@babylonjs/core 5.10.0 → 5.12.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/freeCameraTouchInput.d.ts +1 -0
- package/Cameras/Inputs/freeCameraTouchInput.js +3 -2
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Engines/Extensions/engine.query.js +1 -1
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/ICanvas.d.ts +5 -0
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +1 -1
- package/Engines/WebGPU/webgpuConstants.js +5 -5
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/engine.d.ts +2 -2
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +2 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +2 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +9 -4
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +2 -1
- package/Materials/Textures/baseTexture.js +6 -3
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +1 -1
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/effect.d.ts +5 -0
- package/Materials/effect.js +5 -0
- package/Materials/effect.js.map +1 -1
- package/Materials/material.d.ts +2 -0
- package/Materials/material.js +4 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +14 -0
- package/Materials/materialPluginBase.js +16 -0
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginEvent.d.ts +2 -0
- package/Materials/materialPluginEvent.js.map +1 -1
- package/Materials/materialPluginManager.d.ts +1 -0
- package/Materials/materialPluginManager.js +13 -1
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +17 -2
- package/Materials/shaderMaterial.js +65 -4
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +8 -3
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.vector.d.ts +7 -0
- package/Maths/math.vector.js +43 -11
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.d.ts +12 -0
- package/Meshes/Builders/shapeBuilder.js +48 -10
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/mesh.js +1 -1
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/subMesh.d.ts +2 -1
- package/Meshes/subMesh.js +4 -2
- package/Meshes/subMesh.js.map +1 -1
- package/Misc/computePressure.js +4 -3
- package/Misc/computePressure.js.map +1 -1
- package/Misc/iInspectable.d.ts +1 -1
- package/Misc/iInspectable.js.map +1 -1
- package/Misc/screenshotTools.js +31 -14
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/tools.d.ts +16 -0
- package/Misc/tools.js +44 -30
- package/Misc/tools.js.map +1 -1
- package/Offline/database.js +2 -2
- package/Offline/database.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/prePassRendererSceneComponent.js +2 -2
- package/Rendering/prePassRendererSceneComponent.js.map +1 -1
- package/XR/webXRCamera.js +11 -0
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRExperienceHelper.js +2 -1
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/package.json +2 -2
- package/sceneComponent.d.ts +2 -2
- package/sceneComponent.js +2 -2
- package/sceneComponent.js.map +1 -1
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{"version":3,"file":"materialPluginEvent.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Materials/materialPluginEvent.ts"],"names":[],"mappings":"
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{"version":3,"file":"materialPluginEvent.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Materials/materialPluginEvent.ts"],"names":[],"mappings":"AA4FA;;GAEG;AACH,MAAM,CAAN,IAAY,mBAeX;AAfD,WAAY,mBAAmB;IAC3B,mEAAgB,CAAA;IAChB,qEAAiB,CAAA;IACjB,iFAAuB,CAAA;IACvB,6FAA6B,CAAA;IAC7B,wFAA0B,CAAA;IAC1B,kFAAuB,CAAA;IACvB,kFAAuB,CAAA;IACvB,iFAAsB,CAAA;IACtB,mFAAuB,CAAA;IACvB,yFAA0B,CAAA;IAC1B,4EAAmB,CAAA;IACnB,wGAAiC,CAAA;IACjC,sGAAgC,CAAA;IAChC,4FAA2B,CAAA;AAC/B,CAAC,EAfW,mBAAmB,KAAnB,mBAAmB,QAe9B","sourcesContent":["import type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\n\r\ndeclare type BaseTexture = import(\"./Textures/baseTexture\").BaseTexture;\r\ndeclare type EffectFallbacks = import(\"./effectFallbacks\").EffectFallbacks;\r\ndeclare type MaterialDefines = import(\"./materialDefines\").MaterialDefines;\r\ndeclare type UniformBuffer = import(\"./uniformBuffer\").UniformBuffer;\r\ndeclare type SubMesh = import(\"../Meshes/subMesh\").SubMesh;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\ndeclare type IAnimatable = import(\"../Animations/animatable.interface\").IAnimatable;\r\ndeclare type RenderTargetTexture = import(\"./Textures/renderTargetTexture\").RenderTargetTexture;\r\n\r\n/** @hidden */\r\nexport type MaterialPluginCreated = {};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginDisposed = {\r\n forceDisposeTextures?: boolean;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginHasTexture = {\r\n hasTexture: boolean;\r\n texture: BaseTexture;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginIsReadyForSubMesh = {\r\n isReadyForSubMesh: boolean;\r\n defines: MaterialDefines;\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginGetDefineNames = {\r\n defineNames?: { [name: string]: { type: string; default: any } };\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginPrepareEffect = {\r\n defines: MaterialDefines;\r\n fallbacks: EffectFallbacks;\r\n fallbackRank: number;\r\n customCode?: ShaderCustomProcessingFunction;\r\n attributes: string[];\r\n uniforms: string[];\r\n samplers: string[];\r\n uniformBuffersNames: string[];\r\n mesh: AbstractMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginPrepareDefines = {\r\n defines: MaterialDefines;\r\n mesh: AbstractMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginPrepareUniformBuffer = {\r\n ubo: UniformBuffer;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginGetAnimatables = {\r\n animatables: IAnimatable[];\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginGetActiveTextures = {\r\n activeTextures: BaseTexture[];\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginFillRenderTargetTextures = {\r\n renderTargets: SmartArray<RenderTargetTexture>;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginHasRenderTargetTextures = {\r\n hasRenderTargetTextures: boolean;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginHardBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport enum MaterialPluginEvent {\r\n Created = 0x0001,\r\n Disposed = 0x0002,\r\n GetDefineNames = 0x0004,\r\n PrepareUniformBuffer = 0x0008,\r\n IsReadyForSubMesh = 0x0010,\r\n PrepareDefines = 0x0020,\r\n BindForSubMesh = 0x0040,\r\n PrepareEffect = 0x0080,\r\n GetAnimatables = 0x0100,\r\n GetActiveTextures = 0x0200,\r\n HasTexture = 0x0400,\r\n FillRenderTargetTextures = 0x0800,\r\n HasRenderTargetTextures = 0x1000,\r\n HardBindForSubMesh = 0x2000,\r\n}\r\n"]}
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getPlugin(name: string): Nullable<MaterialPluginBase>;
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protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void;
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protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void;
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protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void;
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protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void;
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protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void;
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this._activePlugins.push(plugin);
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this._activePlugins.sort(function (a, b) { return a.priority - b.priority; });
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this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);
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this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);
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this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);
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this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);
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if (plugin.registerForExtraEvents) {
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eventData.isReadyForSubMesh = isReady;
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};
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MaterialPluginManager.prototype._handlePluginEventPrepareDefinesBeforeAttributes = function (eventData) {
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for (var _i = 0, _a = this._activePlugins; _i < _a.length; _i++) {
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var plugin = _a[_i];
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plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);
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}
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};
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MaterialPluginManager.prototype._handlePluginEventPrepareDefines = function (eventData) {
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eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);
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plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);
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(_a = eventData.uniforms).push.apply(_a, this._uniformList);
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type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"./material\";\r\nimport type {\r\n MaterialPluginPrepareEffect,\r\n MaterialPluginBindForSubMesh,\r\n MaterialPluginDisposed,\r\n MaterialPluginGetActiveTextures,\r\n MaterialPluginGetAnimatables,\r\n MaterialPluginGetDefineNames,\r\n MaterialPluginHasTexture,\r\n MaterialPluginIsReadyForSubMesh,\r\n MaterialPluginPrepareDefines,\r\n MaterialPluginPrepareUniformBuffer,\r\n MaterialPluginHardBindForSubMesh,\r\n MaterialPluginHasRenderTargetTextures,\r\n MaterialPluginFillRenderTargetTextures,\r\n} from \"./materialPluginEvent\";\r\nimport { MaterialPluginEvent } from \"./materialPluginEvent\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type MaterialPluginBase = import(\"./materialPluginBase\").MaterialPluginBase;\r\n\r\ndeclare module \"./material\" {\r\n export interface Material {\r\n /**\r\n * Plugin manager for this material\r\n */\r\n pluginManager?: MaterialPluginManager;\r\n }\r\n}\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: Engine;\r\n protected _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n /**\r\n * @param plugin\r\n * @hidden\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): void {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n throw `Plugin \"${plugin.name}\" already added to the material \"${this._material.name}\"!`;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because this material has already been used for rendering! Please add plugins to materials before any rendering with this material occurs.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = this._handlePluginEvent.bind(this);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\"));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\"));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n }\r\n\r\n /**\r\n * @param plugin\r\n * @hidden\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin(name: string): Nullable<MaterialPluginBase> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms();\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n eventData.ubo.addUniform(uniform.name, uniform.size);\r\n this._uboDeclaration += `${uniform.type} ${uniform.name};\\r\\n`;\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\r\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\r\\n\";\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n for (const pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n const customCode = plugin.getCustomCode(shaderType);\r\n if (customCode?.[pointName]) {\r\n injectedCode += customCode[pointName] + \"\\r\\n\";\r\n }\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n const rx = new RegExp(pointName.substring(1), \"g\");\r\n let match = rx.exec(code);\r\n while (match !== null) {\r\n code = code.replace(match[0], injectedCode);\r\n match = rx.exec(code);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\r\\n\" + injectedCode + \"\\r\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet inited = false;\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!inited) {\r\n Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n inited = true;\r\n }\r\n const existing = plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < plugins.length; ++i) {\r\n if (plugins[i][0] === pluginName) {\r\n plugins.splice(i, 1);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n plugins.length = 0;\r\n}\r\n"]}
|
|
1
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+
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type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"./material\";\r\nimport type {\r\n MaterialPluginPrepareEffect,\r\n MaterialPluginBindForSubMesh,\r\n MaterialPluginDisposed,\r\n MaterialPluginGetActiveTextures,\r\n MaterialPluginGetAnimatables,\r\n MaterialPluginGetDefineNames,\r\n MaterialPluginHasTexture,\r\n MaterialPluginIsReadyForSubMesh,\r\n MaterialPluginPrepareDefines,\r\n MaterialPluginPrepareUniformBuffer,\r\n MaterialPluginHardBindForSubMesh,\r\n MaterialPluginHasRenderTargetTextures,\r\n MaterialPluginFillRenderTargetTextures,\r\n} from \"./materialPluginEvent\";\r\nimport { MaterialPluginEvent } from \"./materialPluginEvent\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type MaterialPluginBase = import(\"./materialPluginBase\").MaterialPluginBase;\r\n\r\ndeclare module \"./material\" {\r\n export interface Material {\r\n /**\r\n * Plugin manager for this material\r\n */\r\n pluginManager?: MaterialPluginManager;\r\n }\r\n}\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: Engine;\r\n protected _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n /**\r\n * @param plugin\r\n * @hidden\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): void {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n throw `Plugin \"${plugin.name}\" already added to the material \"${this._material.name}\"!`;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because this material has already been used for rendering! Please add plugins to materials before any rendering with this material occurs.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = this._handlePluginEvent.bind(this);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\"));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\"));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n }\r\n\r\n /**\r\n * @param plugin\r\n * @hidden\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin(name: string): Nullable<MaterialPluginBase> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms();\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n eventData.ubo.addUniform(uniform.name, uniform.size);\r\n this._uboDeclaration += `${uniform.type} ${uniform.name};\\r\\n`;\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\r\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\r\\n\";\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n for (const pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n const customCode = plugin.getCustomCode(shaderType);\r\n if (customCode?.[pointName]) {\r\n injectedCode += customCode[pointName] + \"\\r\\n\";\r\n }\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n const rx = new RegExp(pointName.substring(1), \"g\");\r\n let match = rx.exec(code);\r\n while (match !== null) {\r\n let newCode = injectedCode;\r\n for (let i = 0; i < match.length; ++i) {\r\n newCode = newCode.replace(\"$\" + i, match[i]);\r\n }\r\n code = code.replace(match[0], newCode);\r\n match = rx.exec(code);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\r\\n\" + injectedCode + \"\\r\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet inited = false;\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!inited) {\r\n Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n inited = true;\r\n }\r\n const existing = plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < plugins.length; ++i) {\r\n if (plugins[i][0] === pluginName) {\r\n plugins.splice(i, 1);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n plugins.length = 0;\r\n}\r\n"]}
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@@ -1,6 +1,6 @@
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1
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import type { Nullable } from "../types";
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import type { Scene } from "../scene";
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import { Matrix, Vector3, Vector2, Vector4 } from "../Maths/math.vector";
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import { Matrix, Vector3, Vector2, Vector4, Quaternion } from "../Maths/math.vector";
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import type { AbstractMesh } from "../Meshes/abstractMesh";
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import type { Mesh } from "../Meshes/mesh";
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import type { SubMesh } from "../Meshes/subMesh";
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@@ -89,6 +89,8 @@ export declare class ShaderMaterial extends PushMaterial {
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private _vectors2;
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private _vectors3;
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private _vectors4;
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private _quaternions;
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private _quaternionsArrays;
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private _matrices;
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private _matrixArrays;
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private _matrices3x3;
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@@ -102,7 +104,6 @@ export declare class ShaderMaterial extends PushMaterial {
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private _cachedWorldViewMatrix;
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private _cachedWorldViewProjectionMatrix;
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private _multiview;
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private _effectUsesInstances;
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/** Define the Url to load snippets */
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static SnippetUrl: string;
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/** Snippet ID if the material was created from the snippet server */
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@@ -246,6 +247,20 @@ export declare class ShaderMaterial extends PushMaterial {
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* @return the material itself allowing "fluent" like uniform updates
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*/
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setVector4(name: string, value: Vector4): ShaderMaterial;
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/**
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* Set a vec4 in the shader from a Quaternion.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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* @return the material itself allowing "fluent" like uniform updates
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*/
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setQuaternion(name: string, value: Quaternion): ShaderMaterial;
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/**
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* Set a vec4 array in the shader from a Quaternion array.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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* @return the material itself allowing "fluent" like uniform updates
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*/
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setQuaternionArray(name: string, value: Quaternion[]): ShaderMaterial;
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/**
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* Set a mat4 in the shader from a Matrix.
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* @param name Define the name of the uniform as defined in the shader
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@@ -1,6 +1,6 @@
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1
1
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import { __assign, __extends } from "tslib";
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2
2
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import { SerializationHelper } from "../Misc/decorators.js";
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3
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-
import { Matrix, Vector3, Vector2, Vector4 } from "../Maths/math.vector.js";
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3
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+
import { Matrix, Vector3, Vector2, Vector4, Quaternion } from "../Maths/math.vector.js";
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4
4
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import { VertexBuffer } from "../Buffers/buffer.js";
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5
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import { Texture } from "../Materials/Textures/texture.js";
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6
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import { MaterialHelper } from "./materialHelper.js";
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@@ -53,6 +53,8 @@ var ShaderMaterial = /** @class */ (function (_super) {
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53
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_this._vectors2 = {};
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_this._vectors3 = {};
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_this._vectors4 = {};
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+
_this._quaternions = {};
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+
_this._quaternionsArrays = {};
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_this._matrices = {};
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_this._matrixArrays = {};
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_this._matrices3x3 = {};
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@@ -282,6 +284,31 @@ var ShaderMaterial = /** @class */ (function (_super) {
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this._vectors4[name] = value;
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return this;
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};
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/**
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+
* Set a vec4 in the shader from a Quaternion.
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+
* @param name Define the name of the uniform as defined in the shader
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+
* @param value Define the value to give to the uniform
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+
* @return the material itself allowing "fluent" like uniform updates
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+
*/
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+
ShaderMaterial.prototype.setQuaternion = function (name, value) {
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+
this._checkUniform(name);
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+
this._quaternions[name] = value;
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return this;
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};
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/**
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* Set a vec4 array in the shader from a Quaternion array.
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* @param name Define the name of the uniform as defined in the shader
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+
* @param value Define the value to give to the uniform
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+
* @return the material itself allowing "fluent" like uniform updates
|
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+
*/
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+
ShaderMaterial.prototype.setQuaternionArray = function (name, value) {
|
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+
this._checkUniform(name);
|
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|
+
this._quaternionsArrays[name] = value.reduce(function (arr, quaternion) {
|
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|
+
quaternion.toArray(arr, arr.length);
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+
return arr;
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}, []);
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return this;
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};
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/**
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* Set a mat4 in the shader from a Matrix.
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* @param name Define the name of the uniform as defined in the shader
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@@ -431,7 +458,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
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}
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else {
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var effect_1 = this._drawWrapper.effect;
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-
if (effect_1 && effect_1._wasPreviouslyReady &&
|
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+
if (effect_1 && effect_1._wasPreviouslyReady && effect_1._wasPreviouslyUsingInstances === useInstances) {
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return true;
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}
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}
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@@ -658,7 +685,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
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this._onEffectCreatedObservable.notifyObservers(onCreatedEffectParameters);
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}
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}
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-
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+
effect._wasPreviouslyUsingInstances = !!useInstances;
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|
if ((_d = !(effect === null || effect === void 0 ? void 0 : effect.isReady())) !== null && _d !== void 0 ? _d : true) {
|
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return false;
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}
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@@ -813,6 +840,10 @@ var ShaderMaterial = /** @class */ (function (_super) {
|
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813
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for (name_2 in this._vectors4) {
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|
effect.setVector4(name_2, this._vectors4[name_2]);
|
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815
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}
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843
|
+
// Quaternion
|
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844
|
+
for (name_2 in this._quaternions) {
|
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845
|
+
effect.setQuaternion(name_2, this._quaternions[name_2]);
|
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846
|
+
}
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// Matrix
|
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817
848
|
for (name_2 in this._matrices) {
|
|
818
849
|
effect.setMatrix(name_2, this._matrices[name_2]);
|
|
@@ -841,6 +872,10 @@ var ShaderMaterial = /** @class */ (function (_super) {
|
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|
841
872
|
for (name_2 in this._vectors4Arrays) {
|
|
842
873
|
effect.setArray4(name_2, this._vectors4Arrays[name_2]);
|
|
843
874
|
}
|
|
875
|
+
// QuaternionArray
|
|
876
|
+
for (name_2 in this._quaternionsArrays) {
|
|
877
|
+
effect.setArray4(name_2, this._quaternionsArrays[name_2]);
|
|
878
|
+
}
|
|
844
879
|
// Uniform buffers
|
|
845
880
|
for (name_2 in this._uniformBuffers) {
|
|
846
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|
var buffer = this._uniformBuffers[name_2].getBuffer();
|
|
@@ -865,7 +900,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
|
|
|
865
900
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}
|
|
866
901
|
var bvaManager = mesh.bakedVertexAnimationManager;
|
|
867
902
|
if (bvaManager && bvaManager.isEnabled) {
|
|
868
|
-
(_a = mesh.bakedVertexAnimationManager) === null || _a === void 0 ? void 0 : _a.bind(effect,
|
|
903
|
+
(_a = mesh.bakedVertexAnimationManager) === null || _a === void 0 ? void 0 : _a.bind(effect, !!effect._wasPreviouslyUsingInstances);
|
|
869
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|
}
|
|
870
905
|
}
|
|
871
906
|
this._afterBind(mesh, effect);
|
|
@@ -987,6 +1022,14 @@ var ShaderMaterial = /** @class */ (function (_super) {
|
|
|
987
1022
|
for (var key in this._vectors4) {
|
|
988
1023
|
result.setVector4(key, this._vectors4[key]);
|
|
989
1024
|
}
|
|
1025
|
+
// Quaternion
|
|
1026
|
+
for (var key in this._quaternions) {
|
|
1027
|
+
result.setQuaternion(key, this._quaternions[key]);
|
|
1028
|
+
}
|
|
1029
|
+
// QuaternionArray
|
|
1030
|
+
for (var key in this._quaternionsArrays) {
|
|
1031
|
+
result._quaternionsArrays[key] = this._quaternionsArrays[key];
|
|
1032
|
+
}
|
|
990
1033
|
// Matrix
|
|
991
1034
|
for (var key in this._matrices) {
|
|
992
1035
|
result.setMatrix(key, this._matrices[key]);
|
|
@@ -1129,6 +1172,11 @@ var ShaderMaterial = /** @class */ (function (_super) {
|
|
|
1129
1172
|
for (name in this._vectors4) {
|
|
1130
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|
serializationObject.vectors4[name] = this._vectors4[name].asArray();
|
|
1131
1174
|
}
|
|
1175
|
+
// Quaternion
|
|
1176
|
+
serializationObject.quaternions = {};
|
|
1177
|
+
for (name in this._quaternions) {
|
|
1178
|
+
serializationObject.quaternions[name] = this._quaternions[name].asArray();
|
|
1179
|
+
}
|
|
1132
1180
|
// Matrix
|
|
1133
1181
|
serializationObject.matrices = {};
|
|
1134
1182
|
for (name in this._matrices) {
|
|
@@ -1164,6 +1212,11 @@ var ShaderMaterial = /** @class */ (function (_super) {
|
|
|
1164
1212
|
for (name in this._vectors4Arrays) {
|
|
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1213
|
serializationObject.vectors4Arrays[name] = this._vectors4Arrays[name];
|
|
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1214
|
}
|
|
1215
|
+
// QuaternionArray
|
|
1216
|
+
serializationObject.quaternionsArrays = {};
|
|
1217
|
+
for (name in this._quaternionsArrays) {
|
|
1218
|
+
serializationObject.quaternionsArrays[name] = this._quaternionsArrays[name];
|
|
1219
|
+
}
|
|
1167
1220
|
return serializationObject;
|
|
1168
1221
|
};
|
|
1169
1222
|
/**
|
|
@@ -1255,6 +1308,10 @@ var ShaderMaterial = /** @class */ (function (_super) {
|
|
|
1255
1308
|
for (name in source.vectors4) {
|
|
1256
1309
|
material.setVector4(name, Vector4.FromArray(source.vectors4[name]));
|
|
1257
1310
|
}
|
|
1311
|
+
// Quaternion
|
|
1312
|
+
for (name in source.quaternions) {
|
|
1313
|
+
material.setQuaternion(name, Quaternion.FromArray(source.quaternions[name]));
|
|
1314
|
+
}
|
|
1258
1315
|
// Matrix
|
|
1259
1316
|
for (name in source.matrices) {
|
|
1260
1317
|
material.setMatrix(name, Matrix.FromArray(source.matrices[name]));
|
|
@@ -1283,6 +1340,10 @@ var ShaderMaterial = /** @class */ (function (_super) {
|
|
|
1283
1340
|
for (name in source.vectors4Arrays) {
|
|
1284
1341
|
material.setArray4(name, source.vectors4Arrays[name]);
|
|
1285
1342
|
}
|
|
1343
|
+
// QuaternionArray
|
|
1344
|
+
for (name in source.quaternionsArrays) {
|
|
1345
|
+
material.setArray4(name, source.quaternionsArrays[name]);
|
|
1346
|
+
}
|
|
1286
1347
|
return material;
|
|
1287
1348
|
};
|
|
1288
1349
|
/**
|