@babylonjs/core 5.22.0 → 5.22.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (64) hide show
  1. package/Engines/thinEngine.js +2 -2
  2. package/Engines/thinEngine.js.map +1 -1
  3. package/Materials/Background/backgroundMaterial.js +1 -0
  4. package/Materials/Background/backgroundMaterial.js.map +1 -1
  5. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  6. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  7. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -0
  8. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  9. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
  10. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  11. package/Materials/Node/nodeMaterial.d.ts +1 -0
  12. package/Materials/Node/nodeMaterial.js +1 -0
  13. package/Materials/Node/nodeMaterial.js.map +1 -1
  14. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  15. package/Materials/PBR/pbrBaseMaterial.js +1 -0
  16. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  17. package/Materials/Textures/renderTargetTexture.d.ts +4 -1
  18. package/Materials/Textures/renderTargetTexture.js +15 -28
  19. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  20. package/Materials/imageProcessingConfiguration.d.ts +22 -0
  21. package/Materials/imageProcessingConfiguration.js +68 -13
  22. package/Materials/imageProcessingConfiguration.js.map +1 -1
  23. package/Materials/standardMaterial.d.ts +1 -0
  24. package/Materials/standardMaterial.js +1 -0
  25. package/Materials/standardMaterial.js.map +1 -1
  26. package/Misc/arrayTools.d.ts +12 -0
  27. package/Misc/arrayTools.js +44 -0
  28. package/Misc/arrayTools.js.map +1 -1
  29. package/Misc/fileTools.d.ts +4 -0
  30. package/Misc/fileTools.js +14 -2
  31. package/Misc/fileTools.js.map +1 -1
  32. package/Misc/index.d.ts +1 -0
  33. package/Misc/index.js +1 -0
  34. package/Misc/index.js.map +1 -1
  35. package/Misc/logger.d.ts +1 -4
  36. package/Misc/logger.js +28 -66
  37. package/Misc/logger.js.map +1 -1
  38. package/Misc/observable.d.ts +9 -37
  39. package/Misc/observable.extensions.d.ts +41 -0
  40. package/Misc/observable.extensions.js +82 -0
  41. package/Misc/observable.extensions.js.map +1 -0
  42. package/Misc/observable.js +4 -95
  43. package/Misc/observable.js.map +1 -1
  44. package/Navigation/Plugins/recastJSPlugin.d.ts +11 -0
  45. package/Navigation/Plugins/recastJSPlugin.js +19 -1
  46. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  47. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +2 -0
  48. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +20 -1
  49. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  50. package/PostProcesses/imageProcessingPostProcess.d.ts +16 -0
  51. package/PostProcesses/imageProcessingPostProcess.js +25 -0
  52. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  53. package/Rendering/edgesRenderer.js +1 -1
  54. package/Rendering/edgesRenderer.js.map +1 -1
  55. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  56. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  57. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +5 -1
  58. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  59. package/Shaders/ShadersInclude/imageProcessingFunctions.js +2 -0
  60. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  61. package/package.json +1 -1
  62. package/scene.d.ts +8 -1
  63. package/scene.js +13 -2
  64. package/scene.js.map +1 -1
@@ -31,6 +31,7 @@ export class ImageProcessingPostProcess extends PostProcess {
31
31
  FROMLINEARSPACE: false,
32
32
  SAMPLER3DGREENDEPTH: false,
33
33
  SAMPLER3DBGRMAP: false,
34
+ DITHER: false,
34
35
  IMAGEPROCESSINGPOSTPROCESS: false,
35
36
  EXPOSURE: false,
36
37
  SKIPFINALCOLORCLAMP: false,
@@ -319,6 +320,30 @@ export class ImageProcessingPostProcess extends PostProcess {
319
320
  set vignetteEnabled(value) {
320
321
  this.imageProcessingConfiguration.vignetteEnabled = value;
321
322
  }
323
+ /**
324
+ * Gets intensity of the dithering effect.
325
+ */
326
+ get ditheringIntensity() {
327
+ return this.imageProcessingConfiguration.ditheringIntensity;
328
+ }
329
+ /**
330
+ * Sets intensity of the dithering effect.
331
+ */
332
+ set ditheringIntensity(value) {
333
+ this.imageProcessingConfiguration.ditheringIntensity = value;
334
+ }
335
+ /**
336
+ * Gets whether the dithering effect is enabled.
337
+ */
338
+ get ditheringEnabled() {
339
+ return this.imageProcessingConfiguration.ditheringEnabled;
340
+ }
341
+ /**
342
+ * Sets whether the dithering effect is enabled.
343
+ */
344
+ set ditheringEnabled(value) {
345
+ this.imageProcessingConfiguration.ditheringEnabled = value;
346
+ }
322
347
  /**
323
348
  * Gets whether the input of the processing is in Gamma or Linear Space.
324
349
  */
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/imageProcessingPostProcess.ts"],"names":[],"mappings":";AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAO/C,OAAO,EAAE,4BAA4B,EAAE,MAAM,2CAA2C,CAAC;AAEzF,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,+BAA+B,CAAC;AAEvC;;;GAGG;AACH,MAAM,OAAO,0BAA2B,SAAQ,WAAW;IAsVvD,YACI,IAAY,EACZ,OAAoC,EACpC,SAA2B,IAAI,EAC/B,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,4BAA2D;QAE3D,KAAK,CAAC,IAAI,EAAE,iBAAiB,EAAE,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,aAAa,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAnDlI,qBAAgB,GAAG,IAAI,CAAC;QAmBhC;;WAEG;QACK,aAAQ,GAAwE;YACpF,eAAe,EAAE,KAAK;YACtB,QAAQ,EAAE,KAAK;YACf,yBAAyB,EAAE,KAAK;YAChC,uBAAuB,EAAE,KAAK;YAC9B,WAAW,EAAE,KAAK;YAClB,gBAAgB,EAAE,KAAK;YACvB,QAAQ,EAAE,KAAK;YACf,WAAW,EAAE,KAAK;YAClB,YAAY,EAAE,KAAK;YACnB,cAAc,EAAE,KAAK;YACrB,eAAe,EAAE,KAAK;YACtB,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,0BAA0B,EAAE,KAAK;YACjC,QAAQ,EAAE,KAAK;YACf,mBAAmB,EAAE,KAAK;SAC7B,CAAC;QAcE,sFAAsF;QACtF,qFAAqF;QACrF,IAAI,4BAA4B,EAAE;YAC9B,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;YACvD,IAAI,CAAC,mCAAmC,CAAC,4BAA4B,EAAE,IAAI,CAAC,CAAC;YAC7E,4CAA4C;YAC5C,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;QACD,2DAA2D;aACtD;YACD,IAAI,CAAC,mCAAmC,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;YACrD,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;SAC/D;QAED,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,IAAI,CAAC,4BAA4B,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACrE,CAAC,CAAC;IACN,CAAC;IA7WD;;OAEG;IACH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED;;;;OAIG;IACH,IAAW,4BAA4B,CAAC,KAAmC;QACvE,sDAAsD;QACtD,iCAAiC;QACjC,KAAK,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAChC,IAAI,CAAC,mCAAmC,CAAC,KAAK,CAAC,CAAC;IACpD,CAAC;IAOD;;;;OAIG;IACO,mCAAmC,CAAC,aAAqD,EAAE,UAAU,GAAG,KAAK;QACnH,IAAI,aAAa,KAAK,IAAI,CAAC,6BAA6B,EAAE;YACtD,OAAO;SACV;QAED,qBAAqB;QACrB,IAAI,IAAI,CAAC,6BAA6B,IAAI,IAAI,CAAC,wBAAwB,EAAE;YACrE,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;SAC/F;QAED,0CAA0C;QAC1C,IAAI,CAAC,aAAa,EAAE;YAChB,IAAI,KAAK,GAAG,IAAI,CAAC;YACjB,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;YAChC,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;YAEhC,IAAI,MAAM,EAAE;gBACR,KAAK,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;aAC7B;iBAAM,IAAI,MAAM,IAAI,MAAM,CAAC,MAAM,EAAE;gBAChC,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;gBAC7B,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;aACrC;iBAAM;gBACH,KAAK,GAAG,WAAW,CAAC,gBAAgB,CAAC;aACxC;YAED,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,6BAA6B,GAAG,KAAK,CAAC,4BAA4B,CAAC;aAC3E;iBAAM;gBACH,IAAI,CAAC,6BAA6B,GAAG,IAAI,4BAA4B,EAAE,CAAC;aAC3E;SACJ;aAAM;YACH,IAAI,CAAC,6BAA6B,GAAG,aAAa,CAAC;SACtD;QAED,qBAAqB;QACrB,IAAI,IAAI,CAAC,6BAA6B,EAAE;YACpC,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC3F,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC7B,CAAC,CAAC,CAAC;SACN;QAED,qCAAqC;QACrC,IAAI,CAAC,UAAU,EAAE;YACb,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,OAAO,CAAC,MAAM,IAAI,MAAM,CAAC,WAAW,CAAC;IACzC,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,4BAA4B,CAAC,WAAW,CAAC;IACzD,CAAC;IACD;;OAEG;IACH,IAAW,WAAW,CAAC,KAA4B;QAC/C,IAAI,CAAC,4BAA4B,CAAC,WAAW,GAAG,KAAK,CAAC;IAC1D,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IAChE,CAAC;IACD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAc;QACxC,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACjE,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,mBAAmB,CAAC,KAA4B;QACvD,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,4BAA4B,CAAC,QAAQ,CAAC;IACtD,CAAC;IACD;;OAEG;IACH,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,CAAC,4BAA4B,CAAC,QAAQ,GAAG,KAAK,CAAC;IACvD,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAc;QACxC,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,6BAA6B,CAAC,eAAe,CAAC;IAC9D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,6BAA6B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC/D,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,4BAA4B,CAAC,QAAQ,CAAC;IACtD,CAAC;IACD;;OAEG;IACH,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,CAAC,4BAA4B,CAAC,QAAQ,GAAG,KAAK,CAAC;IACvD,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC;IAC7D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,4BAA4B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC;IAC7D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,4BAA4B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC;IAC7D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,4BAA4B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,4BAA4B,CAAC,cAAc,CAAC;IAC5D,CAAC;IACD;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,4BAA4B,CAAC,cAAc,GAAG,KAAK,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,4BAA4B,CAAC,aAAa,CAAC;IAC3D,CAAC;IACD;;;OAGG;IACH,IAAW,aAAa,CAAC,KAAa;QAClC,IAAI,CAAC,4BAA4B,CAAC,aAAa,GAAG,KAAK,CAAC;IAC5D,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,4BAA4B,CAAC,iBAAiB,CAAC;IAC/D,CAAC;IACD;;OAEG;IACH,IAAW,iBAAiB,CAAC,KAAa;QACtC,IAAI,CAAC,4BAA4B,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAChE,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,4BAA4B,CAAC,iBAAiB,CAAC;IAC/D,CAAC;IACD;;OAEG;IACH,IAAW,iBAAiB,CAAC,KAAa;QACtC,IAAI,CAAC,4BAA4B,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAChE,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC;IAC7D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAc;QACrC,IAAI,CAAC,4BAA4B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC9D,CAAC;IAID;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAc;QACrC,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;YACjC,OAAO;SACV;QAED,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC9B,IAAI,CAAC,iBAAiB,EAAE,CAAC;IAC7B,CAAC;IAsDD;;;OAGG;IACI,YAAY;QACf,OAAO,4BAA4B,CAAC;IACxC,CAAC;IAED;;OAEG;IACI,iBAAiB;QACpB,IAAI,CAAC,QAAQ,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC;QACtD,IAAI,CAAC,4BAA4B,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC;QACtE,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAU,IAAI,CAAC,QAAS,CAAC,MAAM,CAAC,EAAE;gBAC9B,OAAO,IAAI,WAAW,MAAM,OAAO,CAAC;aACvC;SACJ;QAED,MAAM,QAAQ,GAAG,CAAC,gBAAgB,CAAC,CAAC;QACpC,MAAM,QAAQ,GAAG,CAAC,OAAO,CAAC,CAAC;QAE3B,IAAI,4BAA4B,EAAE;YAC9B,4BAA4B,CAAC,eAAe,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACtE,4BAA4B,CAAC,eAAe,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;SACzE;QAED,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;IACnD,CAAC;IAEM,OAAO,CAAC,MAAe;QAC1B,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QAEtB,IAAI,IAAI,CAAC,6BAA6B,IAAI,IAAI,CAAC,wBAAwB,EAAE;YACrE,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;SAC/F;QAED,IAAI,IAAI,CAAC,6BAA6B,EAAE;YACpC,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;SAChE;IACL,CAAC;CACJ;AAlHG;IADC,SAAS,EAAE;oEACoB","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { ColorCurves } from \"../Materials/colorCurves\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * ImageProcessingPostProcess\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing\r\n */\r\nexport class ImageProcessingPostProcess extends PostProcess {\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = null;\r\n const engine = this.getEngine();\r\n const camera = this.getCamera();\r\n\r\n if (camera) {\r\n scene = camera.getScene();\r\n } else if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n const effect = this.getEffect();\r\n return !effect || effect.isSupported;\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette centre X Offset.\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCentreX;\r\n }\r\n /**\r\n * Sets Vignette centre X Offset.\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCentreX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette centre Y Offset.\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCentreY;\r\n }\r\n /**\r\n * Sets Vignette centre Y Offset.\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCentreY = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n @serialize()\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: false,\r\n TONEMAPPING_ACES: false,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\r\n };\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n imageProcessingConfiguration?: ImageProcessingConfiguration\r\n ) {\r\n super(name, \"imageProcessing\", [], [], options, camera, samplingMode, engine, reusable, null, textureType, \"postprocess\", null, true);\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n\r\n this.onApply = (effect: Effect) => {\r\n this.imageProcessingConfiguration.bind(effect, this.aspectRatio);\r\n };\r\n }\r\n /**\r\n * \"ImageProcessingPostProcess\"\r\n * @returns \"ImageProcessingPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingPostProcess\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const define in this._defines) {\r\n if ((<any>this._defines)[define]) {\r\n defines += `#define ${define};\\r\\n`;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public dispose(camera?: Camera): void {\r\n super.dispose(camera);\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"imageProcessingPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/imageProcessingPostProcess.ts"],"names":[],"mappings":";AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAO/C,OAAO,EAAE,4BAA4B,EAAE,MAAM,2CAA2C,CAAC;AAEzF,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,+BAA+B,CAAC;AAEvC;;;GAGG;AACH,MAAM,OAAO,0BAA2B,SAAQ,WAAW;IAiXvD,YACI,IAAY,EACZ,OAAoC,EACpC,SAA2B,IAAI,EAC/B,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,4BAA2D;QAE3D,KAAK,CAAC,IAAI,EAAE,iBAAiB,EAAE,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,aAAa,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QApDlI,qBAAgB,GAAG,IAAI,CAAC;QAmBhC;;WAEG;QACK,aAAQ,GAAwE;YACpF,eAAe,EAAE,KAAK;YACtB,QAAQ,EAAE,KAAK;YACf,yBAAyB,EAAE,KAAK;YAChC,uBAAuB,EAAE,KAAK;YAC9B,WAAW,EAAE,KAAK;YAClB,gBAAgB,EAAE,KAAK;YACvB,QAAQ,EAAE,KAAK;YACf,WAAW,EAAE,KAAK;YAClB,YAAY,EAAE,KAAK;YACnB,cAAc,EAAE,KAAK;YACrB,eAAe,EAAE,KAAK;YACtB,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,MAAM,EAAE,KAAK;YACb,0BAA0B,EAAE,KAAK;YACjC,QAAQ,EAAE,KAAK;YACf,mBAAmB,EAAE,KAAK;SAC7B,CAAC;QAcE,sFAAsF;QACtF,qFAAqF;QACrF,IAAI,4BAA4B,EAAE;YAC9B,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;YACvD,IAAI,CAAC,mCAAmC,CAAC,4BAA4B,EAAE,IAAI,CAAC,CAAC;YAC7E,4CAA4C;YAC5C,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;QACD,2DAA2D;aACtD;YACD,IAAI,CAAC,mCAAmC,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;YACrD,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;SAC/D;QAED,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,IAAI,CAAC,4BAA4B,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACrE,CAAC,CAAC;IACN,CAAC;IAxYD;;OAEG;IACH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED;;;;OAIG;IACH,IAAW,4BAA4B,CAAC,KAAmC;QACvE,sDAAsD;QACtD,iCAAiC;QACjC,KAAK,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAChC,IAAI,CAAC,mCAAmC,CAAC,KAAK,CAAC,CAAC;IACpD,CAAC;IAOD;;;;OAIG;IACO,mCAAmC,CAAC,aAAqD,EAAE,UAAU,GAAG,KAAK;QACnH,IAAI,aAAa,KAAK,IAAI,CAAC,6BAA6B,EAAE;YACtD,OAAO;SACV;QAED,qBAAqB;QACrB,IAAI,IAAI,CAAC,6BAA6B,IAAI,IAAI,CAAC,wBAAwB,EAAE;YACrE,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;SAC/F;QAED,0CAA0C;QAC1C,IAAI,CAAC,aAAa,EAAE;YAChB,IAAI,KAAK,GAAG,IAAI,CAAC;YACjB,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;YAChC,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;YAEhC,IAAI,MAAM,EAAE;gBACR,KAAK,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;aAC7B;iBAAM,IAAI,MAAM,IAAI,MAAM,CAAC,MAAM,EAAE;gBAChC,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;gBAC7B,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;aACrC;iBAAM;gBACH,KAAK,GAAG,WAAW,CAAC,gBAAgB,CAAC;aACxC;YAED,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,6BAA6B,GAAG,KAAK,CAAC,4BAA4B,CAAC;aAC3E;iBAAM;gBACH,IAAI,CAAC,6BAA6B,GAAG,IAAI,4BAA4B,EAAE,CAAC;aAC3E;SACJ;aAAM;YACH,IAAI,CAAC,6BAA6B,GAAG,aAAa,CAAC;SACtD;QAED,qBAAqB;QACrB,IAAI,IAAI,CAAC,6BAA6B,EAAE;YACpC,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC3F,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC7B,CAAC,CAAC,CAAC;SACN;QAED,qCAAqC;QACrC,IAAI,CAAC,UAAU,EAAE;YACb,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,OAAO,CAAC,MAAM,IAAI,MAAM,CAAC,WAAW,CAAC;IACzC,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,4BAA4B,CAAC,WAAW,CAAC;IACzD,CAAC;IACD;;OAEG;IACH,IAAW,WAAW,CAAC,KAA4B;QAC/C,IAAI,CAAC,4BAA4B,CAAC,WAAW,GAAG,KAAK,CAAC;IAC1D,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IAChE,CAAC;IACD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAc;QACxC,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACjE,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,mBAAmB,CAAC,KAA4B;QACvD,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,4BAA4B,CAAC,QAAQ,CAAC;IACtD,CAAC;IACD;;OAEG;IACH,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,CAAC,4BAA4B,CAAC,QAAQ,GAAG,KAAK,CAAC;IACvD,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAc;QACxC,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,6BAA6B,CAAC,eAAe,CAAC;IAC9D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,6BAA6B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC/D,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,4BAA4B,CAAC,QAAQ,CAAC;IACtD,CAAC;IACD;;OAEG;IACH,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,CAAC,4BAA4B,CAAC,QAAQ,GAAG,KAAK,CAAC;IACvD,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC;IAC7D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,4BAA4B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC;IAC7D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,4BAA4B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC;IAC7D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,4BAA4B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,4BAA4B,CAAC,cAAc,CAAC;IAC5D,CAAC;IACD;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,4BAA4B,CAAC,cAAc,GAAG,KAAK,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,4BAA4B,CAAC,aAAa,CAAC;IAC3D,CAAC;IACD;;;OAGG;IACH,IAAW,aAAa,CAAC,KAAa;QAClC,IAAI,CAAC,4BAA4B,CAAC,aAAa,GAAG,KAAK,CAAC;IAC5D,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,4BAA4B,CAAC,iBAAiB,CAAC;IAC/D,CAAC;IACD;;OAEG;IACH,IAAW,iBAAiB,CAAC,KAAa;QACtC,IAAI,CAAC,4BAA4B,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAChE,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,4BAA4B,CAAC,iBAAiB,CAAC;IAC/D,CAAC;IACD;;OAEG;IACH,IAAW,iBAAiB,CAAC,KAAa;QACtC,IAAI,CAAC,4BAA4B,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAChE,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,4BAA4B,CAAC,eAAe,CAAC;IAC7D,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAc;QACrC,IAAI,CAAC,4BAA4B,CAAC,eAAe,GAAG,KAAK,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IAChE,CAAC;IACD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACjE,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,4BAA4B,CAAC,gBAAgB,CAAC;IAC9D,CAAC;IACD;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAc;QACtC,IAAI,CAAC,4BAA4B,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAC/D,CAAC;IAID;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAc;QACrC,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;YACjC,OAAO;SACV;QAED,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC9B,IAAI,CAAC,iBAAiB,EAAE,CAAC;IAC7B,CAAC;IAuDD;;;OAGG;IACI,YAAY;QACf,OAAO,4BAA4B,CAAC;IACxC,CAAC;IAED;;OAEG;IACI,iBAAiB;QACpB,IAAI,CAAC,QAAQ,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC;QACtD,IAAI,CAAC,4BAA4B,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC;QACtE,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAU,IAAI,CAAC,QAAS,CAAC,MAAM,CAAC,EAAE;gBAC9B,OAAO,IAAI,WAAW,MAAM,OAAO,CAAC;aACvC;SACJ;QAED,MAAM,QAAQ,GAAG,CAAC,gBAAgB,CAAC,CAAC;QACpC,MAAM,QAAQ,GAAG,CAAC,OAAO,CAAC,CAAC;QAE3B,IAAI,4BAA4B,EAAE;YAC9B,4BAA4B,CAAC,eAAe,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACtE,4BAA4B,CAAC,eAAe,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;SACzE;QAED,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;IACnD,CAAC;IAEM,OAAO,CAAC,MAAe;QAC1B,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QAEtB,IAAI,IAAI,CAAC,6BAA6B,IAAI,IAAI,CAAC,wBAAwB,EAAE;YACrE,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;SAC/F;QAED,IAAI,IAAI,CAAC,6BAA6B,EAAE;YACpC,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;SAChE;IACL,CAAC;CACJ;AAnHG;IADC,SAAS,EAAE;oEACoB","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { ColorCurves } from \"../Materials/colorCurves\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * ImageProcessingPostProcess\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing\r\n */\r\nexport class ImageProcessingPostProcess extends PostProcess {\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = null;\r\n const engine = this.getEngine();\r\n const camera = this.getCamera();\r\n\r\n if (camera) {\r\n scene = camera.getScene();\r\n } else if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n const effect = this.getEffect();\r\n return !effect || effect.isSupported;\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette centre X Offset.\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCentreX;\r\n }\r\n /**\r\n * Sets Vignette centre X Offset.\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCentreX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette centre Y Offset.\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCentreY;\r\n }\r\n /**\r\n * Sets Vignette centre Y Offset.\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCentreY = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets intensity of the dithering effect.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this.imageProcessingConfiguration.ditheringIntensity;\r\n }\r\n /**\r\n * Sets intensity of the dithering effect.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n this.imageProcessingConfiguration.ditheringIntensity = value;\r\n }\r\n\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this.imageProcessingConfiguration.ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.ditheringEnabled = value;\r\n }\r\n\r\n @serialize()\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: false,\r\n TONEMAPPING_ACES: false,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n DITHER: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\r\n };\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n imageProcessingConfiguration?: ImageProcessingConfiguration\r\n ) {\r\n super(name, \"imageProcessing\", [], [], options, camera, samplingMode, engine, reusable, null, textureType, \"postprocess\", null, true);\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n\r\n this.onApply = (effect: Effect) => {\r\n this.imageProcessingConfiguration.bind(effect, this.aspectRatio);\r\n };\r\n }\r\n /**\r\n * \"ImageProcessingPostProcess\"\r\n * @returns \"ImageProcessingPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingPostProcess\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const define in this._defines) {\r\n if ((<any>this._defines)[define]) {\r\n defines += `#define ${define};\\r\\n`;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public dispose(camera?: Camera): void {\r\n super.dispose(camera);\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}
@@ -435,7 +435,7 @@ export class EdgesRenderer {
435
435
  const triangle = mustTesselate[t];
436
436
  this._tessellateTriangle(triangle.edgesPoints, triangle.index, indices, remapVertexIndices);
437
437
  }
438
- mustTesselate = null;
438
+ mustTesselate.length = 0;
439
439
  }
440
440
  /**
441
441
  * Collect the edges to render
@@ -1 +1 @@
1
- {"version":3,"file":"edgesRenderer.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Rendering/edgesRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAEtD,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AAEpE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAI3D,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAC7D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,0BAA0B,CAAC;AAClC,OAAO,wBAAwB,CAAC;AAEhC,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAiBvD,YAAY,CAAC,SAAS,CAAC,qBAAqB,GAAG;IAC3C,IAAI,IAAI,CAAC,cAAc,EAAE;QACrB,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;KAC9B;IACD,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK,EAAE,OAA+B;IAC1I,IAAI,CAAC,qBAAqB,EAAE,CAAC;IAC7B,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CAAC,IAAI,EAAE,OAAO,EAAE,6BAA6B,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC;IACrG,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,MAAM,CAAC,cAAc,CAAC,YAAY,CAAC,SAAS,EAAE,eAAe,EAAE;IAC3D,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAeH,SAAS,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK;IACtG,IAAI,CAAC,qBAAqB,EAAE,CAAC;IAC7B,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,6BAA6B,CAAC,CAAC;IAC1F,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAgBF,6DAA6D;AAC7D,kBAAkB,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK;IAC/G,SAAS,CAAC,SAAS,CAAC,oBAAoB,CAAC,KAAK,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;IAChE,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,eAAe;IAArB;QACW,UAAK,GAAG,IAAI,KAAK,EAAU,CAAC;QAI5B,wBAAmB,GAAG,CAAC,CAAC;IACnC,CAAC;CAAA;AA0ED;;GAEG;AACH,MAAM,OAAO,aAAa;IAsFtB;;;;;;;;OAQG;IACH,YAAY,MAAoB,EAAE,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK,EAAE,kBAAkB,GAAG,IAAI,EAAE,OAA+B;QA9FnJ;;WAEG;QACI,oCAA+B,GAAG,MAAM,CAAC;QAEhD;;WAEG;QACI,mCAA8B,GAAG,IAAI,CAAC;QAGnC,oBAAe,GAAG,IAAI,KAAK,EAAU,CAAC;QACtC,kBAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QACpC,kBAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QAOpC,aAAQ,GAA8C,EAAE,CAAC;QACzD,yBAAoB,GAA8C,EAAE,CAAC;QACrE,mCAA8B,GAAG,KAAK,CAAC;QAMjD,uEAAuE;QAChE,cAAS,GAAG,IAAI,CAAC;QA4BxB;;WAEG;QACI,oBAAe,GAAG,IAAI,UAAU,CAAS,EAAE,CAAC,CAAC;QAmChD,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,8BAA8B,GAAG,6BAA6B,CAAC;QACpE,IAAI,CAAC,QAAQ,GAAG,OAAO,IAAI,IAAI,CAAC;QAEhC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,QAAQ,EAAE;YAC9C,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;SAC3D;QAED,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1B,IAAI,kBAAkB,EAAE;YACpB,IAAI,OAAO,EAAE,sBAAsB,IAAI,IAAI,EAAE;gBACzC,IAAI,CAAC,4BAA4B,EAAE,CAAC;aACvC;iBAAM;gBACH,IAAI,CAAC,mBAAmB,EAAE,CAAC;aAC9B;SACJ;QAED,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClE,IAAI,CAAC,QAAQ,EAAE,CAAC;QACpB,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClE,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IAzFD,uDAAuD;IACvD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED,sDAAsD;IACtD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,sDAAsD;IACtD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,MAAsB;QACxC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC;IAC9B,CAAC;IAOO,MAAM,CAAC,UAAU,CAAC,KAAY;QAClC,IAAI,CAAC,KAAK,CAAC,qBAAqB,EAAE;YAC9B,MAAM,MAAM,GAAG,IAAI,cAAc,CAC7B,YAAY,EACZ,KAAK,EACL,MAAM,EACN;gBACI,UAAU,EAAE,CAAC,UAAU,EAAE,QAAQ,CAAC;gBAClC,QAAQ,EAAE,CAAC,OAAO,EAAE,gBAAgB,EAAE,OAAO,EAAE,OAAO,EAAE,aAAa,CAAC;aACzE,EACD,KAAK,CACR,CAAC;YAEF,MAAM,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAChC,MAAM,CAAC,eAAe,GAAG,KAAK,CAAC;YAC/B,MAAM,CAAC,qBAAqB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,QAAQ,CAAC;YAE1D,KAAK,CAAC,qBAAqB,GAAG,MAAM,CAAC;SACxC;QAED,OAAO,KAAK,CAAC,qBAAqB,CAAC;IACvC,CAAC;IAuCS,kBAAkB;QACxB,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,OAAO;SACV;QAED,IAAI,CAAC,WAAW,GAAG,aAAa,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,CAAC;IACzE,CAAC;IAED,cAAc;IACP,QAAQ;QACX,IAAI,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACtD,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,QAAQ,EAAE,CAAC;SACrB;QAED,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAChD,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,QAAQ,EAAE,CAAC;SACrB;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QACtC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC5D,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACnE,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAEnE,IAAI,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACtD,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,OAAO,EAAE,CAAC;YACjB,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC;SACnD;QACD,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAChD,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,OAAO,EAAE,CAAC;YACjB,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,CAAC;SACjD;QAED,IAAI,IAAI,CAAC,GAAG,EAAE;YACV,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;SAChE;QACD,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;QAE3B,IAAI,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;IACjC,CAAC;IAES,0BAA0B,CAAC,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,EAAU;QAC3F,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE;YACtD,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE;YACtD,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE;YACtD,OAAO,CAAC,CAAC;SACZ;QAED,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAES,sCAAsC,CAAC,EAAW,EAAE,EAAW,EAAE,EAAW,EAAE,EAAW,EAAE,EAAW;QAC5G,MAAM,GAAG,GAAG,KAAK,CAAC;QAClB,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE;YACtI,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE;YACtI,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE;YACtI,OAAO,CAAC,CAAC;SACZ;QAED,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED;;;;;;;;OAQG;IACO,UAAU,CAAC,SAAiB,EAAE,IAAY,EAAE,WAA2B,EAAE,EAAW,EAAE,EAAW;QACvG,IAAI,gBAAgB,CAAC;QAErB,IAAI,IAAI,KAAK,SAAS,EAAE;YACpB,gBAAgB,GAAG,IAAI,CAAC;SAC3B;aAAM;YACH,MAAM,UAAU,GAAG,OAAO,CAAC,GAAG,CAAC,WAAW,CAAC,SAAS,CAAC,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC;YAE1E,gBAAgB,GAAG,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC;SACjD;QAED,IAAI,gBAAgB,EAAE;YAClB,IAAI,CAAC,UAAU,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;SAC5D;IACL,CAAC;IAED;;;;;;OAMG;IACH,gEAAgE;IACtD,UAAU,CAAC,EAAW,EAAE,EAAW,EAAE,MAAc;QACzD,YAAY;QACZ,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;QAElG,UAAU;QACV,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAE9G,UAAU;QACV,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC,CAAC;IAC5F,CAAC;IAED;;;;;;OAMG;IACK,mBAAmB,CAAC,UAA0C,EAAE,aAAqB,EAAE,OAAsB,EAAE,kBAAiC;QACpJ,MAAM,aAAa,GAAG,CAAC,UAAmC,EAAE,YAA2B,EAAE,UAAkB,EAAE,EAAE;YAC3G,IAAI,UAAU,IAAI,CAAC,EAAE;gBACjB,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;aACjC;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACxC,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aACvC;QACL,CAAC,CAAC;QAEF,IAAI,SAAS,GAAG,CAAC,CAAC;QAElB,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,EAAE;YAC9F,SAAS,GAAG,CAAC,CAAC;SACjB;aAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,EAAE;YACrG,SAAS,GAAG,CAAC,CAAC;SACjB;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE;YACxB,IAAI,CAAC,KAAK,SAAS,EAAE;gBACjB,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aAC1E;iBAAM;gBACH,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aAC1E;SACJ;QAED,MAAM,gBAAgB,GAAkB,EAAE,EACtC,iBAAiB,GAAkB,EAAE,CAAC;QAE1C,aAAa,CAAC,UAAU,CAAC,SAAS,CAAC,EAAE,gBAAgB,EAAE,CAAC,CAAC,CAAC,CAAC;QAE3D,MAAM,aAAa,GAAG,gBAAgB,CAAC,MAAM,CAAC;QAE9C,KAAK,IAAI,CAAC,GAAG,SAAS,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE;YACjD,aAAa,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,iBAAiB,EAAE,CAAC,KAAK,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAC9I;QAED,MAAM,cAAc,GAAG,iBAAiB,CAAC,MAAM,CAAC;QAEhD,MAAM,OAAO,GAAG,CAAC,CAAC;QAClB,MAAM,QAAQ,GAAG,CAAC,CAAC;QAEnB,OAAO,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC,CAAC,EAAE,gBAAgB,CAAC,CAAC,CAAC,EAAE,iBAAiB,CAAC,CAAC,CAAC,CAAC,CAAC;QAChH,OAAO,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,SAAS,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,iBAAiB,CAAC,cAAc,GAAG,CAAC,CAAC,EAAE,gBAAgB,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;QAE7J,MAAM,YAAY,GAAG,aAAa,IAAI,cAAc,CAAC;QAErD,MAAM,UAAU,GAAG,YAAY,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC,cAAc,CAAC;QACjE,MAAM,WAAW,GAAG,YAAY,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,aAAa,CAAC;QAClE,MAAM,cAAc,GAAG,YAAY,CAAC,CAAC,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC,cAAc,GAAG,CAAC,CAAC;QAC7E,MAAM,OAAO,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAErC,IAAI,OAAO,GAAG,aAAa,GAAG,cAAc,GAAG,CAAC,CAAC;QAEjD,IAAI,SAAS,GAAG,YAAY,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,QAAQ,CAAC;QAClD,IAAI,UAAU,GAAG,YAAY,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC;QACnD,MAAM,YAAY,GAAG,YAAY,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,iBAAiB,CAAC;QACzE,MAAM,aAAa,GAAG,YAAY,CAAC,CAAC,CAAC,iBAAiB,CAAC,CAAC,CAAC,gBAAgB,CAAC;QAE1E,IAAI,MAAM,GAAG,CAAC,CAAC;QAEf,OAAO,OAAO,EAAE,GAAG,CAAC,EAAE;YAClB,IAAI,OAAO,EAAE;gBACT,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,EAAE,aAAa,CAAC,UAAU,CAAC,CAAC,CAAC;aACpE;iBAAM;gBACH,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,EAAE,YAAY,CAAC,SAAS,CAAC,CAAC,CAAC;aACpE;YAED,MAAM,IAAI,UAAU,CAAC;YAErB,IAAI,OAAO,CAAC;YAEZ,IAAI,MAAM,IAAI,WAAW,IAAI,SAAS,GAAG,cAAc,EAAE;gBACrD,OAAO,GAAG,YAAY,CAAC,EAAE,SAAS,CAAC,CAAC;gBACpC,MAAM,IAAI,WAAW,CAAC;aACzB;iBAAM;gBACH,OAAO,GAAG,aAAa,CAAC,EAAE,UAAU,CAAC,CAAC;aACzC;YAED,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACzB;QAED,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACzD,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACzD,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QAEzD,OAAO,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;IACxC,CAAC;IAEO,4BAA4B;QAChC,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC1E,IAAI,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC;QAExC,IAAI,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE;YACxB,OAAO;SACV;QAED,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,OAAO,CAAC,EAAE;YACzB,OAAO,GAAG,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACjC;QAED;;WAEG;QACH,MAAM,mBAAmB,GAAG,IAAI,CAAC,QAAQ,EAAE,mBAAmB,IAAI,IAAI,CAAC;QACvE,MAAM,cAAc,GAAG,mBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,EAAE,kBAAkB,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,EAAE,kBAAkB,IAAI,IAAI,CAAC;QACzK,MAAM,kBAAkB,GAAkB,EAAE,CAAC;QAC7C,MAAM,eAAe,GAAkB,EAAE,CAAC,CAAC,6DAA6D;QAExG,IAAI,mBAAmB,EAAE;YACrB,MAAM,WAAW,GAA8B,EAAE,CAAC;YAClD,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,EAAE;gBAC7C,MAAM,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACxB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACtB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;gBAE3B,MAAM,GAAG,GAAG,EAAE,CAAC,OAAO,CAAC,cAAc,CAAC,GAAG,GAAG,GAAG,EAAE,CAAC,OAAO,CAAC,cAAc,CAAC,GAAG,GAAG,GAAG,EAAE,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC;gBAE7G,IAAI,WAAW,CAAC,GAAG,CAAC,KAAK,SAAS,EAAE;oBAChC,kBAAkB,CAAC,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,CAAC;iBAC7C;qBAAM;oBACH,MAAM,GAAG,GAAG,EAAE,GAAG,CAAC,CAAC;oBACnB,WAAW,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC;oBACvB,kBAAkB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;oBAC7B,eAAe,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;iBAC7B;aACJ;SACJ;aAAM;YACH,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,EAAE;gBAC7C,MAAM,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACxB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACtB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;gBAC3B,IAAI,KAAK,GAAG,KAAK,CAAC;gBAClB,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,EAAE,IAAI,CAAC,EAAE;oBACzC,MAAM,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACxB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACtB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;oBAE3B,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,cAAc,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,cAAc,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,cAAc,EAAE;wBAChH,kBAAkB,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;wBAChC,KAAK,GAAG,IAAI,CAAC;wBACb,MAAM;qBACT;iBACJ;gBAED,IAAI,CAAC,KAAK,EAAE;oBACR,kBAAkB,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;oBAChC,eAAe,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;iBAChC;aACJ;SACJ;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE,iBAAiB,EAAE;YAClC;;;;;;;;;;;;;;;;;;eAkBG;YAEH,kDAAkD;YAClD,MAAM,gBAAgB,GAAG,IAAI,CAAC,QAAQ,EAAE,oBAAoB,IAAI,IAAI,CAAC;YACrE,MAAM,aAAa,GAA0E,EAAE,CAAC,CAAC,8CAA8C;YAE/I,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE;gBACpD,0BAA0B;gBAC1B,IAAI,oBAAgG,CAAC;gBAErG,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE;oBACxB,wCAAwC;oBACxC,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;oBACvD,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;oBACnE,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;oBAEnE,IAAI,OAAO,KAAK,OAAO,EAAE;wBACrB,SAAS;qBACZ,CAAC,uCAAuC;oBAEzC,MAAM,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAClC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAChC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;oBACrC,MAAM,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAClC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAChC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;oBAErC,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;oBAE1G,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;wBACjD,2FAA2F;wBAC3F,MAAM,MAAM,GAAG,eAAe,CAAC,CAAC,CAAC,CAAC;wBAElC,IAAI,MAAM,KAAK,OAAO,IAAI,MAAM,KAAK,OAAO,IAAI,MAAM,KAAK,OAAO,EAAE;4BAChE,SAAS;yBACZ,CAAC,oEAAoE;wBAEtE,MAAM,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,EAC/B,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,EAC7B,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;wBAElC,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;wBAC7F,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;wBAE7F,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,gBAAgB,EAAE;4BAC/C,2GAA2G;4BAC3G,IAAI,CAAC,oBAAoB,EAAE;gCACvB,oBAAoB,GAAG;oCACnB,KAAK,EAAE,KAAK;oCACZ,WAAW,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;iCAC5B,CAAC;gCACF,aAAa,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;6BAC5C;4BACD,oBAAoB,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC;yBAC3D;qBACJ;iBACJ;aACJ;YAED,uCAAuC;YACvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBAC3C,MAAM,QAAQ,GAAG,aAAa,CAAC,CAAC,CAAC,CAAC;gBAElC,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,KAAK,EAAE,OAAO,EAAE,kBAAkB,CAAC,CAAC;aAC/F;YAEA,aAAqB,GAAG,IAAI,CAAC;SACjC;QAED;;WAEG;QACH,MAAM,KAAK,GAAoF,EAAE,CAAC;QAElG,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE;YACpD,IAAI,UAAU,CAAC;YACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE;gBACxB,IAAI,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;gBACrD,IAAI,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEnE,IAAI,OAAO,KAAK,OAAO,IAAI,CAAC,CAAC,OAAO,KAAK,OAAO,IAAI,OAAO,KAAK,OAAO,CAAC,IAAI,IAAI,CAAC,QAAQ,EAAE,0BAA0B,CAAC,EAAE;oBACpH,SAAS;iBACZ;gBAED,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACzH,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACzH,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBAEzH,IAAI,CAAC,UAAU,EAAE;oBACb,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;oBAClF,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;oBAClF,UAAU,GAAG,OAAO,CAAC,KAAK,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;oBACzE,UAAU,CAAC,SAAS,EAAE,CAAC;iBAC1B;gBAED,IAAI,OAAO,GAAG,OAAO,EAAE;oBACnB,MAAM,GAAG,GAAG,OAAO,CAAC;oBACpB,OAAO,GAAG,OAAO,CAAC;oBAClB,OAAO,GAAG,GAAG,CAAC;iBACjB;gBAED,MAAM,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,OAAO,CAAC;gBACpC,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,CAAC,CAAC;gBAEtB,IAAI,EAAE,EAAE;oBACJ,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE;wBACV,MAAM,UAAU,GAAG,OAAO,CAAC,GAAG,CAAC,UAAU,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC;wBAEtD,IAAI,UAAU,GAAG,IAAI,CAAC,QAAQ,EAAE;4BAC5B,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;yBAClG;wBAED,EAAE,CAAC,IAAI,GAAG,IAAI,CAAC;qBAClB;iBACJ;qBAAM;oBACH,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;iBACxE;aACJ;SACJ;QAED,KAAK,MAAM,GAAG,IAAI,KAAK,EAAE;YACrB,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,CAAC,CAAC;YACtB,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE;gBACV,qCAAqC;gBACrC,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7D,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEzE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACzH,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBAEzH,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;aAClG;SACJ;QAED;;WAEG;QACH,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;QAEnD,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;QAC5H,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,YAAY,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAChG,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAE5F,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAExD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;IACnD,CAAC;IAED;;;OAGG;IACH,mBAAmB;QACf,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC1E,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC;QAE1C,IAAI,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE;YACxB,OAAO;SACV;QAED,+BAA+B;QAC/B,MAAM,WAAW,GAAG,IAAI,KAAK,EAAmB,CAAC;QACjD,MAAM,WAAW,GAAG,IAAI,KAAK,EAAW,CAAC;QACzC,IAAI,KAAa,CAAC;QAClB,IAAI,eAAgC,CAAC;QAErC,gBAAgB;QAChB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE;YAChD,eAAe,GAAG,IAAI,eAAe,EAAE,CAAC;YACxC,MAAM,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YAC/B,MAAM,OAAO,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACnC,MAAM,OAAO,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAEnC,eAAe,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACjH,eAAe,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACjH,eAAe,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACjH,MAAM,UAAU,GAAG,OAAO,CAAC,KAAK,CAAC,eAAe,CAAC,EAAE,CAAC,QAAQ,CAAC,eAAe,CAAC,EAAE,CAAC,EAAE,eAAe,CAAC,EAAE,CAAC,QAAQ,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC,CAAC;YAEnI,UAAU,CAAC,SAAS,EAAE,CAAC;YAEvB,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YAC7B,WAAW,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;SACrC;QAED,OAAO;QACP,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACjD,eAAe,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;YAErC,KAAK,IAAI,UAAU,GAAG,KAAK,GAAG,CAAC,EAAE,UAAU,GAAG,WAAW,CAAC,MAAM,EAAE,UAAU,EAAE,EAAE;gBAC5E,MAAM,oBAAoB,GAAG,WAAW,CAAC,UAAU,CAAC,CAAC;gBAErD,IAAI,eAAe,CAAC,mBAAmB,KAAK,CAAC,EAAE;oBAC3C,OAAO;oBACP,MAAM;iBACT;gBAED,IAAI,oBAAoB,CAAC,mBAAmB,KAAK,CAAC,EAAE;oBAChD,OAAO;oBACP,SAAS;iBACZ;gBAED,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC;gBACxC,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAC5C,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAE5C,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,CAAC,EAAE,SAAS,EAAE,EAAE;oBAChD,IAAI,cAAc,GAAW,CAAC,CAAC;oBAE/B,IAAI,eAAe,CAAC,KAAK,CAAC,SAAS,CAAC,KAAK,SAAS,EAAE;wBAChD,SAAS;qBACZ;oBAED,QAAQ,SAAS,EAAE;wBACf,KAAK,CAAC;4BACF,IAAI,IAAI,CAAC,8BAA8B,EAAE;gCACrC,cAAc,GAAG,IAAI,CAAC,sCAAsC,CACxD,eAAe,CAAC,EAAE,EAClB,eAAe,CAAC,EAAE,EAClB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,CAC1B,CAAC;6BACL;iCAAM;gCACH,cAAc,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;6BAC3H;4BACD,MAAM;wBACV,KAAK,CAAC;4BACF,IAAI,IAAI,CAAC,8BAA8B,EAAE;gCACrC,cAAc,GAAG,IAAI,CAAC,sCAAsC,CACxD,eAAe,CAAC,EAAE,EAClB,eAAe,CAAC,EAAE,EAClB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,CAC1B,CAAC;6BACL;iCAAM;gCACH,cAAc,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;6BAC/H;4BACD,MAAM;wBACV,KAAK,CAAC;4BACF,IAAI,IAAI,CAAC,8BAA8B,EAAE;gCACrC,cAAc,GAAG,IAAI,CAAC,sCAAsC,CACxD,eAAe,CAAC,EAAE,EAClB,eAAe,CAAC,EAAE,EAClB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,CAC1B,CAAC;6BACL;iCAAM;gCACH,cAAc,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;6BAC3H;4BACD,MAAM;qBACb;oBAED,IAAI,cAAc,KAAK,CAAC,CAAC,EAAE;wBACvB,SAAS;qBACZ;oBAED,eAAe,CAAC,KAAK,CAAC,SAAS,CAAC,GAAG,UAAU,CAAC;oBAC9C,oBAAoB,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,KAAK,CAAC;oBAEnD,eAAe,CAAC,mBAAmB,EAAE,CAAC;oBACtC,oBAAoB,CAAC,mBAAmB,EAAE,CAAC;oBAE3C,IAAI,eAAe,CAAC,mBAAmB,KAAK,CAAC,EAAE;wBAC3C,MAAM;qBACT;iBACJ;aACJ;SACJ;QAED,eAAe;QACf,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACjD,6HAA6H;YAC7H,MAAM,OAAO,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,WAAW,EAAE,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,EAAE,CAAC,CAAC;YAC9E,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,WAAW,EAAE,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,EAAE,CAAC,CAAC;YAC9E,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,WAAW,EAAE,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,EAAE,CAAC,CAAC;SACjF;QAED,2BAA2B;QAC3B,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;QAEnD,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;QAC5H,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,YAAY,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAChG,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAE5F,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAExD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;IACnD,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,CAAC;IACnJ,CAAC;IAED;;OAEG;IACI,MAAM;QACT,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QAEtC,MAAM,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,CAAC;QAC9D,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;SACvD;QAED,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE;YACxC,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;YACrD,OAAO;SACV;QAED,MAAM,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC;QAClF,MAAM,uBAAuB,GAAG,YAAY,IAAI,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC;QAE9E,IAAI,aAAa,GAAG,CAAC,CAAC;QAEtB,IAAI,uBAAuB,EAAE;YACzB,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,GAAI,IAAI,CAAC,OAAgB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;YACvF,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,GAAI,IAAI,CAAC,OAAgB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;YACvF,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,GAAI,IAAI,CAAC,OAAgB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;YACvF,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,GAAI,IAAI,CAAC,OAAgB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;YAEvF,IAAI,YAAY,EAAE;gBACd,MAAM,eAAe,GAAI,IAAI,CAAC,OAAgB,CAAC,oBAAoB,CAAC;gBAEpE,aAAa,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC;gBAE5C,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE;oBAChC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,mBAAmB,EAAE;wBAC9C,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;qBAChC;oBACD,OAAO;iBACV;gBAED,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE;oBAC3B,IAAI,MAAM,GAAG,CAAC,CAAC;oBAEf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,EAAE,EAAE,CAAC,EAAE;wBACpC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,eAAe,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;wBAChF,MAAM,IAAI,EAAE,CAAC;qBAChB;oBAED,eAAe,CAAC,eAAgB,CAAC,cAAc,CAAC,eAAe,CAAC,aAAa,EAAE,CAAC,EAAE,aAAa,CAAC,CAAC;iBACpG;aACJ;iBAAM;gBACH,aAAa,GAAI,IAAI,CAAC,OAAgB,CAAC,iBAAiB,CAAC;aAC5D;SACJ;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC,KAAK,CAAC,EAAE;YACjC,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;SAChD;aAAM;YACH,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;SAChD;QAED,OAAO;QACP,MAAM,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,GAAG,EAAU,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,CAAC,CAAC;QAExI,KAAK,CAAC,mBAAmB,EAAE,CAAC;QAC5B,IAAI,CAAC,WAAW,CAAC,SAAS,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QAE7D,IAAI,KAAK,CAAC,YAAY,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,EAAE;YACxD,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC;SACtG;aAAM;YACH,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,GAAG,IAAI,CAAC,8BAA8B,CAAC,CAAC;SACrG;QAED,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC;QACpF,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,CAAC,CAAC;QAErD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,IAAI,CAAC,aAAa,EAAE,aAAa,CAAC,CAAC;QACzF,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC;QAE1B,IAAI,uBAAuB,EAAE;YACzB,MAAM,CAAC,wBAAwB,EAAE,CAAC;SACrC;QAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,mBAAmB,EAAE;YAC9C,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;SAChC;QAED,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;IACzD,CAAC;CACJ;AAED;;GAEG;AACH,MAAM,OAAO,iBAAkB,SAAQ,aAAa;IAChD;;;;;OAKG;IACH,YAAY,MAAoB,EAAE,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK;QACnF,KAAK,CAAC,MAAM,EAAE,OAAO,EAAE,6BAA6B,EAAE,KAAK,CAAC,CAAC;QAC7D,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,mBAAmB;QACf,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC1E,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC;QAE1C,IAAI,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE;YACxB,OAAO;SACV;QAED,MAAM,EAAE,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACjC,MAAM,EAAE,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACjC,MAAM,GAAG,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;QAC/B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,IAAI,CAAC,EAAE,MAAM,IAAI,CAAC,EAAE;YACtD,OAAO,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YACtD,OAAO,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YAC1D,IAAI,CAAC,UAAU,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,CAAC,CAAC;SACnC;QAED,2BAA2B;QAC3B,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;QAEnD,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;QAC5H,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,YAAY,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAExD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;IACnD,CAAC;CACJ","sourcesContent":["import type { Immutable, Nullable } from \"../types\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh, InstancedLinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport \"../Shaders/line.fragment\";\r\nimport \"../Shaders/line.vertex\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _edgeRenderLineShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Gets the edgesRenderer associated with the mesh\r\n */\r\n edgesRenderer: Nullable<EdgesRenderer>;\r\n }\r\n}\r\nAbstractMesh.prototype.disableEdgesRendering = function (): AbstractMesh {\r\n if (this._edgesRenderer) {\r\n this._edgesRenderer.dispose();\r\n this._edgesRenderer = null;\r\n }\r\n return this;\r\n};\r\n\r\nAbstractMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false, options?: IEdgesRendererOptions): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices, true, options);\r\n return this;\r\n};\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"edgesRenderer\", {\r\n get: function (this: AbstractMesh) {\r\n return this._edgesRenderer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface LinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;\r\n }\r\n}\r\nLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface InstancedLinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the current InstancedLinesMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nInstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {\r\n LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);\r\n return this;\r\n};\r\n\r\n/**\r\n * FaceAdjacencies Helper class to generate edges\r\n */\r\nclass FaceAdjacencies {\r\n public edges = new Array<number>();\r\n public p0: Vector3;\r\n public p1: Vector3;\r\n public p2: Vector3;\r\n public edgesConnectedCount = 0;\r\n}\r\n\r\n/**\r\n * Defines the minimum contract an Edges renderer should follow.\r\n */\r\nexport interface IEdgesRenderer extends IDisposable {\r\n /**\r\n * Gets or sets a boolean indicating if the edgesRenderer is active\r\n */\r\n isEnabled: boolean;\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n isReady(): boolean;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n customInstances: SmartArray<Matrix>;\r\n}\r\n\r\n/**\r\n * Defines the additional options of the edges renderer\r\n */\r\nexport interface IEdgesRendererOptions {\r\n /**\r\n * Gets or sets a boolean indicating that the alternate edge finder algorithm must be used\r\n * If not defined, the default value is true\r\n */\r\n useAlternateEdgeFinder?: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the vertex merger fast processing must be used.\r\n * If not defined, the default value is true.\r\n * You should normally leave it undefined (or set it to true), except if you see some artifacts in the edges rendering (can happen with complex geometries)\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n useFastVertexMerger?: boolean;\r\n\r\n /**\r\n * During edges processing, the vertices are merged if they are close enough: epsilonVertexMerge is the limit within which vertices are considered to be equal.\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexMerge?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that tessellation should be applied before finding the edges. You may need to activate this option if your geometry is a bit\r\n * unusual, like having a vertex of a triangle in-between two vertices of an edge of another triangle. It happens often when using CSG to construct meshes.\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n applyTessellation?: boolean;\r\n\r\n /**\r\n * The limit under which 3 vertices are considered to be aligned. 3 vertices PQR are considered aligned if distance(PQ) + distance(QR) - distance(PR) < epsilonVertexAligned\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexAligned?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that degenerated triangles should not be processed.\r\n * Degenerated triangles are triangles that have 2 or 3 vertices with the same coordinates\r\n */\r\n removeDegeneratedTriangles?: boolean;\r\n}\r\n\r\n/**\r\n * This class is used to generate edges of the mesh that could then easily be rendered in a scene.\r\n */\r\nexport class EdgesRenderer implements IEdgesRenderer {\r\n /**\r\n * Define the size of the edges with an orthographic camera\r\n */\r\n public edgesWidthScalerForOrthographic = 1000.0;\r\n\r\n /**\r\n * Define the size of the edges with a perspective camera\r\n */\r\n public edgesWidthScalerForPerspective = 50.0;\r\n\r\n protected _source: AbstractMesh;\r\n protected _linesPositions = new Array<number>();\r\n protected _linesNormals = new Array<number>();\r\n protected _linesIndices = new Array<number>();\r\n protected _epsilon: number;\r\n protected _indicesCount: number;\r\n protected _drawWrapper?: DrawWrapper;\r\n\r\n protected _lineShader: ShaderMaterial;\r\n protected _ib: DataBuffer;\r\n protected _buffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _buffersForInstances: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _checkVerticesInsteadOfIndices = false;\r\n protected _options: Nullable<IEdgesRendererOptions>;\r\n\r\n private _meshRebuildObserver: Nullable<Observer<AbstractMesh>>;\r\n private _meshDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /** Gets or sets a boolean indicating if the edgesRenderer is active */\r\n public isEnabled = true;\r\n\r\n /** Gets the vertices generated by the edge renderer */\r\n public get linesPositions(): Immutable<Array<number>> {\r\n return this._linesPositions;\r\n }\r\n\r\n /** Gets the normals generated by the edge renderer */\r\n public get linesNormals(): Immutable<Array<number>> {\r\n return this._linesNormals;\r\n }\r\n\r\n /** Gets the indices generated by the edge renderer */\r\n public get linesIndices(): Immutable<Array<number>> {\r\n return this._linesIndices;\r\n }\r\n\r\n /**\r\n * Gets or sets the shader used to draw the lines\r\n */\r\n public get lineShader(): ShaderMaterial {\r\n return this._lineShader;\r\n }\r\n\r\n public set lineShader(shader: ShaderMaterial) {\r\n this._lineShader = shader;\r\n }\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n public customInstances = new SmartArray<Matrix>(32);\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._edgeRenderLineShader) {\r\n const shader = new ShaderMaterial(\r\n \"lineShader\",\r\n scene,\r\n \"line\",\r\n {\r\n attributes: [\"position\", \"normal\"],\r\n uniforms: [\"world\", \"viewProjection\", \"color\", \"width\", \"aspectRatio\"],\r\n },\r\n false\r\n );\r\n\r\n shader.disableDepthWrite = true;\r\n shader.backFaceCulling = false;\r\n shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;\r\n\r\n scene._edgeRenderLineShader = shader;\r\n }\r\n\r\n return scene._edgeRenderLineShader;\r\n }\r\n\r\n /**\r\n * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.\r\n * Beware when you use this class with complex objects as the adjacencies computation can be really long\r\n * @param source Mesh used to create edges\r\n * @param epsilon sum of angles in adjacency to check for edge\r\n * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices. Note that this parameter is not used if options.useAlternateEdgeFinder = true\r\n * @param generateEdgesLines - should generate Lines or only prepare resources.\r\n * @param options The options to apply when generating the edges\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true, options?: IEdgesRendererOptions) {\r\n this._source = source;\r\n this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;\r\n this._options = options ?? null;\r\n\r\n this._epsilon = epsilon;\r\n if (this._source.getScene().getEngine().isWebGPU) {\r\n this._drawWrapper = new DrawWrapper(source.getEngine());\r\n }\r\n\r\n this._prepareRessources();\r\n if (generateEdgesLines) {\r\n if (options?.useAlternateEdgeFinder ?? true) {\r\n this._generateEdgesLinesAlternate();\r\n } else {\r\n this._generateEdgesLines();\r\n }\r\n }\r\n\r\n this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {\r\n this._rebuild();\r\n });\r\n\r\n this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareRessources(): void {\r\n if (this._lineShader) {\r\n return;\r\n }\r\n\r\n this._lineShader = EdgesRenderer._GetShader(this._source.getScene());\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n const scene = this._source.getScene();\r\n const engine = scene.getEngine();\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n }\r\n\r\n /**\r\n * Releases the required resources for the edges renderer\r\n */\r\n public dispose(): void {\r\n this._source.onRebuildObservable.remove(this._meshRebuildObserver);\r\n this._source.onDisposeObservable.remove(this._meshDisposeObserver);\r\n\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.PositionKind] = null;\r\n }\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.NormalKind] = null;\r\n }\r\n\r\n if (this._ib) {\r\n this._source.getScene().getEngine()._releaseBuffer(this._ib);\r\n }\r\n this._lineShader.dispose();\r\n\r\n this._drawWrapper?.dispose();\r\n }\r\n\r\n protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {\r\n if ((pa === p0 && pb === p1) || (pa === p1 && pb === p0)) {\r\n return 0;\r\n }\r\n\r\n if ((pa === p1 && pb === p2) || (pa === p2 && pb === p1)) {\r\n return 1;\r\n }\r\n\r\n if ((pa === p2 && pb === p0) || (pa === p0 && pb === p2)) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {\r\n const eps = 1e-10;\r\n if ((pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p1, eps)) || (pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p0, eps))) {\r\n return 0;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p2, eps)) || (pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p1, eps))) {\r\n return 1;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p0, eps)) || (pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p2, eps))) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n /**\r\n * Checks if the pair of p0 and p1 is en edge\r\n * @param faceIndex\r\n * @param edge\r\n * @param faceNormals\r\n * @param p0\r\n * @param p1\r\n * @private\r\n */\r\n protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void {\r\n let needToCreateLine;\r\n\r\n if (edge === undefined) {\r\n needToCreateLine = true;\r\n } else {\r\n const dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);\r\n\r\n needToCreateLine = dotProduct < this._epsilon;\r\n }\r\n\r\n if (needToCreateLine) {\r\n this.createLine(p0, p1, this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * push line into the position, normal and index buffer\r\n * @param p0\r\n * @param p1\r\n * @param offset\r\n * @protected\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected createLine(p0: Vector3, p1: Vector3, offset: number) {\r\n // Positions\r\n this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);\r\n\r\n // Normals\r\n this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);\r\n\r\n // Indices\r\n this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);\r\n }\r\n\r\n /**\r\n * See https://playground.babylonjs.com/#R3JR6V#1 for a visual display of the algorithm\r\n * @param edgePoints\r\n * @param indexTriangle\r\n * @param indices\r\n * @param remapVertexIndices\r\n */\r\n private _tessellateTriangle(edgePoints: Array<Array<[number, number]>>, indexTriangle: number, indices: Array<number>, remapVertexIndices: Array<number>): void {\r\n const makePointList = (edgePoints: Array<[number, number]>, pointIndices: Array<number>, firstIndex: number) => {\r\n if (firstIndex >= 0) {\r\n pointIndices.push(firstIndex);\r\n }\r\n\r\n for (let i = 0; i < edgePoints.length; ++i) {\r\n pointIndices.push(edgePoints[i][0]);\r\n }\r\n };\r\n\r\n let startEdge = 0;\r\n\r\n if (edgePoints[1].length >= edgePoints[0].length && edgePoints[1].length >= edgePoints[2].length) {\r\n startEdge = 1;\r\n } else if (edgePoints[2].length >= edgePoints[0].length && edgePoints[2].length >= edgePoints[1].length) {\r\n startEdge = 2;\r\n }\r\n\r\n for (let e = 0; e < 3; ++e) {\r\n if (e === startEdge) {\r\n edgePoints[e].sort((a, b) => (a[1] < b[1] ? -1 : a[1] > b[1] ? 1 : 0));\r\n } else {\r\n edgePoints[e].sort((a, b) => (a[1] > b[1] ? -1 : a[1] < b[1] ? 1 : 0));\r\n }\r\n }\r\n\r\n const mainPointIndices: Array<number> = [],\r\n otherPointIndices: Array<number> = [];\r\n\r\n makePointList(edgePoints[startEdge], mainPointIndices, -1);\r\n\r\n const numMainPoints = mainPointIndices.length;\r\n\r\n for (let i = startEdge + 2; i >= startEdge + 1; --i) {\r\n makePointList(edgePoints[i % 3], otherPointIndices, i !== startEdge + 2 ? remapVertexIndices[indices[indexTriangle + ((i + 1) % 3)]] : -1);\r\n }\r\n\r\n const numOtherPoints = otherPointIndices.length;\r\n\r\n const idxMain = 0;\r\n const idxOther = 0;\r\n\r\n indices.push(remapVertexIndices[indices[indexTriangle + startEdge]], mainPointIndices[0], otherPointIndices[0]);\r\n indices.push(remapVertexIndices[indices[indexTriangle + ((startEdge + 1) % 3)]], otherPointIndices[numOtherPoints - 1], mainPointIndices[numMainPoints - 1]);\r\n\r\n const bucketIsMain = numMainPoints <= numOtherPoints;\r\n\r\n const bucketStep = bucketIsMain ? numMainPoints : numOtherPoints;\r\n const bucketLimit = bucketIsMain ? numOtherPoints : numMainPoints;\r\n const bucketIdxLimit = bucketIsMain ? numMainPoints - 1 : numOtherPoints - 1;\r\n const winding = bucketIsMain ? 0 : 1;\r\n\r\n let numTris = numMainPoints + numOtherPoints - 2;\r\n\r\n let bucketIdx = bucketIsMain ? idxMain : idxOther;\r\n let nbucketIdx = bucketIsMain ? idxOther : idxMain;\r\n const bucketPoints = bucketIsMain ? mainPointIndices : otherPointIndices;\r\n const nbucketPoints = bucketIsMain ? otherPointIndices : mainPointIndices;\r\n\r\n let bucket = 0;\r\n\r\n while (numTris-- > 0) {\r\n if (winding) {\r\n indices.push(bucketPoints[bucketIdx], nbucketPoints[nbucketIdx]);\r\n } else {\r\n indices.push(nbucketPoints[nbucketIdx], bucketPoints[bucketIdx]);\r\n }\r\n\r\n bucket += bucketStep;\r\n\r\n let lastIdx;\r\n\r\n if (bucket >= bucketLimit && bucketIdx < bucketIdxLimit) {\r\n lastIdx = bucketPoints[++bucketIdx];\r\n bucket -= bucketLimit;\r\n } else {\r\n lastIdx = nbucketPoints[++nbucketIdx];\r\n }\r\n\r\n indices.push(lastIdx);\r\n }\r\n\r\n indices[indexTriangle + 0] = indices[indices.length - 3];\r\n indices[indexTriangle + 1] = indices[indices.length - 2];\r\n indices[indexTriangle + 2] = indices[indices.length - 1];\r\n\r\n indices.length = indices.length - 3;\r\n }\r\n\r\n private _generateEdgesLinesAlternate(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n let indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n if (!Array.isArray(indices)) {\r\n indices = Array.from(indices);\r\n }\r\n\r\n /**\r\n * Find all vertices that are at the same location (with an epsilon) and remapp them on the same vertex\r\n */\r\n const useFastVertexMerger = this._options?.useFastVertexMerger ?? true;\r\n const epsVertexMerge = useFastVertexMerger ? Math.round(-Math.log(this._options?.epsilonVertexMerge ?? 1e-6) / Math.log(10)) : this._options?.epsilonVertexMerge ?? 1e-6;\r\n const remapVertexIndices: Array<number> = [];\r\n const uniquePositions: Array<number> = []; // list of unique index of vertices - needed for tessellation\r\n\r\n if (useFastVertexMerger) {\r\n const mapVertices: { [key: string]: number } = {};\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n\r\n const key = x1.toFixed(epsVertexMerge) + \"|\" + y1.toFixed(epsVertexMerge) + \"|\" + z1.toFixed(epsVertexMerge);\r\n\r\n if (mapVertices[key] !== undefined) {\r\n remapVertexIndices.push(mapVertices[key]);\r\n } else {\r\n const idx = v1 / 3;\r\n mapVertices[key] = idx;\r\n remapVertexIndices.push(idx);\r\n uniquePositions.push(idx);\r\n }\r\n }\r\n } else {\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n let found = false;\r\n for (let v2 = 0; v2 < v1 && !found; v2 += 3) {\r\n const x2 = positions[v2 + 0],\r\n y2 = positions[v2 + 1],\r\n z2 = positions[v2 + 2];\r\n\r\n if (Math.abs(x1 - x2) < epsVertexMerge && Math.abs(y1 - y2) < epsVertexMerge && Math.abs(z1 - z2) < epsVertexMerge) {\r\n remapVertexIndices.push(v2 / 3);\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n remapVertexIndices.push(v1 / 3);\r\n uniquePositions.push(v1 / 3);\r\n }\r\n }\r\n }\r\n\r\n if (this._options?.applyTessellation) {\r\n /**\r\n * Tessellate triangles if necessary:\r\n *\r\n * A\r\n * +\r\n * |\\\r\n * | \\\r\n * | \\\r\n * E + \\\r\n * /| \\\r\n * / | \\\r\n * / | \\\r\n * +---+-------+ B\r\n * D C\r\n *\r\n * For the edges to be rendered correctly, the ABC triangle has to be split into ABE and BCE, else AC is considered to be an edge, whereas only AE should be.\r\n *\r\n * The tessellation process looks for the vertices like E that are in-between two other vertices making of an edge and create new triangles as necessary\r\n */\r\n\r\n // First step: collect the triangles to tessellate\r\n const epsVertexAligned = this._options?.epsilonVertexAligned ?? 1e-6;\r\n const mustTesselate: Array<{ index: number; edgesPoints: Array<Array<[number, number]>> }> = []; // liste of triangles that must be tessellated\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n // loop over all triangles\r\n let triangleToTessellate: { index: number; edgesPoints: Array<Array<[number, number]>> } | undefined;\r\n\r\n for (let i = 0; i < 3; ++i) {\r\n // loop over the 3 edges of the triangle\r\n const p0Index = remapVertexIndices[indices[index + i]];\r\n const p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index) {\r\n continue;\r\n } // degenerated triangle - don't process\r\n\r\n const p0x = positions[p0Index * 3 + 0],\r\n p0y = positions[p0Index * 3 + 1],\r\n p0z = positions[p0Index * 3 + 2];\r\n const p1x = positions[p1Index * 3 + 0],\r\n p1y = positions[p1Index * 3 + 1],\r\n p1z = positions[p1Index * 3 + 2];\r\n\r\n const p0p1 = Math.sqrt((p1x - p0x) * (p1x - p0x) + (p1y - p0y) * (p1y - p0y) + (p1z - p0z) * (p1z - p0z));\r\n\r\n for (let v = 0; v < uniquePositions.length - 1; v++) {\r\n // loop over all (unique) vertices and look for the ones that would be in-between p0 and p1\r\n const vIndex = uniquePositions[v];\r\n\r\n if (vIndex === p0Index || vIndex === p1Index || vIndex === p2Index) {\r\n continue;\r\n } // don't handle the vertex if it is a vertex of the current triangle\r\n\r\n const x = positions[vIndex * 3 + 0],\r\n y = positions[vIndex * 3 + 1],\r\n z = positions[vIndex * 3 + 2];\r\n\r\n const p0p = Math.sqrt((x - p0x) * (x - p0x) + (y - p0y) * (y - p0y) + (z - p0z) * (z - p0z));\r\n const pp1 = Math.sqrt((x - p1x) * (x - p1x) + (y - p1y) * (y - p1y) + (z - p1z) * (z - p1z));\r\n\r\n if (Math.abs(p0p + pp1 - p0p1) < epsVertexAligned) {\r\n // vertices are aligned and p in-between p0 and p1 if distance(p0, p) + distance (p, p1) ~ distance(p0, p1)\r\n if (!triangleToTessellate) {\r\n triangleToTessellate = {\r\n index: index,\r\n edgesPoints: [[], [], []],\r\n };\r\n mustTesselate.push(triangleToTessellate);\r\n }\r\n triangleToTessellate.edgesPoints[i].push([vIndex, p0p]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Second step: tesselate the triangles\r\n for (let t = 0; t < mustTesselate.length; ++t) {\r\n const triangle = mustTesselate[t];\r\n\r\n this._tessellateTriangle(triangle.edgesPoints, triangle.index, indices, remapVertexIndices);\r\n }\r\n\r\n (mustTesselate as any) = null;\r\n }\r\n\r\n /**\r\n * Collect the edges to render\r\n */\r\n const edges: { [key: string]: { normal: Vector3; done: boolean; index: number; i: number } } = {};\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceNormal;\r\n for (let i = 0; i < 3; ++i) {\r\n let p0Index = remapVertexIndices[indices[index + i]];\r\n let p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index || ((p0Index === p2Index || p1Index === p2Index) && this._options?.removeDegeneratedTriangles)) {\r\n continue;\r\n }\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n TmpVectors.Vector3[2].copyFromFloats(positions[p2Index * 3 + 0], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n\r\n if (!faceNormal) {\r\n TmpVectors.Vector3[1].subtractToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[3]);\r\n TmpVectors.Vector3[2].subtractToRef(TmpVectors.Vector3[1], TmpVectors.Vector3[4]);\r\n faceNormal = Vector3.Cross(TmpVectors.Vector3[3], TmpVectors.Vector3[4]);\r\n faceNormal.normalize();\r\n }\r\n\r\n if (p0Index > p1Index) {\r\n const tmp = p0Index;\r\n p0Index = p1Index;\r\n p1Index = tmp;\r\n }\r\n\r\n const key = p0Index + \"_\" + p1Index;\r\n const ei = edges[key];\r\n\r\n if (ei) {\r\n if (!ei.done) {\r\n const dotProduct = Vector3.Dot(faceNormal, ei.normal);\r\n\r\n if (dotProduct < this._epsilon) {\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n\r\n ei.done = true;\r\n }\r\n } else {\r\n edges[key] = { normal: faceNormal, done: false, index: index, i: i };\r\n }\r\n }\r\n }\r\n\r\n for (const key in edges) {\r\n const ei = edges[key];\r\n if (!ei.done) {\r\n // Orphaned edge - we must display it\r\n const p0Index = remapVertexIndices[indices[ei.index + ei.i]];\r\n const p1Index = remapVertexIndices[indices[ei.index + ((ei.i + 1) % 3)]];\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * Merge into a single mesh\r\n */\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Generates lines edges from adjacencjes\r\n * @private\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n // First let's find adjacencies\r\n const adjacencies = new Array<FaceAdjacencies>();\r\n const faceNormals = new Array<Vector3>();\r\n let index: number;\r\n let faceAdjacencies: FaceAdjacencies;\r\n\r\n // Prepare faces\r\n for (index = 0; index < indices.length; index += 3) {\r\n faceAdjacencies = new FaceAdjacencies();\r\n const p0Index = indices[index];\r\n const p1Index = indices[index + 1];\r\n const p2Index = indices[index + 2];\r\n\r\n faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n const faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));\r\n\r\n faceNormal.normalize();\r\n\r\n faceNormals.push(faceNormal);\r\n adjacencies.push(faceAdjacencies);\r\n }\r\n\r\n // Scan\r\n for (index = 0; index < adjacencies.length; index++) {\r\n faceAdjacencies = adjacencies[index];\r\n\r\n for (let otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {\r\n const otherFaceAdjacencies = adjacencies[otherIndex];\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n break;\r\n }\r\n\r\n if (otherFaceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n continue;\r\n }\r\n\r\n const otherP0 = indices[otherIndex * 3];\r\n const otherP1 = indices[otherIndex * 3 + 1];\r\n const otherP2 = indices[otherIndex * 3 + 2];\r\n\r\n for (let edgeIndex = 0; edgeIndex < 3; edgeIndex++) {\r\n let otherEdgeIndex: number = 0;\r\n\r\n if (faceAdjacencies.edges[edgeIndex] !== undefined) {\r\n continue;\r\n }\r\n\r\n switch (edgeIndex) {\r\n case 0:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p0,\r\n faceAdjacencies.p1,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 1:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p1,\r\n faceAdjacencies.p2,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 2:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p2,\r\n faceAdjacencies.p0,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n }\r\n\r\n if (otherEdgeIndex === -1) {\r\n continue;\r\n }\r\n\r\n faceAdjacencies.edges[edgeIndex] = otherIndex;\r\n otherFaceAdjacencies.edges[otherEdgeIndex] = index;\r\n\r\n faceAdjacencies.edgesConnectedCount++;\r\n otherFaceAdjacencies.edgesConnectedCount++;\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Create lines\r\n for (index = 0; index < adjacencies.length; index++) {\r\n // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon\r\n const current = adjacencies[index];\r\n\r\n this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);\r\n this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);\r\n this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n public isReady(): boolean {\r\n return this._lineShader.isReady(this._source, (this._source.hasInstances && this.customInstances.length > 0) || this._source.hasThinInstances);\r\n }\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n public render(): void {\r\n const scene = this._source.getScene();\r\n\r\n const currentDrawWrapper = this._lineShader._getDrawWrapper();\r\n if (this._drawWrapper) {\r\n this._lineShader._setDrawWrapper(this._drawWrapper);\r\n }\r\n\r\n if (!this.isReady() || !scene.activeCamera) {\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n return;\r\n }\r\n\r\n const hasInstances = this._source.hasInstances && this.customInstances.length > 0;\r\n const useBuffersWithInstances = hasInstances || this._source.hasThinInstances;\r\n\r\n let instanceCount = 0;\r\n\r\n if (useBuffersWithInstances) {\r\n this._buffersForInstances[\"world0\"] = (this._source as Mesh).getVertexBuffer(\"world0\");\r\n this._buffersForInstances[\"world1\"] = (this._source as Mesh).getVertexBuffer(\"world1\");\r\n this._buffersForInstances[\"world2\"] = (this._source as Mesh).getVertexBuffer(\"world2\");\r\n this._buffersForInstances[\"world3\"] = (this._source as Mesh).getVertexBuffer(\"world3\");\r\n\r\n if (hasInstances) {\r\n const instanceStorage = (this._source as Mesh)._instanceDataStorage;\r\n\r\n instanceCount = this.customInstances.length;\r\n\r\n if (!instanceStorage.instancesData) {\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n return;\r\n }\r\n\r\n if (!instanceStorage.isFrozen) {\r\n let offset = 0;\r\n\r\n for (let i = 0; i < instanceCount; ++i) {\r\n this.customInstances.data[i].copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n }\r\n\r\n instanceStorage.instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instanceCount);\r\n }\r\n } else {\r\n instanceCount = (this._source as Mesh).thinInstanceCount;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n this._lineShader._preBind();\r\n\r\n if (this._source.edgesColor.a !== 1) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(useBuffersWithInstances ? this._buffersForInstances : this._buffers, this._ib, <Effect>this._lineShader.getEffect());\r\n\r\n scene.resetCachedMaterial();\r\n this._lineShader.setColor4(\"color\", this._source.edgesColor);\r\n\r\n if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);\r\n } else {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForPerspective);\r\n }\r\n\r\n this._lineShader.setFloat(\"aspectRatio\", engine.getAspectRatio(scene.activeCamera));\r\n this._lineShader.bind(this._source.getWorldMatrix());\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount, instanceCount);\r\n this._lineShader.unbind();\r\n\r\n if (useBuffersWithInstances) {\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n }\r\n}\r\n\r\n/**\r\n * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation\r\n */\r\nexport class LineEdgesRenderer extends EdgesRenderer {\r\n /**\r\n * This constructor turns off auto generating edges line in Edges Renderer to make it here.\r\n * @param source LineMesh used to generate edges\r\n * @param epsilon not important (specified angle for edge detection)\r\n * @param checkVerticesInsteadOfIndices not important for LineMesh\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {\r\n super(source, epsilon, checkVerticesInsteadOfIndices, false);\r\n this._generateEdgesLines();\r\n }\r\n\r\n /**\r\n * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n const p0 = TmpVectors.Vector3[0];\r\n const p1 = TmpVectors.Vector3[1];\r\n const len = indices.length - 1;\r\n for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {\r\n Vector3.FromArrayToRef(positions, 3 * indices[i], p0);\r\n Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);\r\n this.createLine(p0, p1, offset);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"edgesRenderer.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Rendering/edgesRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAEtD,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AAEpE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAI3D,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAC7D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,0BAA0B,CAAC;AAClC,OAAO,wBAAwB,CAAC;AAEhC,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAiBvD,YAAY,CAAC,SAAS,CAAC,qBAAqB,GAAG;IAC3C,IAAI,IAAI,CAAC,cAAc,EAAE;QACrB,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;KAC9B;IACD,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK,EAAE,OAA+B;IAC1I,IAAI,CAAC,qBAAqB,EAAE,CAAC;IAC7B,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CAAC,IAAI,EAAE,OAAO,EAAE,6BAA6B,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC;IACrG,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,MAAM,CAAC,cAAc,CAAC,YAAY,CAAC,SAAS,EAAE,eAAe,EAAE;IAC3D,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAeH,SAAS,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK;IACtG,IAAI,CAAC,qBAAqB,EAAE,CAAC;IAC7B,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,6BAA6B,CAAC,CAAC;IAC1F,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAgBF,6DAA6D;AAC7D,kBAAkB,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK;IAC/G,SAAS,CAAC,SAAS,CAAC,oBAAoB,CAAC,KAAK,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;IAChE,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,eAAe;IAArB;QACW,UAAK,GAAG,IAAI,KAAK,EAAU,CAAC;QAI5B,wBAAmB,GAAG,CAAC,CAAC;IACnC,CAAC;CAAA;AA0ED;;GAEG;AACH,MAAM,OAAO,aAAa;IAsFtB;;;;;;;;OAQG;IACH,YAAY,MAAoB,EAAE,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK,EAAE,kBAAkB,GAAG,IAAI,EAAE,OAA+B;QA9FnJ;;WAEG;QACI,oCAA+B,GAAG,MAAM,CAAC;QAEhD;;WAEG;QACI,mCAA8B,GAAG,IAAI,CAAC;QAGnC,oBAAe,GAAG,IAAI,KAAK,EAAU,CAAC;QACtC,kBAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QACpC,kBAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QAOpC,aAAQ,GAA8C,EAAE,CAAC;QACzD,yBAAoB,GAA8C,EAAE,CAAC;QACrE,mCAA8B,GAAG,KAAK,CAAC;QAMjD,uEAAuE;QAChE,cAAS,GAAG,IAAI,CAAC;QA4BxB;;WAEG;QACI,oBAAe,GAAG,IAAI,UAAU,CAAS,EAAE,CAAC,CAAC;QAmChD,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,8BAA8B,GAAG,6BAA6B,CAAC;QACpE,IAAI,CAAC,QAAQ,GAAG,OAAO,IAAI,IAAI,CAAC;QAEhC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,QAAQ,EAAE;YAC9C,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;SAC3D;QAED,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1B,IAAI,kBAAkB,EAAE;YACpB,IAAI,OAAO,EAAE,sBAAsB,IAAI,IAAI,EAAE;gBACzC,IAAI,CAAC,4BAA4B,EAAE,CAAC;aACvC;iBAAM;gBACH,IAAI,CAAC,mBAAmB,EAAE,CAAC;aAC9B;SACJ;QAED,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClE,IAAI,CAAC,QAAQ,EAAE,CAAC;QACpB,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClE,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IAzFD,uDAAuD;IACvD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED,sDAAsD;IACtD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,sDAAsD;IACtD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,MAAsB;QACxC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC;IAC9B,CAAC;IAOO,MAAM,CAAC,UAAU,CAAC,KAAY;QAClC,IAAI,CAAC,KAAK,CAAC,qBAAqB,EAAE;YAC9B,MAAM,MAAM,GAAG,IAAI,cAAc,CAC7B,YAAY,EACZ,KAAK,EACL,MAAM,EACN;gBACI,UAAU,EAAE,CAAC,UAAU,EAAE,QAAQ,CAAC;gBAClC,QAAQ,EAAE,CAAC,OAAO,EAAE,gBAAgB,EAAE,OAAO,EAAE,OAAO,EAAE,aAAa,CAAC;aACzE,EACD,KAAK,CACR,CAAC;YAEF,MAAM,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAChC,MAAM,CAAC,eAAe,GAAG,KAAK,CAAC;YAC/B,MAAM,CAAC,qBAAqB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,QAAQ,CAAC;YAE1D,KAAK,CAAC,qBAAqB,GAAG,MAAM,CAAC;SACxC;QAED,OAAO,KAAK,CAAC,qBAAqB,CAAC;IACvC,CAAC;IAuCS,kBAAkB;QACxB,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,OAAO;SACV;QAED,IAAI,CAAC,WAAW,GAAG,aAAa,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,CAAC;IACzE,CAAC;IAED,cAAc;IACP,QAAQ;QACX,IAAI,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACtD,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,QAAQ,EAAE,CAAC;SACrB;QAED,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAChD,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,QAAQ,EAAE,CAAC;SACrB;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QACtC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC5D,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACnE,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAEnE,IAAI,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACtD,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,OAAO,EAAE,CAAC;YACjB,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC;SACnD;QACD,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAChD,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,OAAO,EAAE,CAAC;YACjB,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,CAAC;SACjD;QAED,IAAI,IAAI,CAAC,GAAG,EAAE;YACV,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;SAChE;QACD,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;QAE3B,IAAI,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;IACjC,CAAC;IAES,0BAA0B,CAAC,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,EAAU;QAC3F,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE;YACtD,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE;YACtD,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE;YACtD,OAAO,CAAC,CAAC;SACZ;QAED,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAES,sCAAsC,CAAC,EAAW,EAAE,EAAW,EAAE,EAAW,EAAE,EAAW,EAAE,EAAW;QAC5G,MAAM,GAAG,GAAG,KAAK,CAAC;QAClB,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE;YACtI,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE;YACtI,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,IAAI,EAAE,CAAC,iBAAiB,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE;YACtI,OAAO,CAAC,CAAC;SACZ;QAED,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED;;;;;;;;OAQG;IACO,UAAU,CAAC,SAAiB,EAAE,IAAY,EAAE,WAA2B,EAAE,EAAW,EAAE,EAAW;QACvG,IAAI,gBAAgB,CAAC;QAErB,IAAI,IAAI,KAAK,SAAS,EAAE;YACpB,gBAAgB,GAAG,IAAI,CAAC;SAC3B;aAAM;YACH,MAAM,UAAU,GAAG,OAAO,CAAC,GAAG,CAAC,WAAW,CAAC,SAAS,CAAC,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC;YAE1E,gBAAgB,GAAG,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC;SACjD;QAED,IAAI,gBAAgB,EAAE;YAClB,IAAI,CAAC,UAAU,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;SAC5D;IACL,CAAC;IAED;;;;;;OAMG;IACH,gEAAgE;IACtD,UAAU,CAAC,EAAW,EAAE,EAAW,EAAE,MAAc;QACzD,YAAY;QACZ,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;QAElG,UAAU;QACV,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAE9G,UAAU;QACV,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC,CAAC;IAC5F,CAAC;IAED;;;;;;OAMG;IACK,mBAAmB,CAAC,UAA0C,EAAE,aAAqB,EAAE,OAAsB,EAAE,kBAAiC;QACpJ,MAAM,aAAa,GAAG,CAAC,UAAmC,EAAE,YAA2B,EAAE,UAAkB,EAAE,EAAE;YAC3G,IAAI,UAAU,IAAI,CAAC,EAAE;gBACjB,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;aACjC;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACxC,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aACvC;QACL,CAAC,CAAC;QAEF,IAAI,SAAS,GAAG,CAAC,CAAC;QAElB,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,EAAE;YAC9F,SAAS,GAAG,CAAC,CAAC;SACjB;aAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,EAAE;YACrG,SAAS,GAAG,CAAC,CAAC;SACjB;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE;YACxB,IAAI,CAAC,KAAK,SAAS,EAAE;gBACjB,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aAC1E;iBAAM;gBACH,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aAC1E;SACJ;QAED,MAAM,gBAAgB,GAAkB,EAAE,EACtC,iBAAiB,GAAkB,EAAE,CAAC;QAE1C,aAAa,CAAC,UAAU,CAAC,SAAS,CAAC,EAAE,gBAAgB,EAAE,CAAC,CAAC,CAAC,CAAC;QAE3D,MAAM,aAAa,GAAG,gBAAgB,CAAC,MAAM,CAAC;QAE9C,KAAK,IAAI,CAAC,GAAG,SAAS,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE;YACjD,aAAa,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,iBAAiB,EAAE,CAAC,KAAK,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAC9I;QAED,MAAM,cAAc,GAAG,iBAAiB,CAAC,MAAM,CAAC;QAEhD,MAAM,OAAO,GAAG,CAAC,CAAC;QAClB,MAAM,QAAQ,GAAG,CAAC,CAAC;QAEnB,OAAO,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC,CAAC,EAAE,gBAAgB,CAAC,CAAC,CAAC,EAAE,iBAAiB,CAAC,CAAC,CAAC,CAAC,CAAC;QAChH,OAAO,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,SAAS,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,iBAAiB,CAAC,cAAc,GAAG,CAAC,CAAC,EAAE,gBAAgB,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;QAE7J,MAAM,YAAY,GAAG,aAAa,IAAI,cAAc,CAAC;QAErD,MAAM,UAAU,GAAG,YAAY,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC,cAAc,CAAC;QACjE,MAAM,WAAW,GAAG,YAAY,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,aAAa,CAAC;QAClE,MAAM,cAAc,GAAG,YAAY,CAAC,CAAC,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC,cAAc,GAAG,CAAC,CAAC;QAC7E,MAAM,OAAO,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAErC,IAAI,OAAO,GAAG,aAAa,GAAG,cAAc,GAAG,CAAC,CAAC;QAEjD,IAAI,SAAS,GAAG,YAAY,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,QAAQ,CAAC;QAClD,IAAI,UAAU,GAAG,YAAY,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC;QACnD,MAAM,YAAY,GAAG,YAAY,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,iBAAiB,CAAC;QACzE,MAAM,aAAa,GAAG,YAAY,CAAC,CAAC,CAAC,iBAAiB,CAAC,CAAC,CAAC,gBAAgB,CAAC;QAE1E,IAAI,MAAM,GAAG,CAAC,CAAC;QAEf,OAAO,OAAO,EAAE,GAAG,CAAC,EAAE;YAClB,IAAI,OAAO,EAAE;gBACT,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,EAAE,aAAa,CAAC,UAAU,CAAC,CAAC,CAAC;aACpE;iBAAM;gBACH,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,EAAE,YAAY,CAAC,SAAS,CAAC,CAAC,CAAC;aACpE;YAED,MAAM,IAAI,UAAU,CAAC;YAErB,IAAI,OAAO,CAAC;YAEZ,IAAI,MAAM,IAAI,WAAW,IAAI,SAAS,GAAG,cAAc,EAAE;gBACrD,OAAO,GAAG,YAAY,CAAC,EAAE,SAAS,CAAC,CAAC;gBACpC,MAAM,IAAI,WAAW,CAAC;aACzB;iBAAM;gBACH,OAAO,GAAG,aAAa,CAAC,EAAE,UAAU,CAAC,CAAC;aACzC;YAED,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACzB;QAED,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACzD,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACzD,OAAO,CAAC,aAAa,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QAEzD,OAAO,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;IACxC,CAAC;IAEO,4BAA4B;QAChC,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC1E,IAAI,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC;QAExC,IAAI,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE;YACxB,OAAO;SACV;QAED,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,OAAO,CAAC,EAAE;YACzB,OAAO,GAAG,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACjC;QAED;;WAEG;QACH,MAAM,mBAAmB,GAAG,IAAI,CAAC,QAAQ,EAAE,mBAAmB,IAAI,IAAI,CAAC;QACvE,MAAM,cAAc,GAAG,mBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,EAAE,kBAAkB,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,EAAE,kBAAkB,IAAI,IAAI,CAAC;QACzK,MAAM,kBAAkB,GAAkB,EAAE,CAAC;QAC7C,MAAM,eAAe,GAAkB,EAAE,CAAC,CAAC,6DAA6D;QAExG,IAAI,mBAAmB,EAAE;YACrB,MAAM,WAAW,GAA8B,EAAE,CAAC;YAClD,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,EAAE;gBAC7C,MAAM,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACxB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACtB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;gBAE3B,MAAM,GAAG,GAAG,EAAE,CAAC,OAAO,CAAC,cAAc,CAAC,GAAG,GAAG,GAAG,EAAE,CAAC,OAAO,CAAC,cAAc,CAAC,GAAG,GAAG,GAAG,EAAE,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC;gBAE7G,IAAI,WAAW,CAAC,GAAG,CAAC,KAAK,SAAS,EAAE;oBAChC,kBAAkB,CAAC,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,CAAC;iBAC7C;qBAAM;oBACH,MAAM,GAAG,GAAG,EAAE,GAAG,CAAC,CAAC;oBACnB,WAAW,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC;oBACvB,kBAAkB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;oBAC7B,eAAe,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;iBAC7B;aACJ;SACJ;aAAM;YACH,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,EAAE;gBAC7C,MAAM,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACxB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACtB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;gBAC3B,IAAI,KAAK,GAAG,KAAK,CAAC;gBAClB,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,EAAE,IAAI,CAAC,EAAE;oBACzC,MAAM,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACxB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,EACtB,EAAE,GAAG,SAAS,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;oBAE3B,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,cAAc,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,cAAc,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,cAAc,EAAE;wBAChH,kBAAkB,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;wBAChC,KAAK,GAAG,IAAI,CAAC;wBACb,MAAM;qBACT;iBACJ;gBAED,IAAI,CAAC,KAAK,EAAE;oBACR,kBAAkB,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;oBAChC,eAAe,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;iBAChC;aACJ;SACJ;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE,iBAAiB,EAAE;YAClC;;;;;;;;;;;;;;;;;;eAkBG;YAEH,kDAAkD;YAClD,MAAM,gBAAgB,GAAG,IAAI,CAAC,QAAQ,EAAE,oBAAoB,IAAI,IAAI,CAAC;YACrE,MAAM,aAAa,GAA0E,EAAE,CAAC,CAAC,8CAA8C;YAE/I,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE;gBACpD,0BAA0B;gBAC1B,IAAI,oBAAgG,CAAC;gBAErG,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE;oBACxB,wCAAwC;oBACxC,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;oBACvD,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;oBACnE,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;oBAEnE,IAAI,OAAO,KAAK,OAAO,EAAE;wBACrB,SAAS;qBACZ,CAAC,uCAAuC;oBAEzC,MAAM,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAClC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAChC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;oBACrC,MAAM,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAClC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAChC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;oBAErC,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;oBAE1G,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;wBACjD,2FAA2F;wBAC3F,MAAM,MAAM,GAAG,eAAe,CAAC,CAAC,CAAC,CAAC;wBAElC,IAAI,MAAM,KAAK,OAAO,IAAI,MAAM,KAAK,OAAO,IAAI,MAAM,KAAK,OAAO,EAAE;4BAChE,SAAS;yBACZ,CAAC,oEAAoE;wBAEtE,MAAM,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,EAC/B,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,EAC7B,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;wBAElC,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;wBAC7F,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;wBAE7F,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,gBAAgB,EAAE;4BAC/C,2GAA2G;4BAC3G,IAAI,CAAC,oBAAoB,EAAE;gCACvB,oBAAoB,GAAG;oCACnB,KAAK,EAAE,KAAK;oCACZ,WAAW,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;iCAC5B,CAAC;gCACF,aAAa,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;6BAC5C;4BACD,oBAAoB,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC;yBAC3D;qBACJ;iBACJ;aACJ;YAED,uCAAuC;YACvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBAC3C,MAAM,QAAQ,GAAG,aAAa,CAAC,CAAC,CAAC,CAAC;gBAElC,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,KAAK,EAAE,OAAO,EAAE,kBAAkB,CAAC,CAAC;aAC/F;YAED,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC;SAC5B;QAED;;WAEG;QACH,MAAM,KAAK,GAAoF,EAAE,CAAC;QAElG,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE;YACpD,IAAI,UAAU,CAAC;YACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE;gBACxB,IAAI,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;gBACrD,IAAI,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEnE,IAAI,OAAO,KAAK,OAAO,IAAI,CAAC,CAAC,OAAO,KAAK,OAAO,IAAI,OAAO,KAAK,OAAO,CAAC,IAAI,IAAI,CAAC,QAAQ,EAAE,0BAA0B,CAAC,EAAE;oBACpH,SAAS;iBACZ;gBAED,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACzH,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACzH,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBAEzH,IAAI,CAAC,UAAU,EAAE;oBACb,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;oBAClF,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;oBAClF,UAAU,GAAG,OAAO,CAAC,KAAK,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;oBACzE,UAAU,CAAC,SAAS,EAAE,CAAC;iBAC1B;gBAED,IAAI,OAAO,GAAG,OAAO,EAAE;oBACnB,MAAM,GAAG,GAAG,OAAO,CAAC;oBACpB,OAAO,GAAG,OAAO,CAAC;oBAClB,OAAO,GAAG,GAAG,CAAC;iBACjB;gBAED,MAAM,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,OAAO,CAAC;gBACpC,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,CAAC,CAAC;gBAEtB,IAAI,EAAE,EAAE;oBACJ,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE;wBACV,MAAM,UAAU,GAAG,OAAO,CAAC,GAAG,CAAC,UAAU,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC;wBAEtD,IAAI,UAAU,GAAG,IAAI,CAAC,QAAQ,EAAE;4BAC5B,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;yBAClG;wBAED,EAAE,CAAC,IAAI,GAAG,IAAI,CAAC;qBAClB;iBACJ;qBAAM;oBACH,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;iBACxE;aACJ;SACJ;QAED,KAAK,MAAM,GAAG,IAAI,KAAK,EAAE;YACrB,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,CAAC,CAAC;YACtB,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE;gBACV,qCAAqC;gBACrC,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7D,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEzE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACzH,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBAEzH,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;aAClG;SACJ;QAED;;WAEG;QACH,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;QAEnD,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;QAC5H,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,YAAY,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAChG,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAE5F,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAExD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;IACnD,CAAC;IAED;;;OAGG;IACH,mBAAmB;QACf,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC1E,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC;QAE1C,IAAI,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE;YACxB,OAAO;SACV;QAED,+BAA+B;QAC/B,MAAM,WAAW,GAAG,IAAI,KAAK,EAAmB,CAAC;QACjD,MAAM,WAAW,GAAG,IAAI,KAAK,EAAW,CAAC;QACzC,IAAI,KAAa,CAAC;QAClB,IAAI,eAAgC,CAAC;QAErC,gBAAgB;QAChB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE;YAChD,eAAe,GAAG,IAAI,eAAe,EAAE,CAAC;YACxC,MAAM,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YAC/B,MAAM,OAAO,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACnC,MAAM,OAAO,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAEnC,eAAe,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACjH,eAAe,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACjH,eAAe,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACjH,MAAM,UAAU,GAAG,OAAO,CAAC,KAAK,CAAC,eAAe,CAAC,EAAE,CAAC,QAAQ,CAAC,eAAe,CAAC,EAAE,CAAC,EAAE,eAAe,CAAC,EAAE,CAAC,QAAQ,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC,CAAC;YAEnI,UAAU,CAAC,SAAS,EAAE,CAAC;YAEvB,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YAC7B,WAAW,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;SACrC;QAED,OAAO;QACP,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACjD,eAAe,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;YAErC,KAAK,IAAI,UAAU,GAAG,KAAK,GAAG,CAAC,EAAE,UAAU,GAAG,WAAW,CAAC,MAAM,EAAE,UAAU,EAAE,EAAE;gBAC5E,MAAM,oBAAoB,GAAG,WAAW,CAAC,UAAU,CAAC,CAAC;gBAErD,IAAI,eAAe,CAAC,mBAAmB,KAAK,CAAC,EAAE;oBAC3C,OAAO;oBACP,MAAM;iBACT;gBAED,IAAI,oBAAoB,CAAC,mBAAmB,KAAK,CAAC,EAAE;oBAChD,OAAO;oBACP,SAAS;iBACZ;gBAED,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC;gBACxC,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAC5C,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAE5C,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,CAAC,EAAE,SAAS,EAAE,EAAE;oBAChD,IAAI,cAAc,GAAW,CAAC,CAAC;oBAE/B,IAAI,eAAe,CAAC,KAAK,CAAC,SAAS,CAAC,KAAK,SAAS,EAAE;wBAChD,SAAS;qBACZ;oBAED,QAAQ,SAAS,EAAE;wBACf,KAAK,CAAC;4BACF,IAAI,IAAI,CAAC,8BAA8B,EAAE;gCACrC,cAAc,GAAG,IAAI,CAAC,sCAAsC,CACxD,eAAe,CAAC,EAAE,EAClB,eAAe,CAAC,EAAE,EAClB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,CAC1B,CAAC;6BACL;iCAAM;gCACH,cAAc,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;6BAC3H;4BACD,MAAM;wBACV,KAAK,CAAC;4BACF,IAAI,IAAI,CAAC,8BAA8B,EAAE;gCACrC,cAAc,GAAG,IAAI,CAAC,sCAAsC,CACxD,eAAe,CAAC,EAAE,EAClB,eAAe,CAAC,EAAE,EAClB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,CAC1B,CAAC;6BACL;iCAAM;gCACH,cAAc,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;6BAC/H;4BACD,MAAM;wBACV,KAAK,CAAC;4BACF,IAAI,IAAI,CAAC,8BAA8B,EAAE;gCACrC,cAAc,GAAG,IAAI,CAAC,sCAAsC,CACxD,eAAe,CAAC,EAAE,EAClB,eAAe,CAAC,EAAE,EAClB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,EACvB,oBAAoB,CAAC,EAAE,CAC1B,CAAC;6BACL;iCAAM;gCACH,cAAc,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;6BAC3H;4BACD,MAAM;qBACb;oBAED,IAAI,cAAc,KAAK,CAAC,CAAC,EAAE;wBACvB,SAAS;qBACZ;oBAED,eAAe,CAAC,KAAK,CAAC,SAAS,CAAC,GAAG,UAAU,CAAC;oBAC9C,oBAAoB,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,KAAK,CAAC;oBAEnD,eAAe,CAAC,mBAAmB,EAAE,CAAC;oBACtC,oBAAoB,CAAC,mBAAmB,EAAE,CAAC;oBAE3C,IAAI,eAAe,CAAC,mBAAmB,KAAK,CAAC,EAAE;wBAC3C,MAAM;qBACT;iBACJ;aACJ;SACJ;QAED,eAAe;QACf,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACjD,6HAA6H;YAC7H,MAAM,OAAO,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,WAAW,EAAE,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,EAAE,CAAC,CAAC;YAC9E,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,WAAW,EAAE,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,EAAE,CAAC,CAAC;YAC9E,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,WAAW,EAAE,OAAO,CAAC,EAAE,EAAE,OAAO,CAAC,EAAE,CAAC,CAAC;SACjF;QAED,2BAA2B;QAC3B,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;QAEnD,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;QAC5H,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,YAAY,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAChG,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAE5F,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAExD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;IACnD,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,CAAC;IACnJ,CAAC;IAED;;OAEG;IACI,MAAM;QACT,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QAEtC,MAAM,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,CAAC;QAC9D,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;SACvD;QAED,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE;YACxC,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;YACrD,OAAO;SACV;QAED,MAAM,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC;QAClF,MAAM,uBAAuB,GAAG,YAAY,IAAI,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC;QAE9E,IAAI,aAAa,GAAG,CAAC,CAAC;QAEtB,IAAI,uBAAuB,EAAE;YACzB,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,GAAI,IAAI,CAAC,OAAgB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;YACvF,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,GAAI,IAAI,CAAC,OAAgB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;YACvF,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,GAAI,IAAI,CAAC,OAAgB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;YACvF,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,GAAI,IAAI,CAAC,OAAgB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;YAEvF,IAAI,YAAY,EAAE;gBACd,MAAM,eAAe,GAAI,IAAI,CAAC,OAAgB,CAAC,oBAAoB,CAAC;gBAEpE,aAAa,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC;gBAE5C,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE;oBAChC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,mBAAmB,EAAE;wBAC9C,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;qBAChC;oBACD,OAAO;iBACV;gBAED,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE;oBAC3B,IAAI,MAAM,GAAG,CAAC,CAAC;oBAEf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,EAAE,EAAE,CAAC,EAAE;wBACpC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,eAAe,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;wBAChF,MAAM,IAAI,EAAE,CAAC;qBAChB;oBAED,eAAe,CAAC,eAAgB,CAAC,cAAc,CAAC,eAAe,CAAC,aAAa,EAAE,CAAC,EAAE,aAAa,CAAC,CAAC;iBACpG;aACJ;iBAAM;gBACH,aAAa,GAAI,IAAI,CAAC,OAAgB,CAAC,iBAAiB,CAAC;aAC5D;SACJ;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC,KAAK,CAAC,EAAE;YACjC,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;SAChD;aAAM;YACH,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;SAChD;QAED,OAAO;QACP,MAAM,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,GAAG,EAAU,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,CAAC,CAAC;QAExI,KAAK,CAAC,mBAAmB,EAAE,CAAC;QAC5B,IAAI,CAAC,WAAW,CAAC,SAAS,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QAE7D,IAAI,KAAK,CAAC,YAAY,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,EAAE;YACxD,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC;SACtG;aAAM;YACH,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,GAAG,IAAI,CAAC,8BAA8B,CAAC,CAAC;SACrG;QAED,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC;QACpF,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,CAAC,CAAC;QAErD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,IAAI,CAAC,aAAa,EAAE,aAAa,CAAC,CAAC;QACzF,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC;QAE1B,IAAI,uBAAuB,EAAE;YACzB,MAAM,CAAC,wBAAwB,EAAE,CAAC;SACrC;QAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,mBAAmB,EAAE;YAC9C,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;SAChC;QAED,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;IACzD,CAAC;CACJ;AAED;;GAEG;AACH,MAAM,OAAO,iBAAkB,SAAQ,aAAa;IAChD;;;;;OAKG;IACH,YAAY,MAAoB,EAAE,OAAO,GAAG,IAAI,EAAE,6BAA6B,GAAG,KAAK;QACnF,KAAK,CAAC,MAAM,EAAE,OAAO,EAAE,6BAA6B,EAAE,KAAK,CAAC,CAAC;QAC7D,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,mBAAmB;QACf,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC1E,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC;QAE1C,IAAI,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE;YACxB,OAAO;SACV;QAED,MAAM,EAAE,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACjC,MAAM,EAAE,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACjC,MAAM,GAAG,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;QAC/B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,IAAI,CAAC,EAAE,MAAM,IAAI,CAAC,EAAE;YACtD,OAAO,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YACtD,OAAO,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YAC1D,IAAI,CAAC,UAAU,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,CAAC,CAAC;SACnC;QAED,2BAA2B;QAC3B,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;QAEnD,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;QAC5H,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,YAAY,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAExD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;IACnD,CAAC;CACJ","sourcesContent":["import type { Immutable, Nullable } from \"../types\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh, InstancedLinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport \"../Shaders/line.fragment\";\r\nimport \"../Shaders/line.vertex\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _edgeRenderLineShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Gets the edgesRenderer associated with the mesh\r\n */\r\n edgesRenderer: Nullable<EdgesRenderer>;\r\n }\r\n}\r\nAbstractMesh.prototype.disableEdgesRendering = function (): AbstractMesh {\r\n if (this._edgesRenderer) {\r\n this._edgesRenderer.dispose();\r\n this._edgesRenderer = null;\r\n }\r\n return this;\r\n};\r\n\r\nAbstractMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false, options?: IEdgesRendererOptions): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices, true, options);\r\n return this;\r\n};\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"edgesRenderer\", {\r\n get: function (this: AbstractMesh) {\r\n return this._edgesRenderer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface LinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;\r\n }\r\n}\r\nLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface InstancedLinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the current InstancedLinesMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nInstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {\r\n LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);\r\n return this;\r\n};\r\n\r\n/**\r\n * FaceAdjacencies Helper class to generate edges\r\n */\r\nclass FaceAdjacencies {\r\n public edges = new Array<number>();\r\n public p0: Vector3;\r\n public p1: Vector3;\r\n public p2: Vector3;\r\n public edgesConnectedCount = 0;\r\n}\r\n\r\n/**\r\n * Defines the minimum contract an Edges renderer should follow.\r\n */\r\nexport interface IEdgesRenderer extends IDisposable {\r\n /**\r\n * Gets or sets a boolean indicating if the edgesRenderer is active\r\n */\r\n isEnabled: boolean;\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n isReady(): boolean;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n customInstances: SmartArray<Matrix>;\r\n}\r\n\r\n/**\r\n * Defines the additional options of the edges renderer\r\n */\r\nexport interface IEdgesRendererOptions {\r\n /**\r\n * Gets or sets a boolean indicating that the alternate edge finder algorithm must be used\r\n * If not defined, the default value is true\r\n */\r\n useAlternateEdgeFinder?: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the vertex merger fast processing must be used.\r\n * If not defined, the default value is true.\r\n * You should normally leave it undefined (or set it to true), except if you see some artifacts in the edges rendering (can happen with complex geometries)\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n useFastVertexMerger?: boolean;\r\n\r\n /**\r\n * During edges processing, the vertices are merged if they are close enough: epsilonVertexMerge is the limit within which vertices are considered to be equal.\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexMerge?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that tessellation should be applied before finding the edges. You may need to activate this option if your geometry is a bit\r\n * unusual, like having a vertex of a triangle in-between two vertices of an edge of another triangle. It happens often when using CSG to construct meshes.\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n applyTessellation?: boolean;\r\n\r\n /**\r\n * The limit under which 3 vertices are considered to be aligned. 3 vertices PQR are considered aligned if distance(PQ) + distance(QR) - distance(PR) < epsilonVertexAligned\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexAligned?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that degenerated triangles should not be processed.\r\n * Degenerated triangles are triangles that have 2 or 3 vertices with the same coordinates\r\n */\r\n removeDegeneratedTriangles?: boolean;\r\n}\r\n\r\n/**\r\n * This class is used to generate edges of the mesh that could then easily be rendered in a scene.\r\n */\r\nexport class EdgesRenderer implements IEdgesRenderer {\r\n /**\r\n * Define the size of the edges with an orthographic camera\r\n */\r\n public edgesWidthScalerForOrthographic = 1000.0;\r\n\r\n /**\r\n * Define the size of the edges with a perspective camera\r\n */\r\n public edgesWidthScalerForPerspective = 50.0;\r\n\r\n protected _source: AbstractMesh;\r\n protected _linesPositions = new Array<number>();\r\n protected _linesNormals = new Array<number>();\r\n protected _linesIndices = new Array<number>();\r\n protected _epsilon: number;\r\n protected _indicesCount: number;\r\n protected _drawWrapper?: DrawWrapper;\r\n\r\n protected _lineShader: ShaderMaterial;\r\n protected _ib: DataBuffer;\r\n protected _buffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _buffersForInstances: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _checkVerticesInsteadOfIndices = false;\r\n protected _options: Nullable<IEdgesRendererOptions>;\r\n\r\n private _meshRebuildObserver: Nullable<Observer<AbstractMesh>>;\r\n private _meshDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /** Gets or sets a boolean indicating if the edgesRenderer is active */\r\n public isEnabled = true;\r\n\r\n /** Gets the vertices generated by the edge renderer */\r\n public get linesPositions(): Immutable<Array<number>> {\r\n return this._linesPositions;\r\n }\r\n\r\n /** Gets the normals generated by the edge renderer */\r\n public get linesNormals(): Immutable<Array<number>> {\r\n return this._linesNormals;\r\n }\r\n\r\n /** Gets the indices generated by the edge renderer */\r\n public get linesIndices(): Immutable<Array<number>> {\r\n return this._linesIndices;\r\n }\r\n\r\n /**\r\n * Gets or sets the shader used to draw the lines\r\n */\r\n public get lineShader(): ShaderMaterial {\r\n return this._lineShader;\r\n }\r\n\r\n public set lineShader(shader: ShaderMaterial) {\r\n this._lineShader = shader;\r\n }\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n public customInstances = new SmartArray<Matrix>(32);\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._edgeRenderLineShader) {\r\n const shader = new ShaderMaterial(\r\n \"lineShader\",\r\n scene,\r\n \"line\",\r\n {\r\n attributes: [\"position\", \"normal\"],\r\n uniforms: [\"world\", \"viewProjection\", \"color\", \"width\", \"aspectRatio\"],\r\n },\r\n false\r\n );\r\n\r\n shader.disableDepthWrite = true;\r\n shader.backFaceCulling = false;\r\n shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;\r\n\r\n scene._edgeRenderLineShader = shader;\r\n }\r\n\r\n return scene._edgeRenderLineShader;\r\n }\r\n\r\n /**\r\n * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.\r\n * Beware when you use this class with complex objects as the adjacencies computation can be really long\r\n * @param source Mesh used to create edges\r\n * @param epsilon sum of angles in adjacency to check for edge\r\n * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices. Note that this parameter is not used if options.useAlternateEdgeFinder = true\r\n * @param generateEdgesLines - should generate Lines or only prepare resources.\r\n * @param options The options to apply when generating the edges\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true, options?: IEdgesRendererOptions) {\r\n this._source = source;\r\n this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;\r\n this._options = options ?? null;\r\n\r\n this._epsilon = epsilon;\r\n if (this._source.getScene().getEngine().isWebGPU) {\r\n this._drawWrapper = new DrawWrapper(source.getEngine());\r\n }\r\n\r\n this._prepareRessources();\r\n if (generateEdgesLines) {\r\n if (options?.useAlternateEdgeFinder ?? true) {\r\n this._generateEdgesLinesAlternate();\r\n } else {\r\n this._generateEdgesLines();\r\n }\r\n }\r\n\r\n this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {\r\n this._rebuild();\r\n });\r\n\r\n this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareRessources(): void {\r\n if (this._lineShader) {\r\n return;\r\n }\r\n\r\n this._lineShader = EdgesRenderer._GetShader(this._source.getScene());\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n const scene = this._source.getScene();\r\n const engine = scene.getEngine();\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n }\r\n\r\n /**\r\n * Releases the required resources for the edges renderer\r\n */\r\n public dispose(): void {\r\n this._source.onRebuildObservable.remove(this._meshRebuildObserver);\r\n this._source.onDisposeObservable.remove(this._meshDisposeObserver);\r\n\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.PositionKind] = null;\r\n }\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.NormalKind] = null;\r\n }\r\n\r\n if (this._ib) {\r\n this._source.getScene().getEngine()._releaseBuffer(this._ib);\r\n }\r\n this._lineShader.dispose();\r\n\r\n this._drawWrapper?.dispose();\r\n }\r\n\r\n protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {\r\n if ((pa === p0 && pb === p1) || (pa === p1 && pb === p0)) {\r\n return 0;\r\n }\r\n\r\n if ((pa === p1 && pb === p2) || (pa === p2 && pb === p1)) {\r\n return 1;\r\n }\r\n\r\n if ((pa === p2 && pb === p0) || (pa === p0 && pb === p2)) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {\r\n const eps = 1e-10;\r\n if ((pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p1, eps)) || (pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p0, eps))) {\r\n return 0;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p2, eps)) || (pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p1, eps))) {\r\n return 1;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p0, eps)) || (pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p2, eps))) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n /**\r\n * Checks if the pair of p0 and p1 is en edge\r\n * @param faceIndex\r\n * @param edge\r\n * @param faceNormals\r\n * @param p0\r\n * @param p1\r\n * @private\r\n */\r\n protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void {\r\n let needToCreateLine;\r\n\r\n if (edge === undefined) {\r\n needToCreateLine = true;\r\n } else {\r\n const dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);\r\n\r\n needToCreateLine = dotProduct < this._epsilon;\r\n }\r\n\r\n if (needToCreateLine) {\r\n this.createLine(p0, p1, this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * push line into the position, normal and index buffer\r\n * @param p0\r\n * @param p1\r\n * @param offset\r\n * @protected\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected createLine(p0: Vector3, p1: Vector3, offset: number) {\r\n // Positions\r\n this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);\r\n\r\n // Normals\r\n this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);\r\n\r\n // Indices\r\n this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);\r\n }\r\n\r\n /**\r\n * See https://playground.babylonjs.com/#R3JR6V#1 for a visual display of the algorithm\r\n * @param edgePoints\r\n * @param indexTriangle\r\n * @param indices\r\n * @param remapVertexIndices\r\n */\r\n private _tessellateTriangle(edgePoints: Array<Array<[number, number]>>, indexTriangle: number, indices: Array<number>, remapVertexIndices: Array<number>): void {\r\n const makePointList = (edgePoints: Array<[number, number]>, pointIndices: Array<number>, firstIndex: number) => {\r\n if (firstIndex >= 0) {\r\n pointIndices.push(firstIndex);\r\n }\r\n\r\n for (let i = 0; i < edgePoints.length; ++i) {\r\n pointIndices.push(edgePoints[i][0]);\r\n }\r\n };\r\n\r\n let startEdge = 0;\r\n\r\n if (edgePoints[1].length >= edgePoints[0].length && edgePoints[1].length >= edgePoints[2].length) {\r\n startEdge = 1;\r\n } else if (edgePoints[2].length >= edgePoints[0].length && edgePoints[2].length >= edgePoints[1].length) {\r\n startEdge = 2;\r\n }\r\n\r\n for (let e = 0; e < 3; ++e) {\r\n if (e === startEdge) {\r\n edgePoints[e].sort((a, b) => (a[1] < b[1] ? -1 : a[1] > b[1] ? 1 : 0));\r\n } else {\r\n edgePoints[e].sort((a, b) => (a[1] > b[1] ? -1 : a[1] < b[1] ? 1 : 0));\r\n }\r\n }\r\n\r\n const mainPointIndices: Array<number> = [],\r\n otherPointIndices: Array<number> = [];\r\n\r\n makePointList(edgePoints[startEdge], mainPointIndices, -1);\r\n\r\n const numMainPoints = mainPointIndices.length;\r\n\r\n for (let i = startEdge + 2; i >= startEdge + 1; --i) {\r\n makePointList(edgePoints[i % 3], otherPointIndices, i !== startEdge + 2 ? remapVertexIndices[indices[indexTriangle + ((i + 1) % 3)]] : -1);\r\n }\r\n\r\n const numOtherPoints = otherPointIndices.length;\r\n\r\n const idxMain = 0;\r\n const idxOther = 0;\r\n\r\n indices.push(remapVertexIndices[indices[indexTriangle + startEdge]], mainPointIndices[0], otherPointIndices[0]);\r\n indices.push(remapVertexIndices[indices[indexTriangle + ((startEdge + 1) % 3)]], otherPointIndices[numOtherPoints - 1], mainPointIndices[numMainPoints - 1]);\r\n\r\n const bucketIsMain = numMainPoints <= numOtherPoints;\r\n\r\n const bucketStep = bucketIsMain ? numMainPoints : numOtherPoints;\r\n const bucketLimit = bucketIsMain ? numOtherPoints : numMainPoints;\r\n const bucketIdxLimit = bucketIsMain ? numMainPoints - 1 : numOtherPoints - 1;\r\n const winding = bucketIsMain ? 0 : 1;\r\n\r\n let numTris = numMainPoints + numOtherPoints - 2;\r\n\r\n let bucketIdx = bucketIsMain ? idxMain : idxOther;\r\n let nbucketIdx = bucketIsMain ? idxOther : idxMain;\r\n const bucketPoints = bucketIsMain ? mainPointIndices : otherPointIndices;\r\n const nbucketPoints = bucketIsMain ? otherPointIndices : mainPointIndices;\r\n\r\n let bucket = 0;\r\n\r\n while (numTris-- > 0) {\r\n if (winding) {\r\n indices.push(bucketPoints[bucketIdx], nbucketPoints[nbucketIdx]);\r\n } else {\r\n indices.push(nbucketPoints[nbucketIdx], bucketPoints[bucketIdx]);\r\n }\r\n\r\n bucket += bucketStep;\r\n\r\n let lastIdx;\r\n\r\n if (bucket >= bucketLimit && bucketIdx < bucketIdxLimit) {\r\n lastIdx = bucketPoints[++bucketIdx];\r\n bucket -= bucketLimit;\r\n } else {\r\n lastIdx = nbucketPoints[++nbucketIdx];\r\n }\r\n\r\n indices.push(lastIdx);\r\n }\r\n\r\n indices[indexTriangle + 0] = indices[indices.length - 3];\r\n indices[indexTriangle + 1] = indices[indices.length - 2];\r\n indices[indexTriangle + 2] = indices[indices.length - 1];\r\n\r\n indices.length = indices.length - 3;\r\n }\r\n\r\n private _generateEdgesLinesAlternate(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n let indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n if (!Array.isArray(indices)) {\r\n indices = Array.from(indices);\r\n }\r\n\r\n /**\r\n * Find all vertices that are at the same location (with an epsilon) and remapp them on the same vertex\r\n */\r\n const useFastVertexMerger = this._options?.useFastVertexMerger ?? true;\r\n const epsVertexMerge = useFastVertexMerger ? Math.round(-Math.log(this._options?.epsilonVertexMerge ?? 1e-6) / Math.log(10)) : this._options?.epsilonVertexMerge ?? 1e-6;\r\n const remapVertexIndices: Array<number> = [];\r\n const uniquePositions: Array<number> = []; // list of unique index of vertices - needed for tessellation\r\n\r\n if (useFastVertexMerger) {\r\n const mapVertices: { [key: string]: number } = {};\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n\r\n const key = x1.toFixed(epsVertexMerge) + \"|\" + y1.toFixed(epsVertexMerge) + \"|\" + z1.toFixed(epsVertexMerge);\r\n\r\n if (mapVertices[key] !== undefined) {\r\n remapVertexIndices.push(mapVertices[key]);\r\n } else {\r\n const idx = v1 / 3;\r\n mapVertices[key] = idx;\r\n remapVertexIndices.push(idx);\r\n uniquePositions.push(idx);\r\n }\r\n }\r\n } else {\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n let found = false;\r\n for (let v2 = 0; v2 < v1 && !found; v2 += 3) {\r\n const x2 = positions[v2 + 0],\r\n y2 = positions[v2 + 1],\r\n z2 = positions[v2 + 2];\r\n\r\n if (Math.abs(x1 - x2) < epsVertexMerge && Math.abs(y1 - y2) < epsVertexMerge && Math.abs(z1 - z2) < epsVertexMerge) {\r\n remapVertexIndices.push(v2 / 3);\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n remapVertexIndices.push(v1 / 3);\r\n uniquePositions.push(v1 / 3);\r\n }\r\n }\r\n }\r\n\r\n if (this._options?.applyTessellation) {\r\n /**\r\n * Tessellate triangles if necessary:\r\n *\r\n * A\r\n * +\r\n * |\\\r\n * | \\\r\n * | \\\r\n * E + \\\r\n * /| \\\r\n * / | \\\r\n * / | \\\r\n * +---+-------+ B\r\n * D C\r\n *\r\n * For the edges to be rendered correctly, the ABC triangle has to be split into ABE and BCE, else AC is considered to be an edge, whereas only AE should be.\r\n *\r\n * The tessellation process looks for the vertices like E that are in-between two other vertices making of an edge and create new triangles as necessary\r\n */\r\n\r\n // First step: collect the triangles to tessellate\r\n const epsVertexAligned = this._options?.epsilonVertexAligned ?? 1e-6;\r\n const mustTesselate: Array<{ index: number; edgesPoints: Array<Array<[number, number]>> }> = []; // liste of triangles that must be tessellated\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n // loop over all triangles\r\n let triangleToTessellate: { index: number; edgesPoints: Array<Array<[number, number]>> } | undefined;\r\n\r\n for (let i = 0; i < 3; ++i) {\r\n // loop over the 3 edges of the triangle\r\n const p0Index = remapVertexIndices[indices[index + i]];\r\n const p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index) {\r\n continue;\r\n } // degenerated triangle - don't process\r\n\r\n const p0x = positions[p0Index * 3 + 0],\r\n p0y = positions[p0Index * 3 + 1],\r\n p0z = positions[p0Index * 3 + 2];\r\n const p1x = positions[p1Index * 3 + 0],\r\n p1y = positions[p1Index * 3 + 1],\r\n p1z = positions[p1Index * 3 + 2];\r\n\r\n const p0p1 = Math.sqrt((p1x - p0x) * (p1x - p0x) + (p1y - p0y) * (p1y - p0y) + (p1z - p0z) * (p1z - p0z));\r\n\r\n for (let v = 0; v < uniquePositions.length - 1; v++) {\r\n // loop over all (unique) vertices and look for the ones that would be in-between p0 and p1\r\n const vIndex = uniquePositions[v];\r\n\r\n if (vIndex === p0Index || vIndex === p1Index || vIndex === p2Index) {\r\n continue;\r\n } // don't handle the vertex if it is a vertex of the current triangle\r\n\r\n const x = positions[vIndex * 3 + 0],\r\n y = positions[vIndex * 3 + 1],\r\n z = positions[vIndex * 3 + 2];\r\n\r\n const p0p = Math.sqrt((x - p0x) * (x - p0x) + (y - p0y) * (y - p0y) + (z - p0z) * (z - p0z));\r\n const pp1 = Math.sqrt((x - p1x) * (x - p1x) + (y - p1y) * (y - p1y) + (z - p1z) * (z - p1z));\r\n\r\n if (Math.abs(p0p + pp1 - p0p1) < epsVertexAligned) {\r\n // vertices are aligned and p in-between p0 and p1 if distance(p0, p) + distance (p, p1) ~ distance(p0, p1)\r\n if (!triangleToTessellate) {\r\n triangleToTessellate = {\r\n index: index,\r\n edgesPoints: [[], [], []],\r\n };\r\n mustTesselate.push(triangleToTessellate);\r\n }\r\n triangleToTessellate.edgesPoints[i].push([vIndex, p0p]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Second step: tesselate the triangles\r\n for (let t = 0; t < mustTesselate.length; ++t) {\r\n const triangle = mustTesselate[t];\r\n\r\n this._tessellateTriangle(triangle.edgesPoints, triangle.index, indices, remapVertexIndices);\r\n }\r\n\r\n mustTesselate.length = 0;\r\n }\r\n\r\n /**\r\n * Collect the edges to render\r\n */\r\n const edges: { [key: string]: { normal: Vector3; done: boolean; index: number; i: number } } = {};\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceNormal;\r\n for (let i = 0; i < 3; ++i) {\r\n let p0Index = remapVertexIndices[indices[index + i]];\r\n let p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index || ((p0Index === p2Index || p1Index === p2Index) && this._options?.removeDegeneratedTriangles)) {\r\n continue;\r\n }\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n TmpVectors.Vector3[2].copyFromFloats(positions[p2Index * 3 + 0], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n\r\n if (!faceNormal) {\r\n TmpVectors.Vector3[1].subtractToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[3]);\r\n TmpVectors.Vector3[2].subtractToRef(TmpVectors.Vector3[1], TmpVectors.Vector3[4]);\r\n faceNormal = Vector3.Cross(TmpVectors.Vector3[3], TmpVectors.Vector3[4]);\r\n faceNormal.normalize();\r\n }\r\n\r\n if (p0Index > p1Index) {\r\n const tmp = p0Index;\r\n p0Index = p1Index;\r\n p1Index = tmp;\r\n }\r\n\r\n const key = p0Index + \"_\" + p1Index;\r\n const ei = edges[key];\r\n\r\n if (ei) {\r\n if (!ei.done) {\r\n const dotProduct = Vector3.Dot(faceNormal, ei.normal);\r\n\r\n if (dotProduct < this._epsilon) {\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n\r\n ei.done = true;\r\n }\r\n } else {\r\n edges[key] = { normal: faceNormal, done: false, index: index, i: i };\r\n }\r\n }\r\n }\r\n\r\n for (const key in edges) {\r\n const ei = edges[key];\r\n if (!ei.done) {\r\n // Orphaned edge - we must display it\r\n const p0Index = remapVertexIndices[indices[ei.index + ei.i]];\r\n const p1Index = remapVertexIndices[indices[ei.index + ((ei.i + 1) % 3)]];\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * Merge into a single mesh\r\n */\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Generates lines edges from adjacencjes\r\n * @private\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n // First let's find adjacencies\r\n const adjacencies = new Array<FaceAdjacencies>();\r\n const faceNormals = new Array<Vector3>();\r\n let index: number;\r\n let faceAdjacencies: FaceAdjacencies;\r\n\r\n // Prepare faces\r\n for (index = 0; index < indices.length; index += 3) {\r\n faceAdjacencies = new FaceAdjacencies();\r\n const p0Index = indices[index];\r\n const p1Index = indices[index + 1];\r\n const p2Index = indices[index + 2];\r\n\r\n faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n const faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));\r\n\r\n faceNormal.normalize();\r\n\r\n faceNormals.push(faceNormal);\r\n adjacencies.push(faceAdjacencies);\r\n }\r\n\r\n // Scan\r\n for (index = 0; index < adjacencies.length; index++) {\r\n faceAdjacencies = adjacencies[index];\r\n\r\n for (let otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {\r\n const otherFaceAdjacencies = adjacencies[otherIndex];\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n break;\r\n }\r\n\r\n if (otherFaceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n continue;\r\n }\r\n\r\n const otherP0 = indices[otherIndex * 3];\r\n const otherP1 = indices[otherIndex * 3 + 1];\r\n const otherP2 = indices[otherIndex * 3 + 2];\r\n\r\n for (let edgeIndex = 0; edgeIndex < 3; edgeIndex++) {\r\n let otherEdgeIndex: number = 0;\r\n\r\n if (faceAdjacencies.edges[edgeIndex] !== undefined) {\r\n continue;\r\n }\r\n\r\n switch (edgeIndex) {\r\n case 0:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p0,\r\n faceAdjacencies.p1,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 1:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p1,\r\n faceAdjacencies.p2,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 2:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p2,\r\n faceAdjacencies.p0,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n }\r\n\r\n if (otherEdgeIndex === -1) {\r\n continue;\r\n }\r\n\r\n faceAdjacencies.edges[edgeIndex] = otherIndex;\r\n otherFaceAdjacencies.edges[otherEdgeIndex] = index;\r\n\r\n faceAdjacencies.edgesConnectedCount++;\r\n otherFaceAdjacencies.edgesConnectedCount++;\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Create lines\r\n for (index = 0; index < adjacencies.length; index++) {\r\n // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon\r\n const current = adjacencies[index];\r\n\r\n this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);\r\n this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);\r\n this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n public isReady(): boolean {\r\n return this._lineShader.isReady(this._source, (this._source.hasInstances && this.customInstances.length > 0) || this._source.hasThinInstances);\r\n }\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n public render(): void {\r\n const scene = this._source.getScene();\r\n\r\n const currentDrawWrapper = this._lineShader._getDrawWrapper();\r\n if (this._drawWrapper) {\r\n this._lineShader._setDrawWrapper(this._drawWrapper);\r\n }\r\n\r\n if (!this.isReady() || !scene.activeCamera) {\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n return;\r\n }\r\n\r\n const hasInstances = this._source.hasInstances && this.customInstances.length > 0;\r\n const useBuffersWithInstances = hasInstances || this._source.hasThinInstances;\r\n\r\n let instanceCount = 0;\r\n\r\n if (useBuffersWithInstances) {\r\n this._buffersForInstances[\"world0\"] = (this._source as Mesh).getVertexBuffer(\"world0\");\r\n this._buffersForInstances[\"world1\"] = (this._source as Mesh).getVertexBuffer(\"world1\");\r\n this._buffersForInstances[\"world2\"] = (this._source as Mesh).getVertexBuffer(\"world2\");\r\n this._buffersForInstances[\"world3\"] = (this._source as Mesh).getVertexBuffer(\"world3\");\r\n\r\n if (hasInstances) {\r\n const instanceStorage = (this._source as Mesh)._instanceDataStorage;\r\n\r\n instanceCount = this.customInstances.length;\r\n\r\n if (!instanceStorage.instancesData) {\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n return;\r\n }\r\n\r\n if (!instanceStorage.isFrozen) {\r\n let offset = 0;\r\n\r\n for (let i = 0; i < instanceCount; ++i) {\r\n this.customInstances.data[i].copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n }\r\n\r\n instanceStorage.instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instanceCount);\r\n }\r\n } else {\r\n instanceCount = (this._source as Mesh).thinInstanceCount;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n this._lineShader._preBind();\r\n\r\n if (this._source.edgesColor.a !== 1) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(useBuffersWithInstances ? this._buffersForInstances : this._buffers, this._ib, <Effect>this._lineShader.getEffect());\r\n\r\n scene.resetCachedMaterial();\r\n this._lineShader.setColor4(\"color\", this._source.edgesColor);\r\n\r\n if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);\r\n } else {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForPerspective);\r\n }\r\n\r\n this._lineShader.setFloat(\"aspectRatio\", engine.getAspectRatio(scene.activeCamera));\r\n this._lineShader.bind(this._source.getWorldMatrix());\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount, instanceCount);\r\n this._lineShader.unbind();\r\n\r\n if (useBuffersWithInstances) {\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n }\r\n}\r\n\r\n/**\r\n * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation\r\n */\r\nexport class LineEdgesRenderer extends EdgesRenderer {\r\n /**\r\n * This constructor turns off auto generating edges line in Edges Renderer to make it here.\r\n * @param source LineMesh used to generate edges\r\n * @param epsilon not important (specified angle for edge detection)\r\n * @param checkVerticesInsteadOfIndices not important for LineMesh\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {\r\n super(source, epsilon, checkVerticesInsteadOfIndices, false);\r\n this._generateEdgesLines();\r\n }\r\n\r\n /**\r\n * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n const p0 = TmpVectors.Vector3[0];\r\n const p1 = TmpVectors.Vector3[1];\r\n const len = indices.length - 1;\r\n for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {\r\n Vector3.FromArrayToRef(positions, 3 * indices[i], p0);\r\n Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);\r\n this.createLine(p0, p1, offset);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n}\r\n"]}
@@ -31,7 +31,7 @@ return pow(color,vec3(GammaEncodePowerApprox));
31
31
  }
32
32
  return vec4(toGammaSpaceExact(color.rgb),color.a);
33
33
  return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
34
- }
34
+ }
35
35
  // Sideeffect
36
36
  ShaderStore.IncludesShadersStore[name] = shader;
37
37
  /** @hidden */
@@ -1 +1 @@
1
- {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;\rconst float HALF_MIN=5.96046448e-08; \rconst float LinearEncodePowerApprox=2.2;\rconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\rconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\rconst float Epsilon=0.0000001;\r#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\rvec3 i0=inMatrix[0];\rvec3 i1=inMatrix[1];\rvec3 i2=inMatrix[2];\rmat3 outMatrix=mat3(\rvec3(i0.x,i1.x,i2.x),\rvec3(i0.y,i1.y,i2.y),\rvec3(i0.z,i1.z,i2.z)\r);\rreturn outMatrix;\r}\rmat3 inverseMat3(mat3 inMatrix) {\rfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\rfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\rfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\rfloat b01=a22*a11-a12*a21;\rfloat b11=-a22*a10+a12*a20;\rfloat b21=a21*a10-a11*a20;\rfloat det=a00*b01+a01*b11+a02*b21;\rreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\rb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\rb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\r}\r#if USE_EXACT_SRGB_CONVERSIONS\nvec3 toLinearSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=0.0773993808*color;\rvec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\r#else\nreturn\rvec3(\rcolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\rvec3 toGammaSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=12.92*color;\rvec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\r#else\nreturn\rvec3(\rcolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\r#endif\nfloat toLinearSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=0.0773993808*color;\rfloat remainingSection=pow(0.947867299*(color+0.055),2.4);\rreturn color<=0.04045 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,LinearEncodePowerApprox);\r#endif\n}\rvec3 toLinearSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\r#else\nreturn pow(color,vec3(LinearEncodePowerApprox));\r#endif\n}\rvec4 toLinearSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\r#endif\n}\rfloat toGammaSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=12.92*color;\rfloat remainingSection=1.055*pow(color,0.41666)-0.055;\rreturn color<=0.0031308 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,GammaEncodePowerApprox);\r#endif\n}\rvec3 toGammaSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\r#else\nreturn pow(color,vec3(GammaEncodePowerApprox));\r#endif\n}\rvec4 toGammaSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\r#endif\n}\rfloat square(float value)\r{\rreturn value*value;\r}\rvec3 square(vec3 value)\r{\rreturn value*value;\r}\rfloat pow5(float value) {\rfloat sq=value*value;\rreturn sq*sq*value;\r}\rfloat getLuminance(vec3 color)\r{\rreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\r}\rfloat getRand(vec2 seed) {\rreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\r}\rfloat dither(vec2 seed,float varianceAmount) {\rfloat rand=getRand(seed);\rfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\rreturn dither;\r}\rconst float rgbdMaxRange=255.0;\rvec4 toRGBD(vec3 color) {\rfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\rfloat D =max(rgbdMaxRange/maxRGB,1.);\rD =clamp(floor(D)/255.0,0.,1.);\rvec3 rgb=color.rgb*D;\rrgb=toGammaSpace(rgb);\rreturn vec4(clamp(rgb,0.,1.),D); \r}\rvec3 fromRGBD(vec4 rgbd) {\rrgbd.rgb=toLinearSpace(rgbd.rgb);\rreturn rgbd.rgb/rgbd.a;\r}\rvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\rvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\rvec3 halfSize=cubeSize*0.5;\rvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\rvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\rvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\rfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\rvec3 intersectPositionWS=vertexPos+origVec*distance;\rreturn intersectPositionWS-cubePos;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const helperFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;\rconst float HALF_MIN=5.96046448e-08; \rconst float LinearEncodePowerApprox=2.2;\rconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\rconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\rconst float Epsilon=0.0000001;\r#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\rvec3 i0=inMatrix[0];\rvec3 i1=inMatrix[1];\rvec3 i2=inMatrix[2];\rmat3 outMatrix=mat3(\rvec3(i0.x,i1.x,i2.x),\rvec3(i0.y,i1.y,i2.y),\rvec3(i0.z,i1.z,i2.z)\r);\rreturn outMatrix;\r}\rmat3 inverseMat3(mat3 inMatrix) {\rfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\rfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\rfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\rfloat b01=a22*a11-a12*a21;\rfloat b11=-a22*a10+a12*a20;\rfloat b21=a21*a10-a11*a20;\rfloat det=a00*b01+a01*b11+a02*b21;\rreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\rb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\rb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\r}\r#if USE_EXACT_SRGB_CONVERSIONS\nvec3 toLinearSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=0.0773993808*color;\rvec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\r#else\nreturn\rvec3(\rcolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\rvec3 toGammaSpaceExact(vec3 color)\r{\rvec3 nearZeroSection=12.92*color;\rvec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\r#if defined(WEBGL2) || defined(WEBGPU)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\r#else\nreturn\rvec3(\rcolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\rcolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\rcolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\r#endif\n}\r#endif\nfloat toLinearSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=0.0773993808*color;\rfloat remainingSection=pow(0.947867299*(color+0.055),2.4);\rreturn color<=0.04045 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,LinearEncodePowerApprox);\r#endif\n}\rvec3 toLinearSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\r#else\nreturn pow(color,vec3(LinearEncodePowerApprox));\r#endif\n}\rvec4 toLinearSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\r#endif\n}\rfloat toGammaSpace(float color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=12.92*color;\rfloat remainingSection=1.055*pow(color,0.41666)-0.055;\rreturn color<=0.0031308 ? nearZeroSection : remainingSection;\r#else\nreturn pow(color,GammaEncodePowerApprox);\r#endif\n}\rvec3 toGammaSpace(vec3 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\r#else\nreturn pow(color,vec3(GammaEncodePowerApprox));\r#endif\n}\rvec4 toGammaSpace(vec4 color)\r{\r#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\r#else\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\r#endif\n}\rfloat square(float value)\r{\rreturn value*value;\r}\rvec3 square(vec3 value)\r{\rreturn value*value;\r}\rfloat pow5(float value) {\rfloat sq=value*value;\rreturn sq*sq*value;\r}\rfloat getLuminance(vec3 color)\r{\rreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\r}\rfloat getRand(vec2 seed) {\rreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\r}\rfloat dither(vec2 seed,float varianceAmount) {\rfloat rand=getRand(seed);\rfloat normVariance=varianceAmount/255.0;\rfloat dither=mix(-normVariance,normVariance,rand);\rreturn dither;\r}\rconst float rgbdMaxRange=255.0;\rvec4 toRGBD(vec3 color) {\rfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\rfloat D =max(rgbdMaxRange/maxRGB,1.);\rD =clamp(floor(D)/255.0,0.,1.);\rvec3 rgb=color.rgb*D;\rrgb=toGammaSpace(rgb);\rreturn vec4(clamp(rgb,0.,1.),D); \r}\rvec3 fromRGBD(vec4 rgbd) {\rrgbd.rgb=toLinearSpace(rgbd.rgb);\rreturn rgbd.rgb/rgbd.a;\r}\rvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\rvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\rvec3 halfSize=cubeSize*0.5;\rvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\rvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\rvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\rfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\rvec3 intersectPositionWS=vertexPos+origVec*distance;\rreturn intersectPositionWS-cubePos;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const helperFunctions = { name, shader };\n"]}
@@ -5,8 +5,10 @@ const shader = `#ifdef EXPOSURE
5
5
  uniform float exposureLinear;
6
6
  #ifdef CONTRAST
7
7
  uniform float contrast;
8
+ #if defined(VIGNETTE) || defined(DITHER)
9
+ uniform vec2 vInverseScreenSize;
8
10
  #ifdef VIGNETTE
9
- uniform vec2 vInverseScreenSize;
11
+ uniform vec4 vignetteSettings1;
10
12
  #ifdef COLORCURVES
11
13
  uniform vec4 vCameraColorCurveNegative;
12
14
  #ifdef COLORGRADING
@@ -14,6 +16,8 @@ uniform vec4 vCameraColorCurveNegative;
14
16
  uniform highp sampler3D txColorTransform;
15
17
  uniform sampler2D txColorTransform;
16
18
  uniform vec4 colorTransformSettings;
19
+ #ifdef DITHER
20
+ uniform float ditherIntensity;
17
21
  `;
18
22
  // Sideeffect
19
23
  ShaderStore.IncludesShadersStore[name] = shader;