@babylonjs/core 5.0.0-beta.3 → 5.0.0-beta.7
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.
- package/Actions/actionManager.d.ts +1 -1
- package/Actions/actionManager.js +5 -1
- package/Actions/actionManager.js.map +1 -1
- package/Audio/analyser.d.ts +2 -1
- package/Audio/analyser.js +5 -0
- package/Audio/analyser.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js +5 -0
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +1 -1
- package/Audio/sound.js +8 -1
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.d.ts +2 -1
- package/Audio/soundTrack.js +5 -0
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +2 -1
- package/Bones/bone.js +28 -18
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.js +3 -3
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.d.ts +4 -0
- package/Buffers/buffer.js +13 -3
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
- package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
- package/Cameras/VR/vrExperienceHelper.js +1 -0
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +2 -1
- package/Cameras/VR/webVRCamera.js +3 -2
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +1 -1
- package/Cameras/camera.js +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.d.ts +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.d.ts +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.d.ts +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +48 -2
- package/Collisions/collider.js.map +1 -1
- package/Compute/computeEffect.js +2 -2
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
- package/Culling/Octrees/octreeSceneComponent.js +5 -0
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/ray.d.ts +6 -4
- package/Culling/ray.js +31 -10
- package/Culling/ray.js.map +1 -1
- package/Debug/axesViewer.d.ts +1 -1
- package/Debug/axesViewer.js +5 -0
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js +6 -2
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +1 -1
- package/Debug/physicsViewer.js +3 -0
- package/Debug/physicsViewer.js.map +1 -1
- package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
- package/DeviceInput/Helpers/eventFactory.js +2 -5
- package/DeviceInput/Helpers/eventFactory.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +55 -2
- package/DeviceInput/InputDevices/deviceEnums.js +54 -0
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
- package/DeviceInput/InputDevices/deviceSource.js +38 -0
- package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +14 -72
- package/DeviceInput/InputDevices/deviceSourceManager.js +10 -180
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
- package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
- package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +46 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js +144 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
- package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
- package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +11 -16
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
- package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +11 -15
- package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +121 -146
- package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
- package/DeviceInput/index.d.ts +1 -5
- package/DeviceInput/index.js +1 -5
- package/DeviceInput/index.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +6 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +5 -0
- package/Engines/Extensions/engine.multiview.js +4 -1
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +3 -2
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +13 -13
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +13 -6
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.d.ts +2 -6
- package/Engines/engine.js +1 -5
- package/Engines/engine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +4 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -0
- package/Engines/nativeEngine.js +39 -12
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +3 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +8 -0
- package/Engines/renderTargetWrapper.js +20 -0
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +17 -1
- package/Engines/thinEngine.js +50 -20
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +0 -4
- package/Engines/webgpuEngine.js +7 -14
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gamepads/Controllers/daydreamController.js +1 -1
- package/Gamepads/Controllers/daydreamController.js.map +1 -1
- package/Gamepads/Controllers/oculusTouchController.js +2 -2
- package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
- package/Gamepads/Controllers/webVRController.d.ts +1 -0
- package/Gamepads/Controllers/webVRController.js +1 -0
- package/Gamepads/Controllers/webVRController.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -0
- package/Gizmos/gizmoManager.js +28 -24
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +1 -0
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +2 -2
- package/Inputs/scene.inputManager.js +11 -13
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -1
- package/Layers/effectLayer.js +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/effectLayerSceneComponent.d.ts +1 -1
- package/Layers/effectLayerSceneComponent.js +7 -3
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +1 -1
- package/Layers/highlightLayer.js +2 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.d.ts +2 -2
- package/Layers/layer.js.map +1 -1
- package/Layers/layerSceneComponent.d.ts +1 -1
- package/Layers/layerSceneComponent.js +7 -3
- package/Layers/layerSceneComponent.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +2 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +115 -29
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/loadingScreen.js +8 -8
- package/Loading/loadingScreen.js.map +1 -1
- package/Loading/sceneLoader.js +3 -3
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +3 -3
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +7 -7
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +10 -10
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +1 -1
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js +4 -4
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
- package/Materials/Node/Blocks/elbowBlock.js +60 -0
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
- package/Materials/Node/Blocks/fresnelBlock.js +2 -2
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +8 -8
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/lengthBlock.js +1 -1
- package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
- package/Materials/Node/Blocks/lerpBlock.js +1 -1
- package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/maxBlock.js +1 -1
- package/Materials/Node/Blocks/maxBlock.js.map +1 -1
- package/Materials/Node/Blocks/minBlock.js +1 -1
- package/Materials/Node/Blocks/minBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +1 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/negateBlock.js +1 -1
- package/Materials/Node/Blocks/negateBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js +5 -5
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js +2 -2
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js +1 -1
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js +1 -1
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js +3 -3
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/replaceColorBlock.js +3 -3
- package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
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{ Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { RegisterClass } from '../Misc/typeStore';\r\n\r\n/**\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see https://doc.babylonjs.com/how_to/multi_materials\r\n */\r\nexport class MultiMaterial extends Material {\r\n private _subMaterials: Nullable<Material>[];\r\n\r\n /**\r\n * Gets or Sets the list of Materials used within the multi material.\r\n * They need to be ordered according to the submeshes order in the associated mesh\r\n */\r\n public get subMaterials(): Nullable<Material>[] {\r\n return this._subMaterials;\r\n }\r\n\r\n public set subMaterials(value: Nullable<Material>[]) {\r\n this._subMaterials = value;\r\n this._hookArray(value);\r\n }\r\n\r\n /**\r\n * Function used to align with Node.getChildren()\r\n * @returns the list of Materials used within the multi material\r\n */\r\n public getChildren(): Nullable<Material>[] {\r\n return this.subMaterials;\r\n }\r\n\r\n /**\r\n * Instantiates a new Multi Material\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see https://doc.babylonjs.com/how_to/multi_materials\r\n * @param name Define the name in the scene\r\n * @param scene Define the scene the material belongs to\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene, true);\r\n\r\n scene.multiMaterials.push(this);\r\n\r\n this.subMaterials = new Array<Material>();\r\n\r\n this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material\r\n }\r\n\r\n private _hookArray(array: Nullable<Material>[]): void {\r\n var oldPush = array.push;\r\n array.push = (...items: Nullable<Material>[]) => {\r\n var result = oldPush.apply(array, items);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return result;\r\n };\r\n\r\n var oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return deleted;\r\n };\r\n }\r\n\r\n /**\r\n * Get one of the submaterial by its index in the submaterials array\r\n * @param index The index to look the sub material at\r\n * @returns The Material if the index has been defined\r\n */\r\n public getSubMaterial(index: number): Nullable<Material> {\r\n if (index < 0 || index >= this.subMaterials.length) {\r\n return this.getScene().defaultMaterial;\r\n }\r\n\r\n return this.subMaterials[index];\r\n }\r\n\r\n /**\r\n * Get the list of active textures for the whole sub materials list.\r\n * @returns All the textures that will be used during the rendering\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n return super.getActiveTextures().concat(...this.subMaterials.map((subMaterial) => {\r\n if (subMaterial) {\r\n return subMaterial.getActiveTextures();\r\n } else {\r\n return [];\r\n }\r\n }));\r\n }\r\n\r\n /**\r\n * Specifies if any sub-materials of this multi-material use a given texture.\r\n * @param texture Defines the texture to check against this multi-material's sub-materials.\r\n * @returns A boolean specifying if any sub-material of this multi-material uses the texture.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n for (let i = 0; i < this.subMaterials.length; i++) {\r\n if (this.subMaterials[i]?.hasTexture(texture)) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"MultiMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"MultiMaterial\";\r\n }\r\n\r\n /**\r\n * Checks if the material is ready to render the requested sub mesh\r\n * @param mesh Define the mesh the submesh belongs to\r\n * @param subMesh Define the sub mesh to look readiness for\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n if (subMaterial._storeEffectOnSubMeshes) {\r\n if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {\r\n return false;\r\n }\r\n continue;\r\n }\r\n\r\n if (!subMaterial.isReady(mesh)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Clones the current material and its related sub materials\r\n * @param name Define the name of the newly cloned material\r\n * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance\r\n * @returns the cloned material\r\n */\r\n public clone(name: string, cloneChildren?: boolean): MultiMaterial {\r\n var newMultiMaterial = new MultiMaterial(name, this.getScene());\r\n\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial: Nullable<Material> = null;\r\n let current = this.subMaterials[index];\r\n if (cloneChildren && current) {\r\n subMaterial = current.clone(name + \"-\" + current.name);\r\n } else {\r\n subMaterial = this.subMaterials[index];\r\n }\r\n newMultiMaterial.subMaterials.push(subMaterial);\r\n }\r\n\r\n return newMultiMaterial;\r\n }\r\n\r\n /**\r\n * Serializes the materials into a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.materials = [];\r\n\r\n for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {\r\n var subMat = this.subMaterials[matIndex];\r\n\r\n if (subMat) {\r\n serializationObject.materials.push(subMat.id);\r\n } else {\r\n serializationObject.materials.push(null);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the material and release its associated resources\r\n * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)\r\n * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)\r\n * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n if (forceDisposeChildren) {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n subMaterial.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n }\r\n }\r\n\r\n var index = scene.multiMaterials.indexOf(this);\r\n if (index >= 0) {\r\n scene.multiMaterials.splice(index, 1);\r\n }\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n\r\n /**\r\n * Creates a MultiMaterial from parsed MultiMaterial data.\r\n * @param parsedMultiMaterial defines parsed MultiMaterial data.\r\n * @param scene defines the hosting scene\r\n * @returns a new MultiMaterial\r\n */\r\n public static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial {\r\n var multiMaterial = new MultiMaterial(parsedMultiMaterial.name, scene);\r\n\r\n multiMaterial.id = parsedMultiMaterial.id;\r\n\r\n if (Tags) {\r\n Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);\r\n }\r\n\r\n for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {\r\n var subMatId = parsedMultiMaterial.materials[matIndex];\r\n\r\n if (subMatId) {\r\n // If the same multimaterial is loaded twice, the 2nd multimaterial needs to reference the latest material by that id which\r\n // is why this lookup should use getLastMaterialByID instead of getMaterialByID\r\n multiMaterial.subMaterials.push(scene.getLastMaterialById(subMatId));\r\n } else {\r\n multiMaterial.subMaterials.push(null);\r\n }\r\n }\r\n\r\n return multiMaterial;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MultiMaterial\", MultiMaterial);\r\n"]}
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+
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{ Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { RegisterClass } from '../Misc/typeStore';\r\n\r\n/**\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see https://doc.babylonjs.com/how_to/multi_materials\r\n */\r\nexport class MultiMaterial extends Material {\r\n private _subMaterials: Nullable<Material>[];\r\n /** @hidden */\r\n public _waitingSubMaterialsUniqueIds: string[] = [];\r\n\r\n /**\r\n * Gets or Sets the list of Materials used within the multi material.\r\n * They need to be ordered according to the submeshes order in the associated mesh\r\n */\r\n public get subMaterials(): Nullable<Material>[] {\r\n return this._subMaterials;\r\n }\r\n\r\n public set subMaterials(value: Nullable<Material>[]) {\r\n this._subMaterials = value;\r\n this._hookArray(value);\r\n }\r\n\r\n /**\r\n * Function used to align with Node.getChildren()\r\n * @returns the list of Materials used within the multi material\r\n */\r\n public getChildren(): Nullable<Material>[] {\r\n return this.subMaterials;\r\n }\r\n\r\n /**\r\n * Instantiates a new Multi Material\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see https://doc.babylonjs.com/how_to/multi_materials\r\n * @param name Define the name in the scene\r\n * @param scene Define the scene the material belongs to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene, true);\r\n\r\n this.getScene().multiMaterials.push(this);\r\n\r\n this.subMaterials = new Array<Material>();\r\n\r\n this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material\r\n }\r\n\r\n private _hookArray(array: Nullable<Material>[]): void {\r\n var oldPush = array.push;\r\n array.push = (...items: Nullable<Material>[]) => {\r\n var result = oldPush.apply(array, items);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return result;\r\n };\r\n\r\n var oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return deleted;\r\n };\r\n }\r\n\r\n /**\r\n * Get one of the submaterial by its index in the submaterials array\r\n * @param index The index to look the sub material at\r\n * @returns The Material if the index has been defined\r\n */\r\n public getSubMaterial(index: number): Nullable<Material> {\r\n if (index < 0 || index >= this.subMaterials.length) {\r\n return this.getScene().defaultMaterial;\r\n }\r\n\r\n return this.subMaterials[index];\r\n }\r\n\r\n /**\r\n * Get the list of active textures for the whole sub materials list.\r\n * @returns All the textures that will be used during the rendering\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n return super.getActiveTextures().concat(...this.subMaterials.map((subMaterial) => {\r\n if (subMaterial) {\r\n return subMaterial.getActiveTextures();\r\n } else {\r\n return [];\r\n }\r\n }));\r\n }\r\n\r\n /**\r\n * Specifies if any sub-materials of this multi-material use a given texture.\r\n * @param texture Defines the texture to check against this multi-material's sub-materials.\r\n * @returns A boolean specifying if any sub-material of this multi-material uses the texture.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n for (let i = 0; i < this.subMaterials.length; i++) {\r\n if (this.subMaterials[i]?.hasTexture(texture)) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"MultiMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"MultiMaterial\";\r\n }\r\n\r\n /**\r\n * Checks if the material is ready to render the requested sub mesh\r\n * @param mesh Define the mesh the submesh belongs to\r\n * @param subMesh Define the sub mesh to look readiness for\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n if (subMaterial._storeEffectOnSubMeshes) {\r\n if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {\r\n return false;\r\n }\r\n continue;\r\n }\r\n\r\n if (!subMaterial.isReady(mesh)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Clones the current material and its related sub materials\r\n * @param name Define the name of the newly cloned material\r\n * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance\r\n * @returns the cloned material\r\n */\r\n public clone(name: string, cloneChildren?: boolean): MultiMaterial {\r\n var newMultiMaterial = new MultiMaterial(name, this.getScene());\r\n\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial: Nullable<Material> = null;\r\n let current = this.subMaterials[index];\r\n if (cloneChildren && current) {\r\n subMaterial = current.clone(name + \"-\" + current.name);\r\n } else {\r\n subMaterial = this.subMaterials[index];\r\n }\r\n newMultiMaterial.subMaterials.push(subMaterial);\r\n }\r\n\r\n return newMultiMaterial;\r\n }\r\n\r\n /**\r\n * Serializes the materials into a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.uniqueId = this.uniqueId;\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.materialsUniqueIds = [];\r\n serializationObject.materials = [];\r\n\r\n for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {\r\n var subMat = this.subMaterials[matIndex];\r\n\r\n if (subMat) {\r\n serializationObject.materialsUniqueIds.push(subMat.uniqueId);\r\n serializationObject.materials.push(subMat.id);\r\n } else {\r\n serializationObject.materialsUniqueIds.push(null);\r\n serializationObject.materials.push(null);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the material and release its associated resources\r\n * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)\r\n * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)\r\n * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n if (forceDisposeChildren) {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n subMaterial.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n }\r\n }\r\n\r\n var index = scene.multiMaterials.indexOf(this);\r\n if (index >= 0) {\r\n scene.multiMaterials.splice(index, 1);\r\n }\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n\r\n /**\r\n * Creates a MultiMaterial from parsed MultiMaterial data.\r\n * @param parsedMultiMaterial defines parsed MultiMaterial data.\r\n * @param scene defines the hosting scene\r\n * @returns a new MultiMaterial\r\n */\r\n public static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial {\r\n var multiMaterial = new MultiMaterial(parsedMultiMaterial.name, scene);\r\n\r\n multiMaterial.id = parsedMultiMaterial.id;\r\n multiMaterial._loadedUniqueId = parsedMultiMaterial.uniqueId;\r\n\r\n if (Tags) {\r\n Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);\r\n }\r\n\r\n if (parsedMultiMaterial.materialsUniqueIds) {\r\n multiMaterial._waitingSubMaterialsUniqueIds = parsedMultiMaterial.materialsUniqueIds;\r\n } else {\r\n parsedMultiMaterial.materials.forEach((subMatId: string) => multiMaterial.subMaterials.push(scene.getLastMaterialById(subMatId)));\r\n }\r\n\r\n return multiMaterial;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MultiMaterial\", MultiMaterial);\r\n"]}
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@@ -13,7 +13,7 @@ import { SubMesh } from '../Meshes/subMesh';
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13
13
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export declare class PushMaterial extends Material {
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14
14
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protected _activeEffect: Effect;
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15
15
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protected _normalMatrix: Matrix;
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16
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-
constructor(name: string, scene
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16
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+
constructor(name: string, scene?: Scene, storeEffectOnSubMeshes?: boolean);
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17
17
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getEffect(): Effect;
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18
18
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isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
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19
19
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protected _isReadyForSubMesh(subMesh: SubMesh): boolean;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pushMaterial.js","sourceRoot":"","sources":["../../../sourceES6/core/Materials/pushMaterial.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAGjD;;;GAGG;AACH;IAAkC,gCAAQ;IAMtC,sBAAY,IAAY,EAAE,
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1
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+
{"version":3,"file":"pushMaterial.js","sourceRoot":"","sources":["../../../sourceES6/core/Materials/pushMaterial.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAGjD;;;GAGG;AACH;IAAkC,gCAAQ;IAMtC,sBAAY,IAAY,EAAE,KAAa,EAAE,sBAA6B;QAA7B,uCAAA,EAAA,6BAA6B;QAAtE,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SAErB;QALS,mBAAa,GAAW,IAAI,MAAM,EAAE,CAAC;QAI3C,KAAI,CAAC,uBAAuB,GAAG,sBAAsB,CAAC;;IAC1D,CAAC;IAEM,gCAAS,GAAhB;QACI,OAAO,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,iBAAM,SAAS,WAAG,CAAC;IAClF,CAAC;IAEM,8BAAO,GAAd,UAAe,IAAmB,EAAE,YAAsB;QACtD,IAAI,CAAC,IAAI,EAAE;YACP,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE;YAC/B,OAAO,IAAI,CAAC;SACf;QAED,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE;YAChD,OAAO,IAAI,CAAC;SACf;QAED,OAAO,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC;IACzE,CAAC;IAES,yCAAkB,GAA5B,UAA6B,OAAgB;QACzC,IAAM,OAAO,GAAG,OAAO,CAAC,eAAe,CAAC;QACxC,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,EAAE;YAC1D,IAAI,OAAO,CAAC,SAAS,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC,WAAW,EAAE,EAAE;gBACrD,OAAO,IAAI,CAAC;aACf;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;MAIE;IACK,0CAAmB,GAA1B,UAA2B,KAAa;QACpC,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IACjD,CAAC;IAED;;;;OAIG;IACI,2CAAoB,GAA3B,UAA4B,YAAoB;QAC5C,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,cAAc,EAAE,YAAY,CAAC,CAAC;IAC/D,CAAC;IAEM,2BAAI,GAAX,UAAY,KAAa,EAAE,IAAW;QAClC,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;IACxD,CAAC;IAES,iCAAU,GAApB,UAAqB,IAAW,EAAE,MAA+B;QAA/B,uBAAA,EAAA,aAA+B;QAC7D,iBAAM,UAAU,YAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAC/B,IAAI,CAAC,QAAQ,EAAE,CAAC,aAAa,GAAG,MAAM,CAAC;IAC3C,CAAC;IAES,kCAAW,GAArB,UAAsB,KAAY,EAAE,MAAc,EAAE,UAAsB;QAAtB,2BAAA,EAAA,cAAsB;QACtE,OAAO,KAAK,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,EAAE,UAAU,CAAC,CAAC;IACnE,CAAC;IACL,mBAAC;AAAD,CAAC,AA5ED,CAAkC,QAAQ,GA4EzC","sourcesContent":["import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { SubMesh } from '../Meshes/subMesh';\r\n/**\r\n * Base class of materials working in push mode in babylon JS\r\n * @hidden\r\n */\r\nexport class PushMaterial extends Material {\r\n\r\n protected _activeEffect: Effect;\r\n\r\n protected _normalMatrix: Matrix = new Matrix();\r\n\r\n constructor(name: string, scene?: Scene, storeEffectOnSubMeshes = true) {\r\n super(name, scene);\r\n this._storeEffectOnSubMeshes = storeEffectOnSubMeshes;\r\n }\r\n\r\n public getEffect(): Effect {\r\n return this._storeEffectOnSubMeshes ? this._activeEffect : super.getEffect()!;\r\n }\r\n\r\n public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n if (!mesh) {\r\n return false;\r\n }\r\n\r\n if (!this._storeEffectOnSubMeshes) {\r\n return true;\r\n }\r\n\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n }\r\n\r\n protected _isReadyForSubMesh(subMesh: SubMesh) {\r\n const defines = subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect && defines) {\r\n if (defines._renderId === this.getScene().getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n public bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n public bindOnlyNormalMatrix(normalMatrix: Matrix): void {\r\n this._activeEffect.setMatrix(\"normalMatrix\", normalMatrix);\r\n }\r\n\r\n public bind(world: Matrix, mesh?: Mesh): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n super._afterBind(mesh, effect);\r\n this.getScene()._cachedEffect = effect;\r\n }\r\n\r\n protected _mustRebind(scene: Scene, effect: Effect, visibility: number = 1) {\r\n return scene.isCachedMaterialInvalid(this, effect, visibility);\r\n }\r\n}\r\n"]}
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@@ -8,8 +8,8 @@ import { RegisterClass } from '../Misc/typeStore.js';
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import { Color3, Color4 } from '../Maths/math.color.js';
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import { EffectFallbacks } from './effectFallbacks.js';
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import { WebRequest } from '../Misc/webRequest.js';
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import { Engine } from '../Engines/engine.js';
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import { PushMaterial } from "./pushMaterial.js";
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import { EngineStore } from "../Engines/engineStore.js";
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var onCreatedEffectParameters = { effect: null, subMesh: null };
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/**
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* The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
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@@ -457,7 +457,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
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for (var index = 0; index < this._options.defines.length; index++) {
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var defineToAdd = this._options.defines[index].indexOf("#define") === 0 ?
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this._options.defines[index] :
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"#define "
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"#define ".concat(this._options.defines[index]);
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defines.push(defineToAdd);
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}
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for (var index = 0; index < this._options.attributes.length; index++) {
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@@ -472,6 +472,10 @@ var ShaderMaterial = /** @class */ (function (_super) {
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MaterialHelper.PushAttributesForInstances(attribs);
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if (mesh === null || mesh === void 0 ? void 0 : mesh.hasThinInstances) {
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defines.push("#define THIN_INSTANCES");
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if (mesh && mesh.isVerticesDataPresent(VertexBuffer.ColorInstanceKind)) {
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attribs.push(VertexBuffer.ColorInstanceKind);
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defines.push("#define INSTANCESCOLOR");
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}
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}
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}
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// Bones
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@@ -1298,7 +1302,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
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if (request.readyState == 4) {
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if (request.status == 200) {
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var serializationObject = JSON.parse(request.responseText);
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var output = _this.Parse(serializationObject, scene ||
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var output = _this.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);
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if (name) {
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output.name = name;
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}
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@@ -1330,7 +1334,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
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if (request.status == 200) {
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var snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);
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var serializationObject = JSON.parse(snippet.shaderMaterial);
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var output = _this.Parse(serializationObject, scene ||
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var output = _this.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);
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output.snippetId = snippetId;
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resolve(output);
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}
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