@babylonjs/core 5.23.0 → 5.25.0

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 (1828) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/action.d.ts +12 -21
  5. package/Actions/action.js +8 -17
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +7 -10
  8. package/Actions/actionManager.js +7 -10
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/condition.d.ts +9 -50
  11. package/Actions/condition.js +3 -26
  12. package/Actions/condition.js.map +1 -1
  13. package/Actions/directActions.d.ts +7 -7
  14. package/Actions/directActions.js +7 -7
  15. package/Actions/directActions.js.map +1 -1
  16. package/Actions/directAudioActions.d.ts +2 -2
  17. package/Actions/directAudioActions.js +2 -2
  18. package/Actions/directAudioActions.js.map +1 -1
  19. package/Actions/interpolateValueAction.d.ts +1 -1
  20. package/Actions/interpolateValueAction.js +1 -1
  21. package/Actions/interpolateValueAction.js.map +1 -1
  22. package/Animations/animatable.d.ts +5 -6
  23. package/Animations/animatable.js +1 -2
  24. package/Animations/animatable.js.map +1 -1
  25. package/Animations/animation.d.ts +6 -20
  26. package/Animations/animation.js +6 -20
  27. package/Animations/animation.js.map +1 -1
  28. package/Animations/animationEvent.d.ts +1 -1
  29. package/Animations/animationEvent.js +1 -1
  30. package/Animations/animationEvent.js.map +1 -1
  31. package/Animations/animationGroup.d.ts +4 -4
  32. package/Animations/animationGroup.js +4 -4
  33. package/Animations/animationGroup.js.map +1 -1
  34. package/Animations/easing.d.ts +13 -26
  35. package/Animations/easing.js +13 -26
  36. package/Animations/easing.js.map +1 -1
  37. package/Animations/runtimeAnimation.d.ts +3 -4
  38. package/Animations/runtimeAnimation.js +1 -2
  39. package/Animations/runtimeAnimation.js.map +1 -1
  40. package/Audio/audioSceneComponent.d.ts +2 -2
  41. package/Audio/audioSceneComponent.js.map +1 -1
  42. package/Audio/sound.d.ts +3 -4
  43. package/Audio/sound.js +2 -3
  44. package/Audio/sound.js.map +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  49. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  50. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  53. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  54. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  55. package/Behaviors/Cameras/framingBehavior.js +1 -1
  56. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  58. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  60. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  62. package/Behaviors/Meshes/followBehavior.js +1 -1
  63. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  65. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  66. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  67. package/Bones/bone.d.ts +8 -10
  68. package/Bones/bone.js +8 -10
  69. package/Bones/bone.js.map +1 -1
  70. package/Bones/skeleton.d.ts +8 -10
  71. package/Bones/skeleton.js +8 -10
  72. package/Bones/skeleton.js.map +1 -1
  73. package/Buffers/buffer.d.ts +6 -6
  74. package/Buffers/buffer.js +14 -16
  75. package/Buffers/buffer.js.map +1 -1
  76. package/Buffers/storageBuffer.d.ts +1 -1
  77. package/Buffers/storageBuffer.js +1 -1
  78. package/Buffers/storageBuffer.js.map +1 -1
  79. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  80. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  81. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  82. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  83. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  84. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  85. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  86. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  87. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  88. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  89. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  90. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  91. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  92. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  93. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  94. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  95. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  96. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  97. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  98. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  99. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  100. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  101. package/Cameras/RigModes/vrRigMode.js +1 -3
  102. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  103. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  104. package/Cameras/RigModes/webVRRigMode.js +1 -3
  105. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  106. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  107. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  108. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  109. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  110. package/Cameras/VR/vrCameraMetrics.js +4 -4
  111. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  112. package/Cameras/VR/vrExperienceHelper.js +19 -24
  113. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  114. package/Cameras/VR/webVRCamera.d.ts +9 -9
  115. package/Cameras/VR/webVRCamera.js +9 -9
  116. package/Cameras/VR/webVRCamera.js.map +1 -1
  117. package/Cameras/arcRotateCamera.d.ts +12 -13
  118. package/Cameras/arcRotateCamera.js +9 -10
  119. package/Cameras/arcRotateCamera.js.map +1 -1
  120. package/Cameras/camera.d.ts +31 -40
  121. package/Cameras/camera.js +29 -38
  122. package/Cameras/camera.js.map +1 -1
  123. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  124. package/Cameras/deviceOrientationCamera.js +1 -1
  125. package/Cameras/deviceOrientationCamera.js.map +1 -1
  126. package/Cameras/flyCamera.d.ts +8 -12
  127. package/Cameras/flyCamera.js +6 -10
  128. package/Cameras/flyCamera.js.map +1 -1
  129. package/Cameras/followCamera.d.ts +2 -2
  130. package/Cameras/followCamera.js +2 -2
  131. package/Cameras/followCamera.js.map +1 -1
  132. package/Cameras/freeCamera.d.ts +7 -8
  133. package/Cameras/freeCamera.js +5 -6
  134. package/Cameras/freeCamera.js.map +1 -1
  135. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  136. package/Cameras/freeCameraInputsManager.js +2 -2
  137. package/Cameras/freeCameraInputsManager.js.map +1 -1
  138. package/Cameras/gamepadCamera.d.ts +1 -1
  139. package/Cameras/gamepadCamera.js +1 -1
  140. package/Cameras/gamepadCamera.js.map +1 -1
  141. package/Cameras/targetCamera.d.ts +22 -25
  142. package/Cameras/targetCamera.js +21 -24
  143. package/Cameras/targetCamera.js.map +1 -1
  144. package/Cameras/touchCamera.d.ts +2 -2
  145. package/Cameras/touchCamera.js +2 -2
  146. package/Cameras/touchCamera.js.map +1 -1
  147. package/Cameras/universalCamera.d.ts +1 -1
  148. package/Cameras/universalCamera.js +1 -1
  149. package/Cameras/universalCamera.js.map +1 -1
  150. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  151. package/Cameras/virtualJoysticksCamera.js +1 -1
  152. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  153. package/Collisions/collider.d.ts +13 -44
  154. package/Collisions/collider.js +10 -41
  155. package/Collisions/collider.js.map +1 -1
  156. package/Collisions/collisionCoordinator.d.ts +2 -2
  157. package/Collisions/collisionCoordinator.js +1 -1
  158. package/Collisions/collisionCoordinator.js.map +1 -1
  159. package/Collisions/intersectionInfo.d.ts +1 -1
  160. package/Collisions/intersectionInfo.js +1 -1
  161. package/Collisions/intersectionInfo.js.map +1 -1
  162. package/Collisions/meshCollisionData.d.ts +1 -1
  163. package/Collisions/meshCollisionData.js +1 -1
  164. package/Collisions/meshCollisionData.js.map +1 -1
  165. package/Collisions/pickingInfo.d.ts +1 -1
  166. package/Collisions/pickingInfo.js +1 -1
  167. package/Collisions/pickingInfo.js.map +1 -1
  168. package/Compute/IComputeContext.d.ts +1 -1
  169. package/Compute/IComputeContext.js.map +1 -1
  170. package/Compute/IComputePipelineContext.d.ts +2 -2
  171. package/Compute/IComputePipelineContext.js.map +1 -1
  172. package/Compute/computeEffect.d.ts +5 -5
  173. package/Compute/computeEffect.js +5 -5
  174. package/Compute/computeEffect.js.map +1 -1
  175. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  176. package/Culling/Octrees/octreeBlock.js +1 -9
  177. package/Culling/Octrees/octreeBlock.js.map +1 -1
  178. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  179. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  180. package/Culling/boundingBox.d.ts +6 -7
  181. package/Culling/boundingBox.js +5 -6
  182. package/Culling/boundingBox.js.map +1 -1
  183. package/Culling/boundingInfo.d.ts +1 -2
  184. package/Culling/boundingInfo.js +1 -2
  185. package/Culling/boundingInfo.js.map +1 -1
  186. package/Culling/boundingSphere.d.ts +1 -2
  187. package/Culling/boundingSphere.js +1 -2
  188. package/Culling/boundingSphere.js.map +1 -1
  189. package/Culling/ray.d.ts +7 -7
  190. package/Culling/ray.js +1 -1
  191. package/Culling/ray.js.map +1 -1
  192. package/Debug/debugLayer.d.ts +2 -2
  193. package/Debug/debugLayer.js +1 -1
  194. package/Debug/debugLayer.js.map +1 -1
  195. package/Debug/physicsViewer.d.ts +6 -6
  196. package/Debug/physicsViewer.js +4 -4
  197. package/Debug/physicsViewer.js.map +1 -1
  198. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  199. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  200. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  201. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  202. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  203. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  204. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  205. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  206. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  207. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  208. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  209. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  210. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  211. package/DeviceInput/webDeviceInputSystem.js +1 -1
  212. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  213. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  214. package/Engines/Extensions/engine.computeShader.js +1 -1
  215. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  216. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  217. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  218. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  219. package/Engines/Extensions/engine.debugging.js.map +1 -1
  220. package/Engines/Extensions/engine.multiRender.js +8 -10
  221. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  222. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  223. package/Engines/Extensions/engine.multiview.js.map +1 -1
  224. package/Engines/Extensions/engine.query.d.ts +24 -24
  225. package/Engines/Extensions/engine.query.js +8 -8
  226. package/Engines/Extensions/engine.query.js.map +1 -1
  227. package/Engines/Extensions/engine.rawTexture.js +3 -7
  228. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  229. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  230. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  231. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  232. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  233. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  234. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  235. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  236. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  237. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  238. package/Engines/Extensions/engine.views.d.ts +2 -2
  239. package/Engines/Extensions/engine.views.js.map +1 -1
  240. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  241. package/Engines/Extensions/engine.webVR.js.map +1 -1
  242. package/Engines/ICanvas.d.ts +11 -0
  243. package/Engines/ICanvas.js.map +1 -1
  244. package/Engines/IDrawContext.d.ts +1 -1
  245. package/Engines/IDrawContext.js.map +1 -1
  246. package/Engines/IMaterialContext.d.ts +1 -1
  247. package/Engines/IMaterialContext.js.map +1 -1
  248. package/Engines/IPipelineContext.d.ts +5 -5
  249. package/Engines/IPipelineContext.js.map +1 -1
  250. package/Engines/Native/nativeDataStream.d.ts +2 -2
  251. package/Engines/Native/nativeDataStream.js +1 -1
  252. package/Engines/Native/nativeDataStream.js.map +1 -1
  253. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  254. package/Engines/Native/nativeInterfaces.js.map +1 -1
  255. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  256. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  257. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  258. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  259. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  260. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  261. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  262. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  263. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  264. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  265. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  266. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  267. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  268. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  269. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  270. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  271. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  272. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  273. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  274. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  275. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  276. package/Engines/Processors/shaderCodeCursor.js +1 -1
  277. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  278. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  279. package/Engines/Processors/shaderCodeNode.js +1 -1
  280. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  281. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  282. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  283. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  284. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  285. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  286. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  287. package/Engines/Processors/shaderProcessor.js +2 -2
  288. package/Engines/Processors/shaderProcessor.js.map +1 -1
  289. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  290. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  291. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  292. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  293. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  294. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  295. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -38
  296. package/Engines/WebGL/webGLPipelineContext.js +95 -326
  297. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  298. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  299. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -3
  300. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  301. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  302. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  303. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  304. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  305. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  306. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  307. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  308. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  309. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  310. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  311. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  312. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  313. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  314. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  316. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  317. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  319. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  320. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  322. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  323. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  324. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  325. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  326. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  327. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  328. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  329. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  331. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  332. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  333. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  334. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  336. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  337. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  338. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  339. package/Engines/WebGPU/webgpuConstants.js +38 -38
  340. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  341. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  342. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  343. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  344. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  345. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  346. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  348. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  349. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  350. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
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  1741. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
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  1743. package/Sprites/spriteSceneComponent.d.ts +6 -6
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  1745. package/Sprites/thinSprite.d.ts +5 -6
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  1748. package/States/IStencilState.d.ts +1 -1
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  1753. package/States/depthCullingState.d.ts +1 -1
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  1756. package/States/stencilState.d.ts +1 -1
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  1762. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  1763. package/XR/features/WebXRControllerPhysics.js +1 -1
  1764. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  1765. package/XR/features/WebXRControllerPointerSelection.d.ts +3 -6
  1766. package/XR/features/WebXRControllerPointerSelection.js +3 -6
  1767. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  1768. package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
  1769. package/XR/features/WebXRControllerTeleportation.js +24 -19
  1770. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  1771. package/XR/features/WebXRLayers.d.ts +2 -2
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  1774. package/XR/features/WebXRNearInteraction.js +2 -2
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  1776. package/XR/motionController/webXRAbstractMotionController.d.ts +5 -6
  1777. package/XR/motionController/webXRAbstractMotionController.js +4 -5
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  1779. package/XR/motionController/webXRControllerComponent.d.ts +1 -1
  1780. package/XR/motionController/webXRControllerComponent.js +1 -1
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  1785. package/XR/native/nativeXRFrame.d.ts +2 -2
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  1788. package/XR/native/nativeXRRenderTarget.d.ts +3 -3
  1789. package/XR/native/nativeXRRenderTarget.js +3 -3
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  1791. package/XR/webXRCamera.d.ts +2 -2
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  1794. package/XR/webXRDefaultExperience.d.ts +6 -6
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  1796. package/XR/webXRExperienceHelper.d.ts +21 -1
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  1799. package/XR/webXRInputSource.d.ts +1 -1
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  1801. package/XR/webXRLayerWrapper.d.ts +1 -1
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  1810. package/XR/webXRWebGLLayer.d.ts +2 -2
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  1820. package/scene.d.ts +130 -168
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  1823. package/sceneComponent.d.ts +2 -2
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  1826. package/types.d.ts +2 -2
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- {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../../lts/core/generated/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Xd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,cAAc;AACd,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {\rposition : vec3<f32>,\rage : f32,\rsize : vec3<f32>,\rlife : f32,\rseed : vec4<f32>,\rdirection : vec3<f32>,\rdummy0: f32,\r#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\rdummy1: f32,\r#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\r#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\rdummy2: f32,\r#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\rdummy3: f32,\rnoiseCoordinates2 : vec3<f32>,\rdummy4: f32,\r#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\r#else\nangle : vec2<f32>,\r#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\r#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\r#endif\n#endif\n};\rstruct Particles {\rparticles : array<Particle>,\r};\rstruct SimParams {\rcurrentCount : f32,\rtimeDelta : f32,\rstopFactor : f32,\rrandomTextureSize: i32,\rlifeTime : vec2<f32>,\remitPower : vec2<f32>,\r#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\rcolor2 : vec4<f32>,\r#endif\nsizeRange : vec2<f32>,\rscaleRange : vec4<f32>,\rangleRange : vec4<f32>,\rgravity : vec3<f32>,\r#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\r#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\r#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\r#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\r#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\rminEmitBox : vec3<f32>,\rmaxEmitBox : vec3<f32>,\r#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\rconeAngle : f32,\rheight : vec2<f32>,\rdirectionRandomizer : f32,\r#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\rheight : f32,\rradiusRange : f32,\r#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#else\ndirectionRandomizer : f32,\r#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\rradiusRange : f32,\rdirectionRandomizer : f32,\r#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#endif\n#ifdef SPHEREEMITTER\nradius : f32,\rradiusRange : f32,\r#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#else\ndirectionRandomizer : f32,\r#endif\n#endif\n};\r@binding(0) @group(0) var<uniform> params : SimParams;\r@binding(1) @group(0) var<storage,read> particlesIn : Particles;\r@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;\r@binding(3) @group(0) var randomTexture : texture_2d<f32>;\r@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\r#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;\r@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\r#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;\r@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\r#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;\r@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\r#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;\r@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\r#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;\r@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\r#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;\r@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\r#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {\rreturn textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;\r}\rfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {\rreturn textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);\r}\r@stage(compute) @workgroup_size(64)\rfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {\rlet index : u32=GlobalInvocationID.x;\rlet vertexID : f32=f32(index);\rif (index>=u32(params.currentCount)) {\rreturn;\r}\rlet PI : f32=3.14159;\rlet timeDelta : f32=params.timeDelta;\rlet newAge : f32=particlesIn.particles[index].age+timeDelta;\rlet life : f32=particlesIn.particles[index].life;\rlet seed : vec4<f32>=particlesIn.particles[index].seed;\rlet direction : vec3<f32>=particlesIn.particles[index].direction;\rif (newAge>=life && params.stopFactor != 0.) {\rvar newPosition : vec3<f32>;\rvar newDirection : vec3<f32>;\rlet randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);\rlet outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\rparticlesOut.particles[index].life=outLife;\rparticlesOut.particles[index].age=newAge-life;\rparticlesOut.particles[index].seed=seed;\rvar sizex : f32;\r#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\r#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\r#endif\nparticlesOut.particles[index].size=vec3<f32>(\rsizex,\rparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\rparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\r#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\r#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\rparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\rparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\r#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\r#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewPosition=vec3<f32>(0.,0.,0.);\rnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\r#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;\rnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \r#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet phi : f32=2.0*PI*randoms2.x;\rlet theta : f32=acos(-1.0+2.0*randoms2.y);\rlet randX : f32=cos(phi)*sin(theta);\rlet randY : f32=cos(theta);\rlet randZ : f32=sin(phi)*sin(theta);\rnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);\rnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\r#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet phi : f32=2.0*PI*randoms2.x;\rlet theta : f32=acos(-1.0+2.0*randoms2.y);\rlet randX : f32=cos(phi)*sin(theta);\rlet randY : f32=cos(theta);\rlet randZ : f32=sin(phi)*sin(theta);\rnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\r#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\r#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\r#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet yPos : f32=(-0.5+randoms2.x)*params.height;\rvar angle : f32=randoms2.y*PI*2.;\rlet inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);\rlet positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));\rlet xPos : f32=positionRadius*cos(angle);\rlet zPos : f32=positionRadius*sin(angle);\rnewPosition=vec3<f32>(xPos,yPos,zPos);\r#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\r#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;\rnewDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));\rnewDirection=normalize(newDirection);\r#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet s : f32=2.0*PI*randoms2.x;\r#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\r#else\nvar h : f32=randoms2.y*params.height.y;\rh=1.-h*h; \r#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;\rlRadius=lRadius*h;\rlet randX : f32=lRadius*sin(s);\rlet randZ : f32=lRadius*cos(s);\rlet randY : f32=h *params.height.x;\rnewPosition=vec3<f32>(randX,randY,randZ); \rif (abs(cos(params.coneAngle))==1.0) {\rnewDirection=vec3<f32>(0.,1.0,0.);\r} else {\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewDirection=normalize(newPosition+params.directionRandomizer*randoms3); \r}\r#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;\rparticlesOut.particles[index].initialPosition=newPosition;\r#else \nnewPosition=vec3<f32>(0.,0.,0.);\rnewDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\r#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\r#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\r#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\r#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\r#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\r#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\r#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\r#endif\nparticlesOut.particles[index].direction=initial*power;\r#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\r#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\r#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;\rparticlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\r#endif\n} else {\rvar directionScale : f32=timeDelta;\rparticlesOut.particles[index].age=newAge;\rlet ageGradient : f32=newAge/life;\r#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\r#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\r#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\r#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \rparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\r#else\nparticlesOut.particles[index].position=position+direction*directionScale;\r#endif\nparticlesOut.particles[index].life=life;\rparticlesOut.particles[index].seed=seed;\r#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\r#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\rtextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\rparticlesIn.particles[index].size.yz);\r#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\r#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\r#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\r#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\r#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\rlet currentVelocity : f32=length(updatedDirection);\rif (currentVelocity>limitVelocity) {\rupdatedDirection=updatedDirection*params.limitVelocityDamping;\r}\r#endif\nparticlesOut.particles[index].direction=updatedDirection;\r#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;\rlet noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;\rlet fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;\rparticlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;\rparticlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;\rparticlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\r#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\rparticlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\r#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;\rparticlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\r#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;\rlet dist : f32=params.cellInfos.y-params.cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;\rparticlesOut.particles[index].cellStartOffset=cellStartOffset;\roffsetAge=offsetAge+cellStartOffset;\r#else\nlet cellStartOffset : f32=0.;\r#endif \nvar ratio : f32;\rif (params.cellInfos.w==1.0) {\rratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);\r}\relse {\rratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);\r}\rparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\r#endif\n}\r}\r`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport const gpuUpdateParticlesComputeShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../../lts/core/generated/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Xd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {\rposition : vec3<f32>,\rage : f32,\rsize : vec3<f32>,\rlife : f32,\rseed : vec4<f32>,\rdirection : vec3<f32>,\rdummy0: f32,\r#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\rdummy1: f32,\r#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\r#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\rdummy2: f32,\r#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\rdummy3: f32,\rnoiseCoordinates2 : vec3<f32>,\rdummy4: f32,\r#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\r#else\nangle : vec2<f32>,\r#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\r#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\r#endif\n#endif\n};\rstruct Particles {\rparticles : array<Particle>,\r};\rstruct SimParams {\rcurrentCount : f32,\rtimeDelta : f32,\rstopFactor : f32,\rrandomTextureSize: i32,\rlifeTime : vec2<f32>,\remitPower : vec2<f32>,\r#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\rcolor2 : vec4<f32>,\r#endif\nsizeRange : vec2<f32>,\rscaleRange : vec4<f32>,\rangleRange : vec4<f32>,\rgravity : vec3<f32>,\r#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\r#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\r#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\r#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\r#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\rminEmitBox : vec3<f32>,\rmaxEmitBox : vec3<f32>,\r#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\rconeAngle : f32,\rheight : vec2<f32>,\rdirectionRandomizer : f32,\r#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\rheight : f32,\rradiusRange : f32,\r#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#else\ndirectionRandomizer : f32,\r#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\rradiusRange : f32,\rdirectionRandomizer : f32,\r#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#endif\n#ifdef SPHEREEMITTER\nradius : f32,\rradiusRange : f32,\r#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\rdirection2 : vec3<f32>,\r#else\ndirectionRandomizer : f32,\r#endif\n#endif\n};\r@binding(0) @group(0) var<uniform> params : SimParams;\r@binding(1) @group(0) var<storage,read> particlesIn : Particles;\r@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;\r@binding(3) @group(0) var randomTexture : texture_2d<f32>;\r@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\r#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;\r@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\r#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;\r@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\r#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;\r@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\r#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;\r@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\r#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;\r@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\r#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;\r@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\r#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {\rreturn textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;\r}\rfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {\rreturn textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);\r}\r@stage(compute) @workgroup_size(64)\rfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {\rlet index : u32=GlobalInvocationID.x;\rlet vertexID : f32=f32(index);\rif (index>=u32(params.currentCount)) {\rreturn;\r}\rlet PI : f32=3.14159;\rlet timeDelta : f32=params.timeDelta;\rlet newAge : f32=particlesIn.particles[index].age+timeDelta;\rlet life : f32=particlesIn.particles[index].life;\rlet seed : vec4<f32>=particlesIn.particles[index].seed;\rlet direction : vec3<f32>=particlesIn.particles[index].direction;\rif (newAge>=life && params.stopFactor != 0.) {\rvar newPosition : vec3<f32>;\rvar newDirection : vec3<f32>;\rlet randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);\rlet outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\rparticlesOut.particles[index].life=outLife;\rparticlesOut.particles[index].age=newAge-life;\rparticlesOut.particles[index].seed=seed;\rvar sizex : f32;\r#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\r#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\r#endif\nparticlesOut.particles[index].size=vec3<f32>(\rsizex,\rparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\rparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\r#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\r#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\rparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\rparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\r#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\r#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewPosition=vec3<f32>(0.,0.,0.);\rnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\r#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;\rnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \r#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet phi : f32=2.0*PI*randoms2.x;\rlet theta : f32=acos(-1.0+2.0*randoms2.y);\rlet randX : f32=cos(phi)*sin(theta);\rlet randY : f32=cos(theta);\rlet randZ : f32=sin(phi)*sin(theta);\rnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);\rnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\r#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet phi : f32=2.0*PI*randoms2.x;\rlet theta : f32=acos(-1.0+2.0*randoms2.y);\rlet randX : f32=cos(phi)*sin(theta);\rlet randY : f32=cos(theta);\rlet randZ : f32=sin(phi)*sin(theta);\rnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\r#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\r#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\r#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rlet yPos : f32=(-0.5+randoms2.x)*params.height;\rvar angle : f32=randoms2.y*PI*2.;\rlet inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);\rlet positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));\rlet xPos : f32=positionRadius*cos(angle);\rlet zPos : f32=positionRadius*sin(angle);\rnewPosition=vec3<f32>(xPos,yPos,zPos);\r#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\r#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;\rnewDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));\rnewDirection=normalize(newDirection);\r#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\rlet s : f32=2.0*PI*randoms2.x;\r#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\r#else\nvar h : f32=randoms2.y*params.height.y;\rh=1.-h*h; \r#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;\rlRadius=lRadius*h;\rlet randX : f32=lRadius*sin(s);\rlet randZ : f32=lRadius*cos(s);\rlet randY : f32=h *params.height.x;\rnewPosition=vec3<f32>(randX,randY,randZ); \rif (abs(cos(params.coneAngle))==1.0) {\rnewDirection=vec3<f32>(0.,1.0,0.);\r} else {\rlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\rnewDirection=normalize(newPosition+params.directionRandomizer*randoms3); \r}\r#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;\rparticlesOut.particles[index].initialPosition=newPosition;\r#else \nnewPosition=vec3<f32>(0.,0.,0.);\rnewDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\r#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\r#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\r#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\r#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\r#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\r#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\r#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\r#endif\nparticlesOut.particles[index].direction=initial*power;\r#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\r#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\r#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;\rparticlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\r#endif\n} else {\rvar directionScale : f32=timeDelta;\rparticlesOut.particles[index].age=newAge;\rlet ageGradient : f32=newAge/life;\r#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\r#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\r#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\r#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \rparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\r#else\nparticlesOut.particles[index].position=position+direction*directionScale;\r#endif\nparticlesOut.particles[index].life=life;\rparticlesOut.particles[index].seed=seed;\r#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\r#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\rtextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\rparticlesIn.particles[index].size.yz);\r#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\r#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\r#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\r#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\r#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\rlet currentVelocity : f32=length(updatedDirection);\rif (currentVelocity>limitVelocity) {\rupdatedDirection=updatedDirection*params.limitVelocityDamping;\r}\r#endif\nparticlesOut.particles[index].direction=updatedDirection;\r#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;\rlet noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;\rlet fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\rlet force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;\rparticlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;\rparticlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;\rparticlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\r#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\rparticlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\r#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;\rparticlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\r#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;\rlet dist : f32=params.cellInfos.y-params.cellInfos.x;\r#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;\rparticlesOut.particles[index].cellStartOffset=cellStartOffset;\roffsetAge=offsetAge+cellStartOffset;\r#else\nlet cellStartOffset : f32=0.;\r#endif \nvar ratio : f32;\rif (params.cellInfos.w==1.0) {\rratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);\r}\relse {\rratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);\r}\rparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\r#endif\n}\r}\r`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesComputeShader = { name, shader };\n"]}
@@ -9,11 +9,11 @@ import { PickingInfo } from "../Collisions/pickingInfo";
9
9
  import type { ISceneComponent } from "../sceneComponent";
10
10
  declare module "../scene" {
11
11
  interface Scene {
12
- /** @hidden */
12
+ /** @internal */
13
13
  _pointerOverSprite: Nullable<Sprite>;
14
- /** @hidden */
14
+ /** @internal */
15
15
  _pickedDownSprite: Nullable<Sprite>;
16
- /** @hidden */
16
+ /** @internal */
17
17
  _tempSpritePickingRay: Nullable<Ray>;
18
18
  /**
19
19
  * All of the sprite managers added to this scene
@@ -30,7 +30,7 @@ declare module "../scene" {
30
30
  * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
31
31
  */
32
32
  onAfterSpritesRenderingObservable: Observable<Scene>;
33
- /** @hidden */
33
+ /** @internal */
34
34
  _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
35
35
  /** Launch a ray to try to pick a sprite in the scene
36
36
  * @param x position on screen
@@ -49,7 +49,7 @@ declare module "../scene" {
49
49
  * @returns a PickingInfo
50
50
  */
51
51
  pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
52
- /** @hidden */
52
+ /** @internal */
53
53
  _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
54
54
  /** Launch a ray to try to pick sprites in the scene
55
55
  * @param x position on screen
@@ -91,7 +91,7 @@ export declare class SpriteSceneComponent implements ISceneComponent {
91
91
  * The scene the component belongs to.
92
92
  */
93
93
  scene: Scene;
94
- /** @hidden */
94
+ /** @internal */
95
95
  private _spritePredicate;
96
96
  /**
97
97
  * Creates a new instance of the component for the given scene
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Sprite } from \"./sprite\";\r\nimport type { ISpriteManager } from \"./spriteManager\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IPointerEvent } from \"../Events/deviceInputEvents\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _pointerOverSprite: Nullable<Sprite>;\r\n\r\n /** @hidden */\r\n _pickedDownSprite: Nullable<Sprite>;\r\n\r\n /** @hidden */\r\n _tempSpritePickingRay: Nullable<Ray>;\r\n\r\n /**\r\n * All of the sprite managers added to this scene\r\n * @see https://doc.babylonjs.com/babylon101/sprites\r\n */\r\n spriteManagers: Array<ISpriteManager>;\r\n\r\n /**\r\n * An event triggered when sprites rendering is about to start\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onBeforeSpritesRenderingObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when sprites rendering is done\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onAfterSpritesRenderingObservable: Observable<Scene>;\r\n\r\n /** @hidden */\r\n _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** Launch a ray to try to pick a sprite in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** Use the given ray to pick a sprite in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** @hidden */\r\n _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /** Launch a ray to try to pick sprites in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /** Use the given ray to pick sprites in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Force the sprite under the pointer\r\n * @param sprite defines the sprite to use\r\n */\r\n setPointerOverSprite(sprite: Nullable<Sprite>): void;\r\n\r\n /**\r\n * Gets the sprite under the pointer\r\n * @returns a Sprite or null if no sprite is under the pointer\r\n */\r\n getPointerOverSprite(): Nullable<Sprite>;\r\n }\r\n}\r\n\r\nScene.prototype._internalPickSprites = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n let pickingInfo = null;\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers.length > 0) {\r\n for (let spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n const spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n const result = spriteManager.intersects(ray, camera, predicate, fastCheck);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n continue;\r\n }\r\n\r\n pickingInfo = result;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return pickingInfo || new PickingInfo();\r\n};\r\n\r\nScene.prototype._internalMultiPickSprites = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n let pickingInfos = new Array<PickingInfo>();\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers.length > 0) {\r\n for (let spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n const spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n const results = spriteManager.multiIntersects(ray, camera, predicate);\r\n\r\n if (results !== null) {\r\n pickingInfos = pickingInfos.concat(results);\r\n }\r\n }\r\n }\r\n\r\n return pickingInfos;\r\n};\r\n\r\nScene.prototype.pickSprite = function (x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);\r\n\r\n const result = this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = this.createPickingRayInCameraSpace(x, y, camera);\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.pickSpriteWithRay = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n const result = this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = ray;\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.multiPickSprite = function (x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay!, camera);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay!, predicate, camera);\r\n};\r\n\r\nScene.prototype.multiPickSpriteWithRay = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay, predicate, camera);\r\n};\r\n\r\nScene.prototype.setPointerOverSprite = function (sprite: Nullable<Sprite>): void {\r\n if (this._pointerOverSprite === sprite) {\r\n return;\r\n }\r\n\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n\r\n this._pointerOverSprite = sprite;\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n};\r\n\r\nScene.prototype.getPointerOverSprite = function (): Nullable<Sprite> {\r\n return this._pointerOverSprite;\r\n};\r\n\r\n/**\r\n * Defines the sprite scene component responsible to manage sprites\r\n * in a given scene.\r\n */\r\nexport class SpriteSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SPRITE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /** @hidden */\r\n private _spritePredicate: (sprite: Sprite) => boolean;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.spriteManagers = new Array<ISpriteManager>();\r\n this.scene._tempSpritePickingRay = Ray ? Ray.Zero() : null;\r\n this.scene.onBeforeSpritesRenderingObservable = new Observable<Scene>();\r\n this.scene.onAfterSpritesRenderingObservable = new Observable<Scene>();\r\n this._spritePredicate = (sprite: Sprite): boolean => {\r\n if (!sprite.actionManager) {\r\n return false;\r\n }\r\n return sprite.isPickable && sprite.actionManager.hasPointerTriggers;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._pointerMoveStage.registerStep(SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);\r\n this.scene._pointerDownStage.registerStep(SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);\r\n this.scene._pointerUpStage.registerStep(SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n /** Nothing to do for sprites */\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforeSpritesRenderingObservable.clear();\r\n this.scene.onAfterSpritesRenderingObservable.clear();\r\n\r\n const spriteManagers = this.scene.spriteManagers;\r\n while (spriteManagers.length) {\r\n spriteManagers[0].dispose();\r\n }\r\n }\r\n\r\n private _pickSpriteButKeepRay(originalPointerInfo: Nullable<PickingInfo>, x: number, y: number, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n const result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = originalPointerInfo ? originalPointerInfo.ray : null;\r\n }\r\n return result;\r\n }\r\n\r\n private _pointerMove(\r\n unTranslatedPointerX: number,\r\n unTranslatedPointerY: number,\r\n pickResult: Nullable<PickingInfo>,\r\n isMeshPicked: boolean,\r\n element: Nullable<HTMLElement>\r\n ): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n if (isMeshPicked) {\r\n scene.setPointerOverSprite(null);\r\n } else {\r\n pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n scene.setPointerOverSprite(pickResult.pickedSprite);\r\n if (!scene.doNotHandleCursors && element) {\r\n if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {\r\n element.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;\r\n } else {\r\n element.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverSprite(null);\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerDown(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: IPointerEvent): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n scene._pickedDownSprite = null;\r\n if (scene.spriteManagers.length > 0) {\r\n pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n if (pickResult.pickedSprite.actionManager) {\r\n scene._pickedDownSprite = pickResult.pickedSprite;\r\n switch (evt.button) {\r\n case 0:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnLeftPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n case 1:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnCenterPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n case 2:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnRightPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n }\r\n if (pickResult.pickedSprite.actionManager) {\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickDownTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerUp(\r\n unTranslatedPointerX: number,\r\n unTranslatedPointerY: number,\r\n pickResult: Nullable<PickingInfo>,\r\n evt: IPointerEvent,\r\n doubleClick: boolean\r\n ): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n if (scene.spriteManagers.length > 0) {\r\n const spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (spritePickResult) {\r\n if (spritePickResult.hit && spritePickResult.pickedSprite) {\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickUpTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n if (!this.scene._inputManager._isPointerSwiping()) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n\r\n if (doubleClick) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnDoublePickTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n }\r\n }\r\n }\r\n if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {\r\n scene._pickedDownSprite.actionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Sprite } from \"./sprite\";\r\nimport type { ISpriteManager } from \"./spriteManager\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IPointerEvent } from \"../Events/deviceInputEvents\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _pointerOverSprite: Nullable<Sprite>;\r\n\r\n /** @internal */\r\n _pickedDownSprite: Nullable<Sprite>;\r\n\r\n /** @internal */\r\n _tempSpritePickingRay: Nullable<Ray>;\r\n\r\n /**\r\n * All of the sprite managers added to this scene\r\n * @see https://doc.babylonjs.com/babylon101/sprites\r\n */\r\n spriteManagers: Array<ISpriteManager>;\r\n\r\n /**\r\n * An event triggered when sprites rendering is about to start\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onBeforeSpritesRenderingObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when sprites rendering is done\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onAfterSpritesRenderingObservable: Observable<Scene>;\r\n\r\n /** @internal */\r\n _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** Launch a ray to try to pick a sprite in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** Use the given ray to pick a sprite in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** @internal */\r\n _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /** Launch a ray to try to pick sprites in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /** Use the given ray to pick sprites in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Force the sprite under the pointer\r\n * @param sprite defines the sprite to use\r\n */\r\n setPointerOverSprite(sprite: Nullable<Sprite>): void;\r\n\r\n /**\r\n * Gets the sprite under the pointer\r\n * @returns a Sprite or null if no sprite is under the pointer\r\n */\r\n getPointerOverSprite(): Nullable<Sprite>;\r\n }\r\n}\r\n\r\nScene.prototype._internalPickSprites = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n let pickingInfo = null;\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers.length > 0) {\r\n for (let spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n const spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n const result = spriteManager.intersects(ray, camera, predicate, fastCheck);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n continue;\r\n }\r\n\r\n pickingInfo = result;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return pickingInfo || new PickingInfo();\r\n};\r\n\r\nScene.prototype._internalMultiPickSprites = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n let pickingInfos = new Array<PickingInfo>();\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers.length > 0) {\r\n for (let spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n const spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n const results = spriteManager.multiIntersects(ray, camera, predicate);\r\n\r\n if (results !== null) {\r\n pickingInfos = pickingInfos.concat(results);\r\n }\r\n }\r\n }\r\n\r\n return pickingInfos;\r\n};\r\n\r\nScene.prototype.pickSprite = function (x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);\r\n\r\n const result = this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = this.createPickingRayInCameraSpace(x, y, camera);\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.pickSpriteWithRay = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n const result = this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = ray;\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.multiPickSprite = function (x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay!, camera);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay!, predicate, camera);\r\n};\r\n\r\nScene.prototype.multiPickSpriteWithRay = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay, predicate, camera);\r\n};\r\n\r\nScene.prototype.setPointerOverSprite = function (sprite: Nullable<Sprite>): void {\r\n if (this._pointerOverSprite === sprite) {\r\n return;\r\n }\r\n\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n\r\n this._pointerOverSprite = sprite;\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n};\r\n\r\nScene.prototype.getPointerOverSprite = function (): Nullable<Sprite> {\r\n return this._pointerOverSprite;\r\n};\r\n\r\n/**\r\n * Defines the sprite scene component responsible to manage sprites\r\n * in a given scene.\r\n */\r\nexport class SpriteSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SPRITE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /** @internal */\r\n private _spritePredicate: (sprite: Sprite) => boolean;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.spriteManagers = new Array<ISpriteManager>();\r\n this.scene._tempSpritePickingRay = Ray ? Ray.Zero() : null;\r\n this.scene.onBeforeSpritesRenderingObservable = new Observable<Scene>();\r\n this.scene.onAfterSpritesRenderingObservable = new Observable<Scene>();\r\n this._spritePredicate = (sprite: Sprite): boolean => {\r\n if (!sprite.actionManager) {\r\n return false;\r\n }\r\n return sprite.isPickable && sprite.actionManager.hasPointerTriggers;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._pointerMoveStage.registerStep(SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);\r\n this.scene._pointerDownStage.registerStep(SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);\r\n this.scene._pointerUpStage.registerStep(SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n /** Nothing to do for sprites */\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforeSpritesRenderingObservable.clear();\r\n this.scene.onAfterSpritesRenderingObservable.clear();\r\n\r\n const spriteManagers = this.scene.spriteManagers;\r\n while (spriteManagers.length) {\r\n spriteManagers[0].dispose();\r\n }\r\n }\r\n\r\n private _pickSpriteButKeepRay(originalPointerInfo: Nullable<PickingInfo>, x: number, y: number, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n const result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = originalPointerInfo ? originalPointerInfo.ray : null;\r\n }\r\n return result;\r\n }\r\n\r\n private _pointerMove(\r\n unTranslatedPointerX: number,\r\n unTranslatedPointerY: number,\r\n pickResult: Nullable<PickingInfo>,\r\n isMeshPicked: boolean,\r\n element: Nullable<HTMLElement>\r\n ): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n if (isMeshPicked) {\r\n scene.setPointerOverSprite(null);\r\n } else {\r\n pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n scene.setPointerOverSprite(pickResult.pickedSprite);\r\n if (!scene.doNotHandleCursors && element) {\r\n if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {\r\n element.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;\r\n } else {\r\n element.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverSprite(null);\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerDown(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: IPointerEvent): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n scene._pickedDownSprite = null;\r\n if (scene.spriteManagers.length > 0) {\r\n pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n if (pickResult.pickedSprite.actionManager) {\r\n scene._pickedDownSprite = pickResult.pickedSprite;\r\n switch (evt.button) {\r\n case 0:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnLeftPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n case 1:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnCenterPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n case 2:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnRightPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n }\r\n if (pickResult.pickedSprite.actionManager) {\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickDownTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerUp(\r\n unTranslatedPointerX: number,\r\n unTranslatedPointerY: number,\r\n pickResult: Nullable<PickingInfo>,\r\n evt: IPointerEvent,\r\n doubleClick: boolean\r\n ): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n if (scene.spriteManagers.length > 0) {\r\n const spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (spritePickResult) {\r\n if (spritePickResult.hit && spritePickResult.pickedSprite) {\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickUpTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n if (!this.scene._inputManager._isPointerSwiping()) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n\r\n if (doubleClick) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnDoublePickTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n }\r\n }\r\n }\r\n if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {\r\n scene._pickedDownSprite.actionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n}\r\n"]}
@@ -38,13 +38,13 @@ export declare class ThinSprite {
38
38
  get loopAnimation(): boolean;
39
39
  /** Gets or sets the delay between cell changes (setting it will restart the animation) */
40
40
  get delay(): number;
41
- /** @hidden */
41
+ /** @internal */
42
42
  _xOffset: number;
43
- /** @hidden */
43
+ /** @internal */
44
44
  _yOffset: number;
45
- /** @hidden */
45
+ /** @internal */
46
46
  _xSize: number;
47
- /** @hidden */
47
+ /** @internal */
48
48
  _ySize: number;
49
49
  private _animationStarted;
50
50
  protected _loopAnimation: boolean;
@@ -70,8 +70,7 @@ export declare class ThinSprite {
70
70
  /** Stops current animation (if any) */
71
71
  stopAnimation(): void;
72
72
  /**
73
- * @param deltaTime
74
- * @hidden
73
+ * @internal
75
74
  */
76
75
  _animate(deltaTime: number): void;
77
76
  }
@@ -84,8 +84,7 @@ export class ThinSprite {
84
84
  this._animationStarted = false;
85
85
  }
86
86
  /**
87
- * @param deltaTime
88
- * @hidden
87
+ * @internal
89
88
  */
90
89
  _animate(deltaTime) {
91
90
  if (!this._animationStarted) {
@@ -1 +1 @@
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Default is true */\r\n public isVisible = true;\r\n\r\n /**\r\n * Returns a boolean indicating if the animation is started\r\n */\r\n public get animationStarted() {\r\n return this._animationStarted;\r\n }\r\n\r\n /** Gets the initial key for the animation (setting it will restart the animation) */\r\n public get fromIndex() {\r\n return this._fromIndex;\r\n }\r\n\r\n /** Gets or sets the end key for the animation (setting it will restart the animation) */\r\n public get toIndex() {\r\n return this._toIndex;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */\r\n public get loopAnimation() {\r\n return this._loopAnimation;\r\n }\r\n\r\n /** Gets or sets the delay between cell changes (setting it will restart the animation) */\r\n public get delay() {\r\n return Math.max(this._delay, 1);\r\n }\r\n\r\n /** @internal */\r\n public _xOffset: number;\r\n /** @internal */\r\n public _yOffset: number;\r\n /** @internal */\r\n public _xSize: number;\r\n /** @internal */\r\n public _ySize: number;\r\n\r\n private _animationStarted = false;\r\n protected _loopAnimation = false;\r\n protected _fromIndex = 0;\r\n protected _toIndex = 0;\r\n protected _delay = 0;\r\n private _direction = 1;\r\n private _time = 0;\r\n private _onBaseAnimationEnd: Nullable<() => void> = null;\r\n\r\n /**\r\n * Creates a new Thin Sprite\r\n */\r\n constructor() {\r\n this.position = { x: 1.0, y: 1.0, z: 1.0 };\r\n this.color = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\r\n }\r\n\r\n /**\r\n * Starts an animation\r\n * @param from defines the initial key\r\n * @param to defines the end key\r\n * @param loop defines if the animation must loop\r\n * @param delay defines the start delay (in ms)\r\n * @param onAnimationEnd defines a callback for when the animation ends\r\n */\r\n public playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: Nullable<() => void>): void {\r\n this._fromIndex = from;\r\n this._toIndex = to;\r\n this._loopAnimation = loop;\r\n this._delay = delay || 1;\r\n this._animationStarted = true;\r\n this._onBaseAnimationEnd = onAnimationEnd;\r\n\r\n if (from < to) {\r\n this._direction = 1;\r\n } else {\r\n this._direction = -1;\r\n this._toIndex = from;\r\n this._fromIndex = to;\r\n }\r\n\r\n this.cellIndex = from;\r\n this._time = 0;\r\n }\r\n\r\n /** Stops current animation (if any) */\r\n public stopAnimation(): void {\r\n this._animationStarted = false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _animate(deltaTime: number): void {\r\n if (!this._animationStarted) {\r\n return;\r\n }\r\n\r\n this._time += deltaTime;\r\n if (this._time > this._delay) {\r\n this._time = this._time % this._delay;\r\n this.cellIndex += this._direction;\r\n if ((this._direction > 0 && this.cellIndex > this._toIndex) || (this._direction < 0 && this.cellIndex < this._fromIndex)) {\r\n if (this._loopAnimation) {\r\n this.cellIndex = this._direction > 0 ? this._fromIndex : this._toIndex;\r\n } else {\r\n this.cellIndex = this._toIndex;\r\n this._animationStarted = false;\r\n if (this._onBaseAnimationEnd) {\r\n this._onBaseAnimationEnd();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export interface IStencilState {
3
3
  enabled: boolean;
4
4
  mask: number;
@@ -1 +1 @@
1
- {"version":3,"file":"IStencilState.js","sourceRoot":"","sources":["../../../../../lts/core/generated/States/IStencilState.ts"],"names":[],"mappings":"","sourcesContent":["/** @hidden */\r\nexport interface IStencilState {\r\n enabled: boolean;\r\n\r\n mask: number;\r\n\r\n func: number;\r\n funcRef: number;\r\n funcMask: number;\r\n\r\n opStencilDepthPass: number;\r\n opStencilFail: number;\r\n opDepthFail: number;\r\n\r\n reset(): void;\r\n}\r\n"]}
1
+ {"version":3,"file":"IStencilState.js","sourceRoot":"","sources":["../../../../../lts/core/generated/States/IStencilState.ts"],"names":[],"mappings":"","sourcesContent":["/** @internal */\r\nexport interface IStencilState {\r\n enabled: boolean;\r\n\r\n mask: number;\r\n\r\n func: number;\r\n funcRef: number;\r\n funcMask: number;\r\n\r\n opStencilDepthPass: number;\r\n opStencilFail: number;\r\n opDepthFail: number;\r\n\r\n reset(): void;\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import type { Nullable } from "../types";
2
2
  /**
3
- * @hidden
3
+ * @internal
4
4
  **/
5
5
  export declare class AlphaState {
6
6
  _blendFunctionParameters: Nullable<number>[];
@@ -1,5 +1,5 @@
1
1
  /**
2
- * @hidden
2
+ * @internal
3
3
  **/
4
4
  export class AlphaState {
5
5
  /**
@@ -1 +1 @@
1
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type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class AlphaState {\r\n public _blendFunctionParameters = new Array<Nullable<number>>(4);\r\n public _blendEquationParameters = new Array<Nullable<number>>(2);\r\n public _blendConstants = new Array<Nullable<number>>(4);\r\n public _isBlendConstantsDirty = false;\r\n\r\n private _alphaBlend = false;\r\n private _isAlphaBlendDirty = false;\r\n private _isBlendFunctionParametersDirty = false;\r\n private _isBlendEquationParametersDirty = false;\r\n\r\n /**\r\n * Initializes the state.\r\n */\r\n public constructor() {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty || this._isBlendEquationParametersDirty;\r\n }\r\n\r\n public get alphaBlend(): boolean {\r\n return this._alphaBlend;\r\n }\r\n\r\n public set alphaBlend(value: boolean) {\r\n if (this._alphaBlend === value) {\r\n return;\r\n }\r\n\r\n this._alphaBlend = value;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n public setAlphaBlendConstants(r: number, g: number, b: number, a: number): void {\r\n if (this._blendConstants[0] === r && this._blendConstants[1] === g && this._blendConstants[2] === b && this._blendConstants[3] === a) {\r\n return;\r\n }\r\n\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n\r\n this._isBlendConstantsDirty = true;\r\n }\r\n\r\n public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void {\r\n if (\r\n this._blendFunctionParameters[0] === value0 &&\r\n this._blendFunctionParameters[1] === value1 &&\r\n this._blendFunctionParameters[2] === value2 &&\r\n this._blendFunctionParameters[3] === value3\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendFunctionParameters[0] = value0;\r\n this._blendFunctionParameters[1] = value1;\r\n this._blendFunctionParameters[2] = value2;\r\n this._blendFunctionParameters[3] = value3;\r\n\r\n this._isBlendFunctionParametersDirty = true;\r\n }\r\n\r\n public setAlphaEquationParameters(rgb: number, alpha: number): void {\r\n if (this._blendEquationParameters[0] === rgb && this._blendEquationParameters[1] === alpha) {\r\n return;\r\n }\r\n\r\n this._blendEquationParameters[0] = rgb;\r\n this._blendEquationParameters[1] = alpha;\r\n\r\n this._isBlendEquationParametersDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._alphaBlend = false;\r\n this._blendFunctionParameters[0] = null;\r\n this._blendFunctionParameters[1] = null;\r\n this._blendFunctionParameters[2] = null;\r\n this._blendFunctionParameters[3] = null;\r\n\r\n this._blendEquationParameters[0] = null;\r\n this._blendEquationParameters[1] = null;\r\n\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend) {\r\n gl.enable(gl.BLEND);\r\n } else {\r\n gl.disable(gl.BLEND);\r\n }\r\n\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(\r\n <number>this._blendFunctionParameters[0],\r\n <number>this._blendFunctionParameters[1],\r\n <number>this._blendFunctionParameters[2],\r\n <number>this._blendFunctionParameters[3]\r\n );\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(this._blendEquationParameters[0]!, this._blendEquationParameters[1]!);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(<number>this._blendConstants[0], <number>this._blendConstants[1], <number>this._blendConstants[2], <number>this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class AlphaState {\r\n public _blendFunctionParameters = new Array<Nullable<number>>(4);\r\n public _blendEquationParameters = new Array<Nullable<number>>(2);\r\n public _blendConstants = new Array<Nullable<number>>(4);\r\n public _isBlendConstantsDirty = false;\r\n\r\n private _alphaBlend = false;\r\n private _isAlphaBlendDirty = false;\r\n private _isBlendFunctionParametersDirty = false;\r\n private _isBlendEquationParametersDirty = false;\r\n\r\n /**\r\n * Initializes the state.\r\n */\r\n public constructor() {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty || this._isBlendEquationParametersDirty;\r\n }\r\n\r\n public get alphaBlend(): boolean {\r\n return this._alphaBlend;\r\n }\r\n\r\n public set alphaBlend(value: boolean) {\r\n if (this._alphaBlend === value) {\r\n return;\r\n }\r\n\r\n this._alphaBlend = value;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n public setAlphaBlendConstants(r: number, g: number, b: number, a: number): void {\r\n if (this._blendConstants[0] === r && this._blendConstants[1] === g && this._blendConstants[2] === b && this._blendConstants[3] === a) {\r\n return;\r\n }\r\n\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n\r\n this._isBlendConstantsDirty = true;\r\n }\r\n\r\n public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void {\r\n if (\r\n this._blendFunctionParameters[0] === value0 &&\r\n this._blendFunctionParameters[1] === value1 &&\r\n this._blendFunctionParameters[2] === value2 &&\r\n this._blendFunctionParameters[3] === value3\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendFunctionParameters[0] = value0;\r\n this._blendFunctionParameters[1] = value1;\r\n this._blendFunctionParameters[2] = value2;\r\n this._blendFunctionParameters[3] = value3;\r\n\r\n this._isBlendFunctionParametersDirty = true;\r\n }\r\n\r\n public setAlphaEquationParameters(rgb: number, alpha: number): void {\r\n if (this._blendEquationParameters[0] === rgb && this._blendEquationParameters[1] === alpha) {\r\n return;\r\n }\r\n\r\n this._blendEquationParameters[0] = rgb;\r\n this._blendEquationParameters[1] = alpha;\r\n\r\n this._isBlendEquationParametersDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._alphaBlend = false;\r\n this._blendFunctionParameters[0] = null;\r\n this._blendFunctionParameters[1] = null;\r\n this._blendFunctionParameters[2] = null;\r\n this._blendFunctionParameters[3] = null;\r\n\r\n this._blendEquationParameters[0] = null;\r\n this._blendEquationParameters[1] = null;\r\n\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend) {\r\n gl.enable(gl.BLEND);\r\n } else {\r\n gl.disable(gl.BLEND);\r\n }\r\n\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(\r\n <number>this._blendFunctionParameters[0],\r\n <number>this._blendFunctionParameters[1],\r\n <number>this._blendFunctionParameters[2],\r\n <number>this._blendFunctionParameters[3]\r\n );\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(this._blendEquationParameters[0]!, this._blendEquationParameters[1]!);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(<number>this._blendConstants[0], <number>this._blendConstants[1], <number>this._blendConstants[2], <number>this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import type { Nullable } from "../types";
2
2
  /**
3
- * @hidden
3
+ * @internal
4
4
  **/
5
5
  export declare class DepthCullingState {
6
6
  protected _isDepthTestDirty: boolean;
@@ -1,5 +1,5 @@
1
1
  /**
2
- * @hidden
2
+ * @internal
3
3
  **/
4
4
  export class DepthCullingState {
5
5
  /**
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class DepthCullingState {\r\n protected _isDepthTestDirty = false;\r\n protected _isDepthMaskDirty = false;\r\n protected _isDepthFuncDirty = false;\r\n protected _isCullFaceDirty = false;\r\n protected _isCullDirty = false;\r\n protected _isZOffsetDirty = false;\r\n protected _isFrontFaceDirty = false;\r\n\r\n protected _depthTest: boolean;\r\n protected _depthMask: boolean;\r\n protected _depthFunc: Nullable<number>;\r\n protected _cull: Nullable<boolean>;\r\n protected _cullFace: Nullable<number>;\r\n protected _zOffset: number;\r\n protected _zOffsetUnits: number;\r\n protected _frontFace: Nullable<number>;\r\n\r\n /**\r\n * Initializes the state.\r\n * @param reset\r\n */\r\n public constructor(reset = true) {\r\n if (reset) {\r\n this.reset();\r\n }\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return (\r\n this._isDepthFuncDirty ||\r\n this._isDepthTestDirty ||\r\n this._isDepthMaskDirty ||\r\n this._isCullFaceDirty ||\r\n this._isCullDirty ||\r\n this._isZOffsetDirty ||\r\n this._isFrontFaceDirty\r\n );\r\n }\r\n\r\n public get zOffset(): number {\r\n return this._zOffset;\r\n }\r\n\r\n public set zOffset(value: number) {\r\n if (this._zOffset === value) {\r\n return;\r\n }\r\n\r\n this._zOffset = value;\r\n this._isZOffsetDirty = true;\r\n }\r\n\r\n public get zOffsetUnits(): number {\r\n return this._zOffsetUnits;\r\n }\r\n\r\n public set zOffsetUnits(value: number) {\r\n if (this._zOffsetUnits === value) {\r\n return;\r\n }\r\n\r\n this._zOffsetUnits = value;\r\n this._isZOffsetDirty = true;\r\n }\r\n\r\n public get cullFace(): Nullable<number> {\r\n return this._cullFace;\r\n }\r\n\r\n public set cullFace(value: Nullable<number>) {\r\n if (this._cullFace === value) {\r\n return;\r\n }\r\n\r\n this._cullFace = value;\r\n this._isCullFaceDirty = true;\r\n }\r\n\r\n public get cull(): Nullable<boolean> {\r\n return this._cull;\r\n }\r\n\r\n public set cull(value: Nullable<boolean>) {\r\n if (this._cull === value) {\r\n return;\r\n }\r\n\r\n this._cull = value;\r\n this._isCullDirty = true;\r\n }\r\n\r\n public get depthFunc(): Nullable<number> {\r\n return this._depthFunc;\r\n }\r\n\r\n public set depthFunc(value: Nullable<number>) {\r\n if (this._depthFunc === value) {\r\n return;\r\n }\r\n\r\n this._depthFunc = value;\r\n this._isDepthFuncDirty = true;\r\n }\r\n\r\n public get depthMask(): boolean {\r\n return this._depthMask;\r\n }\r\n\r\n public set depthMask(value: boolean) {\r\n if (this._depthMask === value) {\r\n return;\r\n }\r\n\r\n this._depthMask = value;\r\n this._isDepthMaskDirty = true;\r\n }\r\n\r\n public get depthTest(): boolean {\r\n return this._depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n if (this._depthTest === value) {\r\n return;\r\n }\r\n\r\n this._depthTest = value;\r\n this._isDepthTestDirty = true;\r\n }\r\n\r\n public get frontFace(): Nullable<number> {\r\n return this._frontFace;\r\n }\r\n\r\n public set frontFace(value: Nullable<number>) {\r\n if (this._frontFace === value) {\r\n return;\r\n }\r\n\r\n this._frontFace = value;\r\n this._isFrontFaceDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._depthMask = true;\r\n this._depthTest = true;\r\n this._depthFunc = null;\r\n this._cullFace = null;\r\n this._cull = null;\r\n this._zOffset = 0;\r\n this._zOffsetUnits = 0;\r\n this._frontFace = null;\r\n\r\n this._isDepthTestDirty = true;\r\n this._isDepthMaskDirty = true;\r\n this._isDepthFuncDirty = false;\r\n this._isCullFaceDirty = false;\r\n this._isCullDirty = false;\r\n this._isZOffsetDirty = true;\r\n this._isFrontFaceDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Cull\r\n if (this._isCullDirty) {\r\n if (this.cull) {\r\n gl.enable(gl.CULL_FACE);\r\n } else {\r\n gl.disable(gl.CULL_FACE);\r\n }\r\n\r\n this._isCullDirty = false;\r\n }\r\n\r\n // Cull face\r\n if (this._isCullFaceDirty) {\r\n gl.cullFace(<number>this.cullFace);\r\n this._isCullFaceDirty = false;\r\n }\r\n\r\n // Depth mask\r\n if (this._isDepthMaskDirty) {\r\n gl.depthMask(this.depthMask);\r\n this._isDepthMaskDirty = false;\r\n }\r\n\r\n // Depth test\r\n if (this._isDepthTestDirty) {\r\n if (this.depthTest) {\r\n gl.enable(gl.DEPTH_TEST);\r\n } else {\r\n gl.disable(gl.DEPTH_TEST);\r\n }\r\n this._isDepthTestDirty = false;\r\n }\r\n\r\n // Depth func\r\n if (this._isDepthFuncDirty) {\r\n gl.depthFunc(<number>this.depthFunc);\r\n this._isDepthFuncDirty = false;\r\n }\r\n\r\n // zOffset\r\n if (this._isZOffsetDirty) {\r\n if (this.zOffset || this.zOffsetUnits) {\r\n gl.enable(gl.POLYGON_OFFSET_FILL);\r\n gl.polygonOffset(this.zOffset, this.zOffsetUnits);\r\n } else {\r\n gl.disable(gl.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n this._isZOffsetDirty = false;\r\n }\r\n\r\n // Front face\r\n if (this._isFrontFaceDirty) {\r\n gl.frontFace(<number>this.frontFace);\r\n this._isFrontFaceDirty = false;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class DepthCullingState {\r\n protected _isDepthTestDirty = false;\r\n protected _isDepthMaskDirty = false;\r\n protected _isDepthFuncDirty = false;\r\n protected _isCullFaceDirty = false;\r\n protected _isCullDirty = false;\r\n protected _isZOffsetDirty = false;\r\n protected _isFrontFaceDirty = false;\r\n\r\n protected _depthTest: boolean;\r\n protected _depthMask: boolean;\r\n protected _depthFunc: Nullable<number>;\r\n protected _cull: Nullable<boolean>;\r\n protected _cullFace: Nullable<number>;\r\n protected _zOffset: number;\r\n protected _zOffsetUnits: number;\r\n protected _frontFace: Nullable<number>;\r\n\r\n /**\r\n * Initializes the state.\r\n * @param reset\r\n */\r\n public constructor(reset = true) {\r\n if (reset) {\r\n this.reset();\r\n }\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return (\r\n this._isDepthFuncDirty ||\r\n this._isDepthTestDirty ||\r\n this._isDepthMaskDirty ||\r\n this._isCullFaceDirty ||\r\n this._isCullDirty ||\r\n this._isZOffsetDirty ||\r\n this._isFrontFaceDirty\r\n );\r\n }\r\n\r\n public get zOffset(): number {\r\n return this._zOffset;\r\n }\r\n\r\n public set zOffset(value: number) {\r\n if (this._zOffset === value) {\r\n return;\r\n }\r\n\r\n this._zOffset = value;\r\n this._isZOffsetDirty = true;\r\n }\r\n\r\n public get zOffsetUnits(): number {\r\n return this._zOffsetUnits;\r\n }\r\n\r\n public set zOffsetUnits(value: number) {\r\n if (this._zOffsetUnits === value) {\r\n return;\r\n }\r\n\r\n this._zOffsetUnits = value;\r\n this._isZOffsetDirty = true;\r\n }\r\n\r\n public get cullFace(): Nullable<number> {\r\n return this._cullFace;\r\n }\r\n\r\n public set cullFace(value: Nullable<number>) {\r\n if (this._cullFace === value) {\r\n return;\r\n }\r\n\r\n this._cullFace = value;\r\n this._isCullFaceDirty = true;\r\n }\r\n\r\n public get cull(): Nullable<boolean> {\r\n return this._cull;\r\n }\r\n\r\n public set cull(value: Nullable<boolean>) {\r\n if (this._cull === value) {\r\n return;\r\n }\r\n\r\n this._cull = value;\r\n this._isCullDirty = true;\r\n }\r\n\r\n public get depthFunc(): Nullable<number> {\r\n return this._depthFunc;\r\n }\r\n\r\n public set depthFunc(value: Nullable<number>) {\r\n if (this._depthFunc === value) {\r\n return;\r\n }\r\n\r\n this._depthFunc = value;\r\n this._isDepthFuncDirty = true;\r\n }\r\n\r\n public get depthMask(): boolean {\r\n return this._depthMask;\r\n }\r\n\r\n public set depthMask(value: boolean) {\r\n if (this._depthMask === value) {\r\n return;\r\n }\r\n\r\n this._depthMask = value;\r\n this._isDepthMaskDirty = true;\r\n }\r\n\r\n public get depthTest(): boolean {\r\n return this._depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n if (this._depthTest === value) {\r\n return;\r\n }\r\n\r\n this._depthTest = value;\r\n this._isDepthTestDirty = true;\r\n }\r\n\r\n public get frontFace(): Nullable<number> {\r\n return this._frontFace;\r\n }\r\n\r\n public set frontFace(value: Nullable<number>) {\r\n if (this._frontFace === value) {\r\n return;\r\n }\r\n\r\n this._frontFace = value;\r\n this._isFrontFaceDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._depthMask = true;\r\n this._depthTest = true;\r\n this._depthFunc = null;\r\n this._cullFace = null;\r\n this._cull = null;\r\n this._zOffset = 0;\r\n this._zOffsetUnits = 0;\r\n this._frontFace = null;\r\n\r\n this._isDepthTestDirty = true;\r\n this._isDepthMaskDirty = true;\r\n this._isDepthFuncDirty = false;\r\n this._isCullFaceDirty = false;\r\n this._isCullDirty = false;\r\n this._isZOffsetDirty = true;\r\n this._isFrontFaceDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Cull\r\n if (this._isCullDirty) {\r\n if (this.cull) {\r\n gl.enable(gl.CULL_FACE);\r\n } else {\r\n gl.disable(gl.CULL_FACE);\r\n }\r\n\r\n this._isCullDirty = false;\r\n }\r\n\r\n // Cull face\r\n if (this._isCullFaceDirty) {\r\n gl.cullFace(<number>this.cullFace);\r\n this._isCullFaceDirty = false;\r\n }\r\n\r\n // Depth mask\r\n if (this._isDepthMaskDirty) {\r\n gl.depthMask(this.depthMask);\r\n this._isDepthMaskDirty = false;\r\n }\r\n\r\n // Depth test\r\n if (this._isDepthTestDirty) {\r\n if (this.depthTest) {\r\n gl.enable(gl.DEPTH_TEST);\r\n } else {\r\n gl.disable(gl.DEPTH_TEST);\r\n }\r\n this._isDepthTestDirty = false;\r\n }\r\n\r\n // Depth func\r\n if (this._isDepthFuncDirty) {\r\n gl.depthFunc(<number>this.depthFunc);\r\n this._isDepthFuncDirty = false;\r\n }\r\n\r\n // zOffset\r\n if (this._isZOffsetDirty) {\r\n if (this.zOffset || this.zOffsetUnits) {\r\n gl.enable(gl.POLYGON_OFFSET_FILL);\r\n gl.polygonOffset(this.zOffset, this.zOffsetUnits);\r\n } else {\r\n gl.disable(gl.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n this._isZOffsetDirty = false;\r\n }\r\n\r\n // Front face\r\n if (this._isFrontFaceDirty) {\r\n gl.frontFace(<number>this.frontFace);\r\n this._isFrontFaceDirty = false;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import type { IStencilState } from "./IStencilState";
2
2
  /**
3
- * @hidden
3
+ * @internal
4
4
  **/
5
5
  export declare class StencilState implements IStencilState {
6
6
  /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
@@ -1,6 +1,6 @@
1
1
 
2
2
  /**
3
- * @hidden
3
+ * @internal
4
4
  **/
5
5
  export class StencilState {
6
6
  constructor() {
@@ -1 +1 @@
1
- {"version":3,"file":"stencilState.js","sourceRoot":"","sources":["../../../../../lts/core/generated/States/stencilState.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD;;IAEI;AACJ,MAAM,OAAO,YAAY;IAQrB;QACI,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QAEjB,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC,MAAM,CAAC;QAChC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;QACjB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC,IAAI,CAAC;QACvC,IAAI,CAAC,WAAW,GAAG,YAAY,CAAC,IAAI,CAAC;QACrC,IAAI,CAAC,kBAAkB,GAAG,YAAY,CAAC,OAAO,CAAC;IACnD,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC;IACtB,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;IACzB,CAAC;IAGD,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAGD,IAAW,oBAAoB;QAC3B,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,IAAW,oBAAoB,CAAC,KAAa;QACzC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAGD,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAGD,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,IAAW,yBAAyB,CAAC,KAAa;QAC9C,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACpC,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC;IACtB,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,WAAW,CAAC,KAAc;QACjC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;IACzB,CAAC;;AA9FD,2JAA2J;AACpI,mBAAM,GAAG,SAAS,CAAC,MAAM,CAAC;AACjD,4EAA4E;AACrD,iBAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AAC7C,gFAAgF;AACzD,oBAAO,GAAG,SAAS,CAAC,OAAO,CAAC","sourcesContent":["import { Constants } from \"../Engines/constants\";\r\nimport type { IStencilState } from \"./IStencilState\";\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class StencilState implements IStencilState {\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n public static readonly ALWAYS = Constants.ALWAYS;\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n public static readonly KEEP = Constants.KEEP;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n public static readonly REPLACE = Constants.REPLACE;\r\n\r\n public constructor() {\r\n this.reset();\r\n }\r\n\r\n public reset() {\r\n this.enabled = false;\r\n this.mask = 0xff;\r\n\r\n this.func = StencilState.ALWAYS;\r\n this.funcRef = 1;\r\n this.funcMask = 0xff;\r\n\r\n this.opStencilFail = StencilState.KEEP;\r\n this.opDepthFail = StencilState.KEEP;\r\n this.opStencilDepthPass = StencilState.REPLACE;\r\n }\r\n\r\n public func: number;\r\n public get stencilFunc(): number {\r\n return this.func;\r\n }\r\n\r\n public set stencilFunc(value: number) {\r\n this.func = value;\r\n }\r\n\r\n public funcRef: number;\r\n public get stencilFuncRef(): number {\r\n return this.funcRef;\r\n }\r\n\r\n public set stencilFuncRef(value: number) {\r\n this.funcRef = value;\r\n }\r\n\r\n public funcMask: number;\r\n public get stencilFuncMask(): number {\r\n return this.funcMask;\r\n }\r\n\r\n public set stencilFuncMask(value: number) {\r\n this.funcMask = value;\r\n }\r\n\r\n public opStencilFail: number;\r\n public get stencilOpStencilFail(): number {\r\n return this.opStencilFail;\r\n }\r\n\r\n public set stencilOpStencilFail(value: number) {\r\n this.opStencilFail = value;\r\n }\r\n\r\n public opDepthFail: number;\r\n public get stencilOpDepthFail(): number {\r\n return this.opDepthFail;\r\n }\r\n\r\n public set stencilOpDepthFail(value: number) {\r\n this.opDepthFail = value;\r\n }\r\n\r\n public opStencilDepthPass: number;\r\n public get stencilOpStencilDepthPass(): number {\r\n return this.opStencilDepthPass;\r\n }\r\n\r\n public set stencilOpStencilDepthPass(value: number) {\r\n this.opStencilDepthPass = value;\r\n }\r\n\r\n public mask: number;\r\n public get stencilMask(): number {\r\n return this.mask;\r\n }\r\n\r\n public set stencilMask(value: number) {\r\n this.mask = value;\r\n }\r\n\r\n public enabled: boolean;\r\n public get stencilTest(): boolean {\r\n return this.enabled;\r\n }\r\n\r\n public set stencilTest(value: boolean) {\r\n this.enabled = value;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"stencilState.js","sourceRoot":"","sources":["../../../../../lts/core/generated/States/stencilState.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD;;IAEI;AACJ,MAAM,OAAO,YAAY;IAQrB;QACI,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QAEjB,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC,MAAM,CAAC;QAChC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;QACjB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC,IAAI,CAAC;QACvC,IAAI,CAAC,WAAW,GAAG,YAAY,CAAC,IAAI,CAAC;QACrC,IAAI,CAAC,kBAAkB,GAAG,YAAY,CAAC,OAAO,CAAC;IACnD,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC;IACtB,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;IACzB,CAAC;IAGD,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAGD,IAAW,oBAAoB;QAC3B,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,IAAW,oBAAoB,CAAC,KAAa;QACzC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAGD,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAGD,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,IAAW,yBAAyB,CAAC,KAAa;QAC9C,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACpC,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC;IACtB,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,WAAW,CAAC,KAAc;QACjC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;IACzB,CAAC;;AA9FD,2JAA2J;AACpI,mBAAM,GAAG,SAAS,CAAC,MAAM,CAAC;AACjD,4EAA4E;AACrD,iBAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AAC7C,gFAAgF;AACzD,oBAAO,GAAG,SAAS,CAAC,OAAO,CAAC","sourcesContent":["import { Constants } from \"../Engines/constants\";\r\nimport type { IStencilState } from \"./IStencilState\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class StencilState implements IStencilState {\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n public static readonly ALWAYS = Constants.ALWAYS;\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n public static readonly KEEP = Constants.KEEP;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n public static readonly REPLACE = Constants.REPLACE;\r\n\r\n public constructor() {\r\n this.reset();\r\n }\r\n\r\n public reset() {\r\n this.enabled = false;\r\n this.mask = 0xff;\r\n\r\n this.func = StencilState.ALWAYS;\r\n this.funcRef = 1;\r\n this.funcMask = 0xff;\r\n\r\n this.opStencilFail = StencilState.KEEP;\r\n this.opDepthFail = StencilState.KEEP;\r\n this.opStencilDepthPass = StencilState.REPLACE;\r\n }\r\n\r\n public func: number;\r\n public get stencilFunc(): number {\r\n return this.func;\r\n }\r\n\r\n public set stencilFunc(value: number) {\r\n this.func = value;\r\n }\r\n\r\n public funcRef: number;\r\n public get stencilFuncRef(): number {\r\n return this.funcRef;\r\n }\r\n\r\n public set stencilFuncRef(value: number) {\r\n this.funcRef = value;\r\n }\r\n\r\n public funcMask: number;\r\n public get stencilFuncMask(): number {\r\n return this.funcMask;\r\n }\r\n\r\n public set stencilFuncMask(value: number) {\r\n this.funcMask = value;\r\n }\r\n\r\n public opStencilFail: number;\r\n public get stencilOpStencilFail(): number {\r\n return this.opStencilFail;\r\n }\r\n\r\n public set stencilOpStencilFail(value: number) {\r\n this.opStencilFail = value;\r\n }\r\n\r\n public opDepthFail: number;\r\n public get stencilOpDepthFail(): number {\r\n return this.opDepthFail;\r\n }\r\n\r\n public set stencilOpDepthFail(value: number) {\r\n this.opDepthFail = value;\r\n }\r\n\r\n public opStencilDepthPass: number;\r\n public get stencilOpStencilDepthPass(): number {\r\n return this.opStencilDepthPass;\r\n }\r\n\r\n public set stencilOpStencilDepthPass(value: number) {\r\n this.opStencilDepthPass = value;\r\n }\r\n\r\n public mask: number;\r\n public get stencilMask(): number {\r\n return this.mask;\r\n }\r\n\r\n public set stencilMask(value: number) {\r\n this.mask = value;\r\n }\r\n\r\n public enabled: boolean;\r\n public get stencilTest(): boolean {\r\n return this.enabled;\r\n }\r\n\r\n public set stencilTest(value: boolean) {\r\n this.enabled = value;\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import type { IStencilState } from "./IStencilState";
2
2
  /**
3
- * @hidden
3
+ * @internal
4
4
  **/
5
5
  export declare class StencilStateComposer {
6
6
  protected _isStencilTestDirty: boolean;
@@ -1,5 +1,5 @@
1
1
  /**
2
- * @hidden
2
+ * @internal
3
3
  **/
4
4
  export class StencilStateComposer {
5
5
  constructor(reset = true) {