;\r\n } else {\r\n state.compilationString += this._declareOutput(v2CompOutput, state) + ` = vec2(${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"})${this._buildSwizzle(2)};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.xSwizzle = this.xSwizzle;\r\n serializationObject.ySwizzle = this.ySwizzle;\r\n serializationObject.zSwizzle = this.zSwizzle;\r\n serializationObject.wSwizzle = this.wSwizzle;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.xSwizzle = serializationObject.xSwizzle ?? \"x\";\r\n this.ySwizzle = serializationObject.ySwizzle ?? \"y\";\r\n this.zSwizzle = serializationObject.zSwizzle ?? \"z\";\r\n this.wSwizzle = serializationObject.wSwizzle ?? \"w\";\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n var codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.xSwizzle = \"${this.xSwizzle}\";\\r\\n`;\r\n codeString += `${this._codeVariableName}.ySwizzle = \"${this.ySwizzle}\";\\r\\n`;\r\n codeString += `${this._codeVariableName}.zSwizzle = \"${this.zSwizzle}\";\\r\\n`;\r\n codeString += `${this._codeVariableName}.wSwizzle = \"${this.wSwizzle}\";\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VectorMergerBlock\", VectorMergerBlock);\r\n"]}
@@ -0,0 +1,39 @@
1
+ import { NodeMaterialBlock } from '../nodeMaterialBlock';
2
+ import { NodeMaterialBuildState } from '../nodeMaterialBuildState';
3
+ import { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';
4
+ /**
5
+ * block used to Generate a Voronoi Noise Pattern
6
+ */
7
+ export declare class VoronoiNoiseBlock extends NodeMaterialBlock {
8
+ /**
9
+ * Creates a new VoronoiNoiseBlock
10
+ * @param name defines the block name
11
+ */
12
+ constructor(name: string);
13
+ /**
14
+ * Gets the current class name
15
+ * @returns the class name
16
+ */
17
+ getClassName(): string;
18
+ /**
19
+ * Gets the seed input component
20
+ */
21
+ get seed(): NodeMaterialConnectionPoint;
22
+ /**
23
+ * Gets the offset input component
24
+ */
25
+ get offset(): NodeMaterialConnectionPoint;
26
+ /**
27
+ * Gets the density input component
28
+ */
29
+ get density(): NodeMaterialConnectionPoint;
30
+ /**
31
+ * Gets the output component
32
+ */
33
+ get output(): NodeMaterialConnectionPoint;
34
+ /**
35
+ * Gets the output component
36
+ */
37
+ get cells(): NodeMaterialConnectionPoint;
38
+ protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
39
+ }
@@ -0,0 +1,107 @@
1
+ import { __extends } from "tslib";
2
+ import { NodeMaterialBlock } from '../nodeMaterialBlock.js';
3
+ import { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes.js';
4
+ import { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets.js';
5
+ import { RegisterClass } from '../../../Misc/typeStore.js';
6
+ /**
7
+ * block used to Generate a Voronoi Noise Pattern
8
+ */
9
+ var VoronoiNoiseBlock = /** @class */ (function (_super) {
10
+ __extends(VoronoiNoiseBlock, _super);
11
+ /**
12
+ * Creates a new VoronoiNoiseBlock
13
+ * @param name defines the block name
14
+ */
15
+ function VoronoiNoiseBlock(name) {
16
+ var _this = _super.call(this, name, NodeMaterialBlockTargets.Neutral) || this;
17
+ _this.registerInput("seed", NodeMaterialBlockConnectionPointTypes.Vector2);
18
+ _this.registerInput("offset", NodeMaterialBlockConnectionPointTypes.Float);
19
+ _this.registerInput("density", NodeMaterialBlockConnectionPointTypes.Float);
20
+ _this.registerOutput("output", NodeMaterialBlockConnectionPointTypes.Float);
21
+ _this.registerOutput("cells", NodeMaterialBlockConnectionPointTypes.Float);
22
+ return _this;
23
+ }
24
+ /**
25
+ * Gets the current class name
26
+ * @returns the class name
27
+ */
28
+ VoronoiNoiseBlock.prototype.getClassName = function () {
29
+ return "VoronoiNoiseBlock";
30
+ };
31
+ Object.defineProperty(VoronoiNoiseBlock.prototype, "seed", {
32
+ /**
33
+ * Gets the seed input component
34
+ */
35
+ get: function () {
36
+ return this._inputs[0];
37
+ },
38
+ enumerable: false,
39
+ configurable: true
40
+ });
41
+ Object.defineProperty(VoronoiNoiseBlock.prototype, "offset", {
42
+ /**
43
+ * Gets the offset input component
44
+ */
45
+ get: function () {
46
+ return this._inputs[1];
47
+ },
48
+ enumerable: false,
49
+ configurable: true
50
+ });
51
+ Object.defineProperty(VoronoiNoiseBlock.prototype, "density", {
52
+ /**
53
+ * Gets the density input component
54
+ */
55
+ get: function () {
56
+ return this._inputs[2];
57
+ },
58
+ enumerable: false,
59
+ configurable: true
60
+ });
61
+ Object.defineProperty(VoronoiNoiseBlock.prototype, "output", {
62
+ /**
63
+ * Gets the output component
64
+ */
65
+ get: function () {
66
+ return this._outputs[0];
67
+ },
68
+ enumerable: false,
69
+ configurable: true
70
+ });
71
+ Object.defineProperty(VoronoiNoiseBlock.prototype, "cells", {
72
+ /**
73
+ * Gets the output component
74
+ */
75
+ get: function () {
76
+ return this._outputs[1];
77
+ },
78
+ enumerable: false,
79
+ configurable: true
80
+ });
81
+ VoronoiNoiseBlock.prototype._buildBlock = function (state) {
82
+ _super.prototype._buildBlock.call(this, state);
83
+ if (!this.seed.isConnected) {
84
+ return;
85
+ }
86
+ var functionString = "vec2 voronoiRandom(vec2 seed, float offset){\n mat2 m = mat2(15.27, 47.63, 99.41, 89.98);\n vec2 uv = fract(sin(m * seed) * 46839.32);\n return vec2(sin(uv.y * offset) * 0.5 + 0.5, cos(uv.x * offset) * 0.5 + 0.5);\n }\n ";
87
+ state._emitFunction('voronoiRandom', functionString, '// Voronoi random generator');
88
+ functionString = "void voronoi(vec2 seed, float offset, float density, out float outValue, out float cells){\n vec2 g = floor(seed * density);\n vec2 f = fract(seed * density);\n float t = 8.0;\n vec3 res = vec3(8.0, 0.0, 0.0);\n\n for(int y=-1; y<=1; y++)\n {\n for(int x=-1; x<=1; x++)\n {\n vec2 lattice = vec2(x,y);\n vec2 randomOffset = voronoiRandom(lattice + g, offset);\n float d = distance(lattice + randomOffset, f);\n if(d < res.x)\n {\n res = vec3(d, randomOffset.x, randomOffset.y);\n outValue = res.x;\n cells = res.y;\n }\n }\n }\n }\n ";
89
+ state._emitFunction('voronoi', functionString, '// Voronoi');
90
+ var tempOutput = state._getFreeVariableName("tempOutput");
91
+ var tempCells = state._getFreeVariableName("tempCells");
92
+ state.compilationString += "float " + tempOutput + " = 0.0;\r\n";
93
+ state.compilationString += "float " + tempCells + " = 0.0;\r\n";
94
+ state.compilationString += "voronoi(" + this.seed.associatedVariableName + ", " + this.offset.associatedVariableName + ", " + this.density.associatedVariableName + ", " + tempOutput + ", " + tempCells + ");\r\n";
95
+ if (this.output.hasEndpoints) {
96
+ state.compilationString += this._declareOutput(this.output, state) + (" = " + tempOutput + ";\r\n");
97
+ }
98
+ if (this.cells.hasEndpoints) {
99
+ state.compilationString += this._declareOutput(this.cells, state) + (" = " + tempCells + ";\r\n");
100
+ }
101
+ return this;
102
+ };
103
+ return VoronoiNoiseBlock;
104
+ }(NodeMaterialBlock));
105
+ export { VoronoiNoiseBlock };
106
+ RegisterClass("BABYLON.VoronoiNoiseBlock", VoronoiNoiseBlock);
107
+ //# sourceMappingURL=voronoiNoiseBlock.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"voronoiNoiseBlock.js","sourceRoot":"","sources":["../../../../../sourceES6/core/Materials/Node/Blocks/voronoiNoiseBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD;;GAEG;AACH;IAAuC,qCAAiB;IACpD;;;OAGG;IACH,2BAAmB,IAAY;QAA/B,YACI,kBAAM,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,SAOhD;QANG,KAAI,CAAC,aAAa,CAAC,MAAM,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC1E,KAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAC1E,KAAI,CAAC,aAAa,CAAC,SAAS,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAE3E,KAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAC3E,KAAI,CAAC,cAAc,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;;IAC9E,CAAC;IAED;;;OAGG;IACI,wCAAY,GAAnB;QACI,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAKD,sBAAW,mCAAI;QAHf;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,qCAAM;QAHjB;;UAEE;aACF;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKA,sBAAW,sCAAO;QAHnB;;UAEE;aACD;YACG,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,qCAAM;QAHjB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;;;OAAA;IAKA,sBAAW,oCAAK;QAHjB;;UAEE;aACD;YACG,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;;;OAAA;IAES,uCAAW,GAArB,UAAsB,KAA6B;QAC/C,iBAAM,WAAW,YAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;YACxB,OAAO;SACV;QAED,IAAI,cAAc,GAAG,6QAKpB,CAAC;QAEF,KAAK,CAAC,aAAa,CAAC,eAAe,EAAE,cAAc,EAAE,6BAA6B,CAAC,CAAC;QAEpF,cAAc,GAAG,s1BAsBhB,CAAC;QAEF,KAAK,CAAC,aAAa,CAAC,SAAS,EAAE,cAAc,EAAE,YAAY,CAAC,CAAC;QAE7D,IAAI,UAAU,GAAG,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,CAAC;QAC1D,IAAI,SAAS,GAAG,KAAK,CAAC,oBAAoB,CAAC,WAAW,CAAC,CAAC;QAExD,KAAK,CAAC,iBAAiB,IAAI,WAAS,UAAU,gBAAa,CAAC;QAC5D,KAAK,CAAC,iBAAiB,IAAI,WAAS,SAAS,gBAAa,CAAC;QAC3D,KAAK,CAAC,iBAAiB,IAAI,aAAW,IAAI,CAAC,IAAI,CAAC,sBAAsB,UAAK,IAAI,CAAC,MAAM,CAAC,sBAAsB,UAAK,IAAI,CAAC,OAAO,CAAC,sBAAsB,UAAK,UAAU,UAAK,SAAS,WAAQ,CAAC;QAE3L,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;YAC1B,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,IAAG,QAAM,UAAU,UAAO,CAAA,CAAC;SAChG;QAED,IAAI,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE;YACzB,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,IAAG,QAAM,SAAS,UAAO,CAAA,CAAC;SAC9F;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEL,wBAAC;AAAD,CAAC,AAtHD,CAAuC,iBAAiB,GAsHvD;;AAED,aAAa,CAAC,2BAA2B,EAAE,iBAAiB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { RegisterClass } from '../../../Misc/typeStore';\r\n\r\n/**\r\n * block used to Generate a Voronoi Noise Pattern\r\n */\r\nexport class VoronoiNoiseBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new VoronoiNoiseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerInput(\"offset\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"density\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"cells\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"VoronoiNoiseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the offset input component\r\n */\r\n public get offset(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the density input component\r\n */\r\n public get density(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get cells(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n let functionString = `vec2 voronoiRandom(vec2 seed, float offset){\r\n mat2 m = mat2(15.27, 47.63, 99.41, 89.98);\r\n vec2 uv = fract(sin(m * seed) * 46839.32);\r\n return vec2(sin(uv.y * offset) * 0.5 + 0.5, cos(uv.x * offset) * 0.5 + 0.5);\r\n }\r\n `;\r\n\r\n state._emitFunction('voronoiRandom', functionString, '// Voronoi random generator');\r\n\r\n functionString = `void voronoi(vec2 seed, float offset, float density, out float outValue, out float cells){\r\n vec2 g = floor(seed * density);\r\n vec2 f = fract(seed * density);\r\n float t = 8.0;\r\n vec3 res = vec3(8.0, 0.0, 0.0);\r\n\r\n for(int y=-1; y<=1; y++)\r\n {\r\n for(int x=-1; x<=1; x++)\r\n {\r\n vec2 lattice = vec2(x,y);\r\n vec2 randomOffset = voronoiRandom(lattice + g, offset);\r\n float d = distance(lattice + randomOffset, f);\r\n if(d < res.x)\r\n {\r\n res = vec3(d, randomOffset.x, randomOffset.y);\r\n outValue = res.x;\r\n cells = res.y;\r\n }\r\n }\r\n }\r\n }\r\n `;\r\n\r\n state._emitFunction('voronoi', functionString, '// Voronoi');\r\n\r\n let tempOutput = state._getFreeVariableName(\"tempOutput\");\r\n let tempCells = state._getFreeVariableName(\"tempCells\");\r\n\r\n state.compilationString += `float ${tempOutput} = 0.0;\\r\\n`;\r\n state.compilationString += `float ${tempCells} = 0.0;\\r\\n`;\r\n state.compilationString += `voronoi(${this.seed.associatedVariableName}, ${this.offset.associatedVariableName}, ${this.density.associatedVariableName}, ${tempOutput}, ${tempCells});\\r\\n`;\r\n\r\n if (this.output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.output, state) + ` = ${tempOutput};\\r\\n`;\r\n }\r\n\r\n if (this.cells.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.cells, state) + ` = ${tempCells};\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n}\r\n\r\nRegisterClass(\"BABYLON.VoronoiNoiseBlock\", VoronoiNoiseBlock);"]}
@@ -30,6 +30,14 @@ export declare class WorleyNoise3DBlock extends NodeMaterialBlock {
30
30
  * Gets the output component
31
31
  */
32
32
  get output(): NodeMaterialConnectionPoint;
33
+ /**
34
+ * Gets the x component
35
+ */
36
+ get x(): NodeMaterialConnectionPoint;
37
+ /**
38
+ * Gets the y component
39
+ */
40
+ get y(): NodeMaterialConnectionPoint;
33
41
  protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
34
42
  /**
35
43
  * Exposes the properties to the UI?
@@ -25,6 +25,8 @@ var WorleyNoise3DBlock = /** @class */ (function (_super) {
25
25
  _this.registerInput("seed", NodeMaterialBlockConnectionPointTypes.Vector3);
26
26
  _this.registerInput("jitter", NodeMaterialBlockConnectionPointTypes.Float);
27
27
  _this.registerOutput("output", NodeMaterialBlockConnectionPointTypes.Vector2);
28
+ _this.registerOutput("x", NodeMaterialBlockConnectionPointTypes.Float);
29
+ _this.registerOutput("y", NodeMaterialBlockConnectionPointTypes.Float);
28
30
  return _this;
29
31
  }
30
32
  /**
@@ -64,12 +66,32 @@ var WorleyNoise3DBlock = /** @class */ (function (_super) {
64
66
  enumerable: false,
65
67
  configurable: true
66
68
  });
69
+ Object.defineProperty(WorleyNoise3DBlock.prototype, "x", {
70
+ /**
71
+ * Gets the x component
72
+ */
73
+ get: function () {
74
+ return this._outputs[1];
75
+ },
76
+ enumerable: false,
77
+ configurable: true
78
+ });
79
+ Object.defineProperty(WorleyNoise3DBlock.prototype, "y", {
80
+ /**
81
+ * Gets the y component
82
+ */
83
+ get: function () {
84
+ return this._outputs[2];
85
+ },
86
+ enumerable: false,
87
+ configurable: true
88
+ });
67
89
  WorleyNoise3DBlock.prototype._buildBlock = function (state) {
68
90
  _super.prototype._buildBlock.call(this, state);
69
91
  if (!this.seed.isConnected) {
70
92
  return;
71
93
  }
72
- if (!this._outputs[0].hasEndpoints) {
94
+ if (!this.output.hasEndpoints && !this.x.hasEndpoints && !this.y.hasEndpoints) {
73
95
  return;
74
96
  }
75
97
  var functionString = "vec3 permute(vec3 x){\r\n";
@@ -222,7 +244,17 @@ var WorleyNoise3DBlock = /** @class */ (function (_super) {
222
244
  functionString += " return sqrt(d11.xy); // F1, F2\r\n";
223
245
  functionString += "}\r\n\r\n";
224
246
  state._emitFunction('worley3D', functionString, '// Worley3D');
225
- state.compilationString += this._declareOutput(this._outputs[0], state) + (" = worley(" + this.seed.associatedVariableName + ", " + this.jitter.associatedVariableName + ", " + this.manhattanDistance + ");\r\n");
247
+ var tempVariable = state._getFreeVariableName("worleyTemp");
248
+ state.compilationString += "vec2 " + tempVariable + " = worley(" + this.seed.associatedVariableName + ", " + this.jitter.associatedVariableName + ", " + this.manhattanDistance + ");\r\n";
249
+ if (this.output.hasEndpoints) {
250
+ state.compilationString += this._declareOutput(this.output, state) + (" = " + tempVariable + ";\r\n");
251
+ }
252
+ if (this.x.hasEndpoints) {
253
+ state.compilationString += this._declareOutput(this.x, state) + (" = " + tempVariable + ".x;\r\n");
254
+ }
255
+ if (this.y.hasEndpoints) {
256
+ state.compilationString += this._declareOutput(this.y, state) + (" = " + tempVariable + ".y;\r\n");
257
+ }
226
258
  return this;
227
259
  };
228
260
  /**
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { RegisterClass } from '../../../Misc/typeStore';\r\nimport { Scene } from '../../../scene';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../nodeMaterialDecorator\";\r\n\r\n/**\r\n * block used to Generate a Worley Noise 3D Noise Pattern\r\n */\r\n\r\n// Source: https://github.com/Erkaman/glsl-worley\r\n// Converted to BJS by Pryme8\r\n//\r\n// Worley Noise 3D\r\n// Return vec2 value range of -1.0->1.0, F1-F2 respectivly\r\n\r\nexport class WorleyNoise3DBlock extends NodeMaterialBlock {\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Use Manhattan Distance\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { \"notifiers\": { \"update\": false } })\r\n public manhattanDistance = false;\r\n\r\n /**\r\n * Creates a new WorleyNoise3DBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"jitter\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"WorleyNoise3DBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the jitter input component\r\n */\r\n public get jitter(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `vec3 permute(vec3 x){\\r\\n`;\r\n functionString += ` return mod((34.0 * x + 1.0) * x, 289.0);\\r\\n`;\r\n functionString += `}\\r\\n\\r\\n`;\r\n\r\n functionString += `vec3 dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance){\\r\\n`;\r\n functionString += ` return manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z);\\r\\n`;\r\n functionString += `}\\r\\n\\r\\n`;\r\n\r\n functionString += `vec2 worley(vec3 P, float jitter, bool manhattanDistance){\\r\\n`;\r\n functionString += ` float K = 0.142857142857; // 1/7\\r\\n`;\r\n functionString += ` float Ko = 0.428571428571; // 1/2-K/2\\r\\n`;\r\n functionString += ` float K2 = 0.020408163265306; // 1/(7*7)\\r\\n`;\r\n functionString += ` float Kz = 0.166666666667; // 1/6\\r\\n`;\r\n functionString += ` float Kzo = 0.416666666667; // 1/2-1/6*2\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 Pi = mod(floor(P), 289.0);\\r\\n`;\r\n functionString += ` vec3 Pf = fract(P) - 0.5;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);\\r\\n`;\r\n functionString += ` vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);\\r\\n`;\r\n functionString += ` vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));\\r\\n`;\r\n functionString += ` vec3 p1 = permute(p + Pi.y - 1.0);\\r\\n`;\r\n functionString += ` vec3 p2 = permute(p + Pi.y);\\r\\n`;\r\n functionString += ` vec3 p3 = permute(p + Pi.y + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p11 = permute(p1 + Pi.z - 1.0);\\r\\n`;\r\n functionString += ` vec3 p12 = permute(p1 + Pi.z);\\r\\n`;\r\n functionString += ` vec3 p13 = permute(p1 + Pi.z + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p21 = permute(p2 + Pi.z - 1.0);\\r\\n`;\r\n functionString += ` vec3 p22 = permute(p2 + Pi.z);\\r\\n`;\r\n functionString += ` vec3 p23 = permute(p2 + Pi.z + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p31 = permute(p3 + Pi.z - 1.0);\\r\\n`;\r\n functionString += ` vec3 p32 = permute(p3 + Pi.z);\\r\\n`;\r\n functionString += ` vec3 p33 = permute(p3 + Pi.z + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox11 = fract(p11*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox12 = fract(p12*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz12 = floor(p12*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox13 = fract(p13*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz13 = floor(p13*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox21 = fract(p21*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz21 = floor(p21*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox22 = fract(p22*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz22 = floor(p22*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox23 = fract(p23*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz23 = floor(p23*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox31 = fract(p31*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz31 = floor(p31*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox32 = fract(p32*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz32 = floor(p32*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox33 = fract(p33*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz33 = floor(p33*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx11 = Pfx + jitter*ox11;\\r\\n`;\r\n functionString += ` vec3 dy11 = Pfy.x + jitter*oy11;\\r\\n`;\r\n functionString += ` vec3 dz11 = Pfz.x + jitter*oz11;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx12 = Pfx + jitter*ox12;\\r\\n`;\r\n functionString += ` vec3 dy12 = Pfy.x + jitter*oy12;\\r\\n`;\r\n functionString += ` vec3 dz12 = Pfz.y + jitter*oz12;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx13 = Pfx + jitter*ox13;\\r\\n`;\r\n functionString += ` vec3 dy13 = Pfy.x + jitter*oy13;\\r\\n`;\r\n functionString += ` vec3 dz13 = Pfz.z + jitter*oz13;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx21 = Pfx + jitter*ox21;\\r\\n`;\r\n functionString += ` vec3 dy21 = Pfy.y + jitter*oy21;\\r\\n`;\r\n functionString += ` vec3 dz21 = Pfz.x + jitter*oz21;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx22 = Pfx + jitter*ox22;\\r\\n`;\r\n functionString += ` vec3 dy22 = Pfy.y + jitter*oy22;\\r\\n`;\r\n functionString += ` vec3 dz22 = Pfz.y + jitter*oz22;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx23 = Pfx + jitter*ox23;\\r\\n`;\r\n functionString += ` vec3 dy23 = Pfy.y + jitter*oy23;\\r\\n`;\r\n functionString += ` vec3 dz23 = Pfz.z + jitter*oz23;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx31 = Pfx + jitter*ox31;\\r\\n`;\r\n functionString += ` vec3 dy31 = Pfy.z + jitter*oy31;\\r\\n`;\r\n functionString += ` vec3 dz31 = Pfz.x + jitter*oz31;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx32 = Pfx + jitter*ox32;\\r\\n`;\r\n functionString += ` vec3 dy32 = Pfy.z + jitter*oy32;\\r\\n`;\r\n functionString += ` vec3 dz32 = Pfz.y + jitter*oz32;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx33 = Pfx + jitter*ox33;\\r\\n`;\r\n functionString += ` vec3 dy33 = Pfy.z + jitter*oy33;\\r\\n`;\r\n functionString += ` vec3 dz33 = Pfz.z + jitter*oz33;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 d11 = dist(dx11, dy11, dz11, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d12 =dist(dx12, dy12, dz12, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d13 = dist(dx13, dy13, dz13, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d21 = dist(dx21, dy21, dz21, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d22 = dist(dx22, dy22, dz22, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d23 = dist(dx23, dy23, dz23, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d31 = dist(dx31, dy31, dz31, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d32 = dist(dx32, dy32, dz32, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d33 = dist(dx33, dy33, dz33, manhattanDistance);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 d1a = min(d11, d12);\\r\\n`;\r\n functionString += ` d12 = max(d11, d12);\\r\\n`;\r\n functionString += ` d11 = min(d1a, d13); // Smallest now not in d12 or d13\\r\\n`;\r\n functionString += ` d13 = max(d1a, d13);\\r\\n`;\r\n functionString += ` d12 = min(d12, d13); // 2nd smallest now not in d13\\r\\n`;\r\n functionString += ` vec3 d2a = min(d21, d22);\\r\\n`;\r\n functionString += ` d22 = max(d21, d22);\\r\\n`;\r\n functionString += ` d21 = min(d2a, d23); // Smallest now not in d22 or d23\\r\\n`;\r\n functionString += ` d23 = max(d2a, d23);\\r\\n`;\r\n functionString += ` d22 = min(d22, d23); // 2nd smallest now not in d23\\r\\n`;\r\n functionString += ` vec3 d3a = min(d31, d32);\\r\\n`;\r\n functionString += ` d32 = max(d31, d32);\\r\\n`;\r\n functionString += ` d31 = min(d3a, d33); // Smallest now not in d32 or d33\\r\\n`;\r\n functionString += ` d33 = max(d3a, d33);\\r\\n`;\r\n functionString += ` d32 = min(d32, d33); // 2nd smallest now not in d33\\r\\n`;\r\n functionString += ` vec3 da = min(d11, d21);\\r\\n`;\r\n functionString += ` d21 = max(d11, d21);\\r\\n`;\r\n functionString += ` d11 = min(da, d31); // Smallest now in d11\\r\\n`;\r\n functionString += ` d31 = max(da, d31); // 2nd smallest now not in d31\\r\\n`;\r\n functionString += ` d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx;\\r\\n`;\r\n functionString += ` d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest\\r\\n`;\r\n functionString += ` d12 = min(d12, d21); // 2nd smallest now not in d21\\r\\n`;\r\n functionString += ` d12 = min(d12, d22); // nor in d22\\r\\n`;\r\n functionString += ` d12 = min(d12, d31); // nor in d31\\r\\n`;\r\n functionString += ` d12 = min(d12, d32); // nor in d32\\r\\n`;\r\n functionString += ` d11.yz = min(d11.yz,d12.xy); // nor in d12.yz\\r\\n`;\r\n functionString += ` d11.y = min(d11.y,d12.z); // Only two more to go\\r\\n`;\r\n functionString += ` d11.y = min(d11.y,d11.z); // Done! (Phew!)\\r\\n`;\r\n functionString += ` return sqrt(d11.xy); // F1, F2\\r\\n`;\r\n functionString += `}\\r\\n\\r\\n`;\r\n\r\n state._emitFunction('worley3D', functionString, '// Worley3D');\r\n state.compilationString += this._declareOutput(this._outputs[0], state) + ` = worley(${this.seed.associatedVariableName}, ${this.jitter.associatedVariableName}, ${this.manhattanDistance});\\r\\n`;\r\n\r\n return this;\r\n }\r\n /**\r\n * Exposes the properties to the UI?\r\n */\r\n protected _dumpPropertiesCode() {\r\n var codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n /**\r\n * Exposes the properties to the Serialize?\r\n */\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.manhattanDistance = this.manhattanDistance;\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * Exposes the properties to the deserialize?\r\n */\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.manhattanDistance = serializationObject.manhattanDistance;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WorleyNoise3DBlock\", WorleyNoise3DBlock);"]}
1
+ 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{ NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { RegisterClass } from '../../../Misc/typeStore';\r\nimport { Scene } from '../../../scene';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../nodeMaterialDecorator\";\r\n\r\n/**\r\n * block used to Generate a Worley Noise 3D Noise Pattern\r\n */\r\n\r\n// Source: https://github.com/Erkaman/glsl-worley\r\n// Converted to BJS by Pryme8\r\n//\r\n// Worley Noise 3D\r\n// Return vec2 value range of -1.0->1.0, F1-F2 respectivly\r\n\r\nexport class WorleyNoise3DBlock extends NodeMaterialBlock {\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Use Manhattan Distance\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { \"notifiers\": { \"update\": false } })\r\n public manhattanDistance = false;\r\n\r\n /**\r\n * Creates a new WorleyNoise3DBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"jitter\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"x\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"y\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"WorleyNoise3DBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the jitter input component\r\n */\r\n public get jitter(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the x component\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the y component\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this.output.hasEndpoints && !this.x.hasEndpoints && !this.y.hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `vec3 permute(vec3 x){\\r\\n`;\r\n functionString += ` return mod((34.0 * x + 1.0) * x, 289.0);\\r\\n`;\r\n functionString += `}\\r\\n\\r\\n`;\r\n\r\n functionString += `vec3 dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance){\\r\\n`;\r\n functionString += ` return manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z);\\r\\n`;\r\n functionString += `}\\r\\n\\r\\n`;\r\n\r\n functionString += `vec2 worley(vec3 P, float jitter, bool manhattanDistance){\\r\\n`;\r\n functionString += ` float K = 0.142857142857; // 1/7\\r\\n`;\r\n functionString += ` float Ko = 0.428571428571; // 1/2-K/2\\r\\n`;\r\n functionString += ` float K2 = 0.020408163265306; // 1/(7*7)\\r\\n`;\r\n functionString += ` float Kz = 0.166666666667; // 1/6\\r\\n`;\r\n functionString += ` float Kzo = 0.416666666667; // 1/2-1/6*2\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 Pi = mod(floor(P), 289.0);\\r\\n`;\r\n functionString += ` vec3 Pf = fract(P) - 0.5;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);\\r\\n`;\r\n functionString += ` vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);\\r\\n`;\r\n functionString += ` vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));\\r\\n`;\r\n functionString += ` vec3 p1 = permute(p + Pi.y - 1.0);\\r\\n`;\r\n functionString += ` vec3 p2 = permute(p + Pi.y);\\r\\n`;\r\n functionString += ` vec3 p3 = permute(p + Pi.y + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p11 = permute(p1 + Pi.z - 1.0);\\r\\n`;\r\n functionString += ` vec3 p12 = permute(p1 + Pi.z);\\r\\n`;\r\n functionString += ` vec3 p13 = permute(p1 + Pi.z + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p21 = permute(p2 + Pi.z - 1.0);\\r\\n`;\r\n functionString += ` vec3 p22 = permute(p2 + Pi.z);\\r\\n`;\r\n functionString += ` vec3 p23 = permute(p2 + Pi.z + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p31 = permute(p3 + Pi.z - 1.0);\\r\\n`;\r\n functionString += ` vec3 p32 = permute(p3 + Pi.z);\\r\\n`;\r\n functionString += ` vec3 p33 = permute(p3 + Pi.z + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox11 = fract(p11*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox12 = fract(p12*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz12 = floor(p12*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox13 = fract(p13*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz13 = floor(p13*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox21 = fract(p21*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz21 = floor(p21*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox22 = fract(p22*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz22 = floor(p22*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox23 = fract(p23*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz23 = floor(p23*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox31 = fract(p31*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz31 = floor(p31*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox32 = fract(p32*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz32 = floor(p32*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox33 = fract(p33*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz33 = floor(p33*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx11 = Pfx + jitter*ox11;\\r\\n`;\r\n functionString += ` vec3 dy11 = Pfy.x + jitter*oy11;\\r\\n`;\r\n functionString += ` vec3 dz11 = Pfz.x + jitter*oz11;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx12 = Pfx + jitter*ox12;\\r\\n`;\r\n functionString += ` vec3 dy12 = Pfy.x + jitter*oy12;\\r\\n`;\r\n functionString += ` vec3 dz12 = Pfz.y + jitter*oz12;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx13 = Pfx + jitter*ox13;\\r\\n`;\r\n functionString += ` vec3 dy13 = Pfy.x + jitter*oy13;\\r\\n`;\r\n functionString += ` vec3 dz13 = Pfz.z + jitter*oz13;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx21 = Pfx + jitter*ox21;\\r\\n`;\r\n functionString += ` vec3 dy21 = Pfy.y + jitter*oy21;\\r\\n`;\r\n functionString += ` vec3 dz21 = Pfz.x + jitter*oz21;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx22 = Pfx + jitter*ox22;\\r\\n`;\r\n functionString += ` vec3 dy22 = Pfy.y + jitter*oy22;\\r\\n`;\r\n functionString += ` vec3 dz22 = Pfz.y + jitter*oz22;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx23 = Pfx + jitter*ox23;\\r\\n`;\r\n functionString += ` vec3 dy23 = Pfy.y + jitter*oy23;\\r\\n`;\r\n functionString += ` vec3 dz23 = Pfz.z + jitter*oz23;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx31 = Pfx + jitter*ox31;\\r\\n`;\r\n functionString += ` vec3 dy31 = Pfy.z + jitter*oy31;\\r\\n`;\r\n functionString += ` vec3 dz31 = Pfz.x + jitter*oz31;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx32 = Pfx + jitter*ox32;\\r\\n`;\r\n functionString += ` vec3 dy32 = Pfy.z + jitter*oy32;\\r\\n`;\r\n functionString += ` vec3 dz32 = Pfz.y + jitter*oz32;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx33 = Pfx + jitter*ox33;\\r\\n`;\r\n functionString += ` vec3 dy33 = Pfy.z + jitter*oy33;\\r\\n`;\r\n functionString += ` vec3 dz33 = Pfz.z + jitter*oz33;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 d11 = dist(dx11, dy11, dz11, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d12 =dist(dx12, dy12, dz12, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d13 = dist(dx13, dy13, dz13, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d21 = dist(dx21, dy21, dz21, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d22 = dist(dx22, dy22, dz22, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d23 = dist(dx23, dy23, dz23, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d31 = dist(dx31, dy31, dz31, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d32 = dist(dx32, dy32, dz32, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d33 = dist(dx33, dy33, dz33, manhattanDistance);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 d1a = min(d11, d12);\\r\\n`;\r\n functionString += ` d12 = max(d11, d12);\\r\\n`;\r\n functionString += ` d11 = min(d1a, d13); // Smallest now not in d12 or d13\\r\\n`;\r\n functionString += ` d13 = max(d1a, d13);\\r\\n`;\r\n functionString += ` d12 = min(d12, d13); // 2nd smallest now not in d13\\r\\n`;\r\n functionString += ` vec3 d2a = min(d21, d22);\\r\\n`;\r\n functionString += ` d22 = max(d21, d22);\\r\\n`;\r\n functionString += ` d21 = min(d2a, d23); // Smallest now not in d22 or d23\\r\\n`;\r\n functionString += ` d23 = max(d2a, d23);\\r\\n`;\r\n functionString += ` d22 = min(d22, d23); // 2nd smallest now not in d23\\r\\n`;\r\n functionString += ` vec3 d3a = min(d31, d32);\\r\\n`;\r\n functionString += ` d32 = max(d31, d32);\\r\\n`;\r\n functionString += ` d31 = min(d3a, d33); // Smallest now not in d32 or d33\\r\\n`;\r\n functionString += ` d33 = max(d3a, d33);\\r\\n`;\r\n functionString += ` d32 = min(d32, d33); // 2nd smallest now not in d33\\r\\n`;\r\n functionString += ` vec3 da = min(d11, d21);\\r\\n`;\r\n functionString += ` d21 = max(d11, d21);\\r\\n`;\r\n functionString += ` d11 = min(da, d31); // Smallest now in d11\\r\\n`;\r\n functionString += ` d31 = max(da, d31); // 2nd smallest now not in d31\\r\\n`;\r\n functionString += ` d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx;\\r\\n`;\r\n functionString += ` d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest\\r\\n`;\r\n functionString += ` d12 = min(d12, d21); // 2nd smallest now not in d21\\r\\n`;\r\n functionString += ` d12 = min(d12, d22); // nor in d22\\r\\n`;\r\n functionString += ` d12 = min(d12, d31); // nor in d31\\r\\n`;\r\n functionString += ` d12 = min(d12, d32); // nor in d32\\r\\n`;\r\n functionString += ` d11.yz = min(d11.yz,d12.xy); // nor in d12.yz\\r\\n`;\r\n functionString += ` d11.y = min(d11.y,d12.z); // Only two more to go\\r\\n`;\r\n functionString += ` d11.y = min(d11.y,d11.z); // Done! (Phew!)\\r\\n`;\r\n functionString += ` return sqrt(d11.xy); // F1, F2\\r\\n`;\r\n functionString += `}\\r\\n\\r\\n`;\r\n\r\n state._emitFunction('worley3D', functionString, '// Worley3D');\r\n\r\n const tempVariable = state._getFreeVariableName(\"worleyTemp\");\r\n\r\n state.compilationString += `vec2 ${tempVariable} = worley(${this.seed.associatedVariableName}, ${this.jitter.associatedVariableName}, ${this.manhattanDistance});\\r\\n`;\r\n\r\n if (this.output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.output, state) + ` = ${tempVariable};\\r\\n`;\r\n }\r\n\r\n if (this.x.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.x, state) + ` = ${tempVariable}.x;\\r\\n`;\r\n }\r\n\r\n if (this.y.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.y, state) + ` = ${tempVariable}.y;\\r\\n`;\r\n }\r\n return this;\r\n }\r\n /**\r\n * Exposes the properties to the UI?\r\n */\r\n protected _dumpPropertiesCode() {\r\n var codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n /**\r\n * Exposes the properties to the Serialize?\r\n */\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.manhattanDistance = this.manhattanDistance;\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * Exposes the properties to the deserialize?\r\n */\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.manhattanDistance = serializationObject.manhattanDistance;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WorleyNoise3DBlock\", WorleyNoise3DBlock);"]}
@@ -68,6 +68,7 @@ export declare class NodeMaterialDefines extends MaterialDefines implements IIma
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68
  SAMPLER3DGREENDEPTH: boolean;
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  SAMPLER3DBGRMAP: boolean;
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  IMAGEPROCESSINGPOSTPROCESS: boolean;
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+ SKIPFINALCOLORCLAMP: boolean;
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  /** MISC. */
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  BUMPDIRECTUV: number;
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  constructor();
@@ -77,6 +77,7 @@ var NodeMaterialDefines = /** @class */ (function (_super) {
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  _this.SAMPLER3DGREENDEPTH = false;
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  _this.SAMPLER3DBGRMAP = false;
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  _this.IMAGEPROCESSINGPOSTPROCESS = false;
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+ _this.SKIPFINALCOLORCLAMP = false;
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  /** MISC. */
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  _this.BUMPDIRECTUV = 0;
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  _this.rebuild();
@@ -527,6 +528,7 @@ var NodeMaterial = /** @class */ (function (_super) {
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  this._fragmentCompilationState.target = NodeMaterialBlockTargets.Fragment;
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  // Shared data
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  this._sharedData = new NodeMaterialBuildStateSharedData();
531
+ this._sharedData.fragmentOutputNodes = this._fragmentOutputNodes;
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  this._vertexCompilationState.sharedData = this._sharedData;
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  this._fragmentCompilationState.sharedData = this._sharedData;
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  this._sharedData.buildId = this._buildId;