@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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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @hidden */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @hidden */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.noColorTarget = !!options.noColorTarget;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.noColorTarget = false;\r\n }\r\n\r\n const texture = fullOptions.noColorTarget ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n let type = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const glRtWrapper = <WebGLRenderTargetWrapper>(rtWrapper as any);\r\n if (glRtWrapper._depthStencilBuffer) {\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n this._bindUnboundFramebuffer(glRtWrapper._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n gl.deleteRenderbuffer(glRtWrapper._depthStencilBuffer);\r\n glRtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.noColorTarget = !!options.noColorTarget;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.noColorTarget = false;\r\n }\r\n\r\n const texture = fullOptions.noColorTarget ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n let type = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const glRtWrapper = <WebGLRenderTargetWrapper>(rtWrapper as any);\r\n if (glRtWrapper._depthStencilBuffer) {\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n this._bindUnboundFramebuffer(glRtWrapper._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n gl.deleteRenderbuffer(glRtWrapper._depthStencilBuffer);\r\n glRtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
@@ -1,9 +1,9 @@
1
1
  import type { Nullable } from "../../types";
2
2
  declare module "../../Engines/engine" {
3
3
  interface Engine {
4
- /** @hidden */
4
+ /** @internal */
5
5
  _excludedCompressedTextures: string[];
6
- /** @hidden */
6
+ /** @internal */
7
7
  _textureFormatInUse: string;
8
8
  /**
9
9
  * Gets the list of texture formats supported
@@ -1 +1 @@
1
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This format has the\r\n * advantage of being specifically designed for OpenGL. Header elements directly correspond\r\n * to API arguments needed to compressed textures. This puts the burden on the container\r\n * generator to house the arcane code for determining these for current & future formats.\r\n *\r\n * for description see https://www.khronos.org/opengles/sdk/tools/KTX/\r\n * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/\r\n *\r\n * Note: The result of this call is not taken into account when a texture is base64.\r\n *\r\n * @param formatsAvailable defines the list of those format families you have created\r\n * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)\r\n *\r\n * Current families are astc, dxt, pvrtc, etc2, & etc1.\r\n * @returns The extension selected.\r\n */\r\n setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;\r\n }\r\n}\r\n\r\nfunction transformTextureUrl(this: Engine, url: string): string {\r\n const excludeFn = (entry: string) => {\r\n const strRegExPattern: string = \"\\\\b\" + entry + \"\\\\b\";\r\n return url && (url === entry || url.match(new RegExp(strRegExPattern, \"g\")));\r\n };\r\n\r\n if (this._excludedCompressedTextures && this._excludedCompressedTextures.some(excludeFn)) {\r\n return url;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const lastQuestionMark = url.lastIndexOf(\"?\");\r\n const querystring = lastQuestionMark > -1 ? url.substring(lastQuestionMark, url.length) : \"\";\r\n return (lastDot > -1 ? url.substring(0, lastDot) : url) + this._textureFormatInUse + querystring;\r\n}\r\n\r\nObject.defineProperty(Engine.prototype, \"texturesSupported\", {\r\n get: function (this: Engine) {\r\n // Intelligently add supported compressed formats in order to check for.\r\n // Check for ASTC support first as it is most powerful and to be very cross platform.\r\n // Next PVRTC & DXT, which are probably superior to ETC1/2.\r\n // Likely no hardware which supports both PVR & DXT, so order matters little.\r\n // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.\r\n const texturesSupported = new Array<string>();\r\n if (this._caps.astc) {\r\n texturesSupported.push(\"-astc.ktx\");\r\n }\r\n if (this._caps.s3tc) {\r\n texturesSupported.push(\"-dxt.ktx\");\r\n }\r\n if (this._caps.pvrtc) {\r\n texturesSupported.push(\"-pvrtc.ktx\");\r\n }\r\n if (this._caps.etc2) {\r\n texturesSupported.push(\"-etc2.ktx\");\r\n }\r\n if (this._caps.etc1) {\r\n texturesSupported.push(\"-etc1.ktx\");\r\n }\r\n return texturesSupported;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"textureFormatInUse\", {\r\n get: function (this: Engine) {\r\n return this._textureFormatInUse || null;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nEngine.prototype.setCompressedTextureExclusions = function (skippedFiles: Array<string>): void {\r\n this._excludedCompressedTextures = skippedFiles;\r\n};\r\n\r\nEngine.prototype.setTextureFormatToUse = function (formatsAvailable: Array<string>): Nullable<string> {\r\n const texturesSupported = this.texturesSupported;\r\n for (let i = 0, len1 = texturesSupported.length; i < len1; i++) {\r\n for (let j = 0, len2 = formatsAvailable.length; j < len2; j++) {\r\n if (texturesSupported[i] === formatsAvailable[j].toLowerCase()) {\r\n this._transformTextureUrl = transformTextureUrl.bind(this);\r\n return (this._textureFormatInUse = texturesSupported[i]);\r\n }\r\n }\r\n }\r\n // actively set format to nothing, to allow this to be called more than once\r\n // and possibly fail the 2nd time\r\n this._textureFormatInUse = \"\";\r\n this._transformTextureUrl = null;\r\n return null;\r\n};\r\n"]}
1
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This format has the\r\n * advantage of being specifically designed for OpenGL. Header elements directly correspond\r\n * to API arguments needed to compressed textures. This puts the burden on the container\r\n * generator to house the arcane code for determining these for current & future formats.\r\n *\r\n * for description see https://www.khronos.org/opengles/sdk/tools/KTX/\r\n * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/\r\n *\r\n * Note: The result of this call is not taken into account when a texture is base64.\r\n *\r\n * @param formatsAvailable defines the list of those format families you have created\r\n * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)\r\n *\r\n * Current families are astc, dxt, pvrtc, etc2, & etc1.\r\n * @returns The extension selected.\r\n */\r\n setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;\r\n }\r\n}\r\n\r\nfunction transformTextureUrl(this: Engine, url: string): string {\r\n const excludeFn = (entry: string) => {\r\n const strRegExPattern: string = \"\\\\b\" + entry + \"\\\\b\";\r\n return url && (url === entry || url.match(new RegExp(strRegExPattern, \"g\")));\r\n };\r\n\r\n if (this._excludedCompressedTextures && this._excludedCompressedTextures.some(excludeFn)) {\r\n return url;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const lastQuestionMark = url.lastIndexOf(\"?\");\r\n const querystring = lastQuestionMark > -1 ? url.substring(lastQuestionMark, url.length) : \"\";\r\n return (lastDot > -1 ? url.substring(0, lastDot) : url) + this._textureFormatInUse + querystring;\r\n}\r\n\r\nObject.defineProperty(Engine.prototype, \"texturesSupported\", {\r\n get: function (this: Engine) {\r\n // Intelligently add supported compressed formats in order to check for.\r\n // Check for ASTC support first as it is most powerful and to be very cross platform.\r\n // Next PVRTC & DXT, which are probably superior to ETC1/2.\r\n // Likely no hardware which supports both PVR & DXT, so order matters little.\r\n // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.\r\n const texturesSupported = new Array<string>();\r\n if (this._caps.astc) {\r\n texturesSupported.push(\"-astc.ktx\");\r\n }\r\n if (this._caps.s3tc) {\r\n texturesSupported.push(\"-dxt.ktx\");\r\n }\r\n if (this._caps.pvrtc) {\r\n texturesSupported.push(\"-pvrtc.ktx\");\r\n }\r\n if (this._caps.etc2) {\r\n texturesSupported.push(\"-etc2.ktx\");\r\n }\r\n if (this._caps.etc1) {\r\n texturesSupported.push(\"-etc1.ktx\");\r\n }\r\n return texturesSupported;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"textureFormatInUse\", {\r\n get: function (this: Engine) {\r\n return this._textureFormatInUse || null;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nEngine.prototype.setCompressedTextureExclusions = function (skippedFiles: Array<string>): void {\r\n this._excludedCompressedTextures = skippedFiles;\r\n};\r\n\r\nEngine.prototype.setTextureFormatToUse = function (formatsAvailable: Array<string>): Nullable<string> {\r\n const texturesSupported = this.texturesSupported;\r\n for (let i = 0, len1 = texturesSupported.length; i < len1; i++) {\r\n for (let j = 0, len2 = formatsAvailable.length; j < len2; j++) {\r\n if (texturesSupported[i] === formatsAvailable[j].toLowerCase()) {\r\n this._transformTextureUrl = transformTextureUrl.bind(this);\r\n return (this._textureFormatInUse = texturesSupported[i]);\r\n }\r\n }\r\n }\r\n // actively set format to nothing, to allow this to be called more than once\r\n // and possibly fail the 2nd time\r\n this._textureFormatInUse = \"\";\r\n this._transformTextureUrl = null;\r\n return null;\r\n};\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import type { Nullable } from "../../types";
2
2
  import type { DataBuffer } from "../../Buffers/dataBuffer";
3
- /** @hidden */
3
+ /** @internal */
4
4
  export declare var _forceTransformFeedbackToBundle: boolean;
5
5
  declare module "../../Engines/engine" {
6
6
  interface Engine {
@@ -1,5 +1,5 @@
1
1
  import { Engine } from "../../Engines/engine.js";
2
- /** @hidden */
2
+ /** @internal */
3
3
  // eslint-disable-next-line no-var
4
4
  export var _forceTransformFeedbackToBundle = true;
5
5
  Engine.prototype.createTransformFeedback = function () {
@@ -1 +1 @@
1
- {"version":3,"file":"engine.transformFeedback.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.transformFeedback.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,cAAc;AACd,kCAAkC;AAClC,MAAM,CAAC,IAAI,+BAA+B,GAAG,IAAI,CAAC;AAiDlD,MAAM,CAAC,SAAS,CAAC,uBAAuB,GAAG;IACvC,MAAM,iBAAiB,GAAG,IAAI,CAAC,GAAG,CAAC,uBAAuB,EAAE,CAAC;IAC7D,IAAI,CAAC,iBAAiB,EAAE;QACpB,MAAM,IAAI,KAAK,CAAC,qCAAqC,CAAC,CAAC;KAC1D;IACD,OAAO,iBAAiB,CAAC;AAC7B,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,uBAAuB,GAAG,UAAU,KAA6B;IAC9E,IAAI,CAAC,GAAG,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC;AAC5C,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,KAAuC;IACtF,IAAI,CAAC,GAAG,CAAC,qBAAqB,CAAC,IAAI,CAAC,GAAG,CAAC,kBAAkB,EAAE,KAAK,CAAC,CAAC;AACvE,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,sBAAsB,GAAG,UAAU,YAAqB,IAAI;IACzE,IAAI,CAAC,GAAG,CAAC,sBAAsB,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;AACtF,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,oBAAoB,GAAG;IACpC,IAAI,CAAC,GAAG,CAAC,oBAAoB,EAAE,CAAC;AACpC,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,2BAA2B,GAAG,UAAU,OAAqB,EAAE,KAAe;IAC3F,IAAI,CAAC,GAAG,CAAC,yBAAyB,CAAC,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;AACrF,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,2BAA2B,GAAG,UAAU,KAA2B;IAChF,IAAI,CAAC,GAAG,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,yBAAyB,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;AAC5G,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\n\r\n/** @hidden */\r\n// eslint-disable-next-line no-var\r\nexport var _forceTransformFeedbackToBundle = true;\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Creates a webGL transform feedback object\r\n * Please makes sure to check webGLVersion property to check if you are running webGL 2+\r\n * @returns the webGL transform feedback object\r\n */\r\n createTransformFeedback(): WebGLTransformFeedback;\r\n\r\n /**\r\n * Delete a webGL transform feedback object\r\n * @param value defines the webGL transform feedback object to delete\r\n */\r\n deleteTransformFeedback(value: WebGLTransformFeedback): void;\r\n\r\n /**\r\n * Bind a webGL transform feedback object to the webgl context\r\n * @param value defines the webGL transform feedback object to bind\r\n */\r\n bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;\r\n\r\n /**\r\n * Begins a transform feedback operation\r\n * @param usePoints defines if points or triangles must be used\r\n */\r\n beginTransformFeedback(usePoints: boolean): void;\r\n\r\n /**\r\n * Ends a transform feedback operation\r\n */\r\n endTransformFeedback(): void;\r\n\r\n /**\r\n * Specify the varyings to use with transform feedback\r\n * @param program defines the associated webGL program\r\n * @param value defines the list of strings representing the varying names\r\n */\r\n setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;\r\n\r\n /**\r\n * Bind a webGL buffer for a transform feedback operation\r\n * @param value defines the webGL buffer to bind\r\n */\r\n bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;\r\n }\r\n}\r\n\r\nEngine.prototype.createTransformFeedback = function (): WebGLTransformFeedback {\r\n const transformFeedback = this._gl.createTransformFeedback();\r\n if (!transformFeedback) {\r\n throw new Error(\"Unable to create Transform Feedback\");\r\n }\r\n return transformFeedback;\r\n};\r\n\r\nEngine.prototype.deleteTransformFeedback = function (value: WebGLTransformFeedback): void {\r\n this._gl.deleteTransformFeedback(value);\r\n};\r\n\r\nEngine.prototype.bindTransformFeedback = function (value: Nullable<WebGLTransformFeedback>): void {\r\n this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);\r\n};\r\n\r\nEngine.prototype.beginTransformFeedback = function (usePoints: boolean = true): void {\r\n this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);\r\n};\r\n\r\nEngine.prototype.endTransformFeedback = function (): void {\r\n this._gl.endTransformFeedback();\r\n};\r\n\r\nEngine.prototype.setTranformFeedbackVaryings = function (program: WebGLProgram, value: string[]): void {\r\n this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);\r\n};\r\n\r\nEngine.prototype.bindTransformFeedbackBuffer = function (value: Nullable<DataBuffer>): void {\r\n this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value ? value.underlyingResource : null);\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.transformFeedback.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.transformFeedback.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,gBAAgB;AAChB,kCAAkC;AAClC,MAAM,CAAC,IAAI,+BAA+B,GAAG,IAAI,CAAC;AAiDlD,MAAM,CAAC,SAAS,CAAC,uBAAuB,GAAG;IACvC,MAAM,iBAAiB,GAAG,IAAI,CAAC,GAAG,CAAC,uBAAuB,EAAE,CAAC;IAC7D,IAAI,CAAC,iBAAiB,EAAE;QACpB,MAAM,IAAI,KAAK,CAAC,qCAAqC,CAAC,CAAC;KAC1D;IACD,OAAO,iBAAiB,CAAC;AAC7B,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,uBAAuB,GAAG,UAAU,KAA6B;IAC9E,IAAI,CAAC,GAAG,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC;AAC5C,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,KAAuC;IACtF,IAAI,CAAC,GAAG,CAAC,qBAAqB,CAAC,IAAI,CAAC,GAAG,CAAC,kBAAkB,EAAE,KAAK,CAAC,CAAC;AACvE,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,sBAAsB,GAAG,UAAU,YAAqB,IAAI;IACzE,IAAI,CAAC,GAAG,CAAC,sBAAsB,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;AACtF,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,oBAAoB,GAAG;IACpC,IAAI,CAAC,GAAG,CAAC,oBAAoB,EAAE,CAAC;AACpC,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,2BAA2B,GAAG,UAAU,OAAqB,EAAE,KAAe;IAC3F,IAAI,CAAC,GAAG,CAAC,yBAAyB,CAAC,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;AACrF,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,2BAA2B,GAAG,UAAU,KAA2B;IAChF,IAAI,CAAC,GAAG,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,yBAAyB,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;AAC5G,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\n\r\n/** @internal */\r\n// eslint-disable-next-line no-var\r\nexport var _forceTransformFeedbackToBundle = true;\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Creates a webGL transform feedback object\r\n * Please makes sure to check webGLVersion property to check if you are running webGL 2+\r\n * @returns the webGL transform feedback object\r\n */\r\n createTransformFeedback(): WebGLTransformFeedback;\r\n\r\n /**\r\n * Delete a webGL transform feedback object\r\n * @param value defines the webGL transform feedback object to delete\r\n */\r\n deleteTransformFeedback(value: WebGLTransformFeedback): void;\r\n\r\n /**\r\n * Bind a webGL transform feedback object to the webgl context\r\n * @param value defines the webGL transform feedback object to bind\r\n */\r\n bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;\r\n\r\n /**\r\n * Begins a transform feedback operation\r\n * @param usePoints defines if points or triangles must be used\r\n */\r\n beginTransformFeedback(usePoints: boolean): void;\r\n\r\n /**\r\n * Ends a transform feedback operation\r\n */\r\n endTransformFeedback(): void;\r\n\r\n /**\r\n * Specify the varyings to use with transform feedback\r\n * @param program defines the associated webGL program\r\n * @param value defines the list of strings representing the varying names\r\n */\r\n setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;\r\n\r\n /**\r\n * Bind a webGL buffer for a transform feedback operation\r\n * @param value defines the webGL buffer to bind\r\n */\r\n bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;\r\n }\r\n}\r\n\r\nEngine.prototype.createTransformFeedback = function (): WebGLTransformFeedback {\r\n const transformFeedback = this._gl.createTransformFeedback();\r\n if (!transformFeedback) {\r\n throw new Error(\"Unable to create Transform Feedback\");\r\n }\r\n return transformFeedback;\r\n};\r\n\r\nEngine.prototype.deleteTransformFeedback = function (value: WebGLTransformFeedback): void {\r\n this._gl.deleteTransformFeedback(value);\r\n};\r\n\r\nEngine.prototype.bindTransformFeedback = function (value: Nullable<WebGLTransformFeedback>): void {\r\n this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);\r\n};\r\n\r\nEngine.prototype.beginTransformFeedback = function (usePoints: boolean = true): void {\r\n this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);\r\n};\r\n\r\nEngine.prototype.endTransformFeedback = function (): void {\r\n this._gl.endTransformFeedback();\r\n};\r\n\r\nEngine.prototype.setTranformFeedbackVaryings = function (program: WebGLProgram, value: string[]): void {\r\n this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);\r\n};\r\n\r\nEngine.prototype.bindTransformFeedbackBuffer = function (value: Nullable<DataBuffer>): void {\r\n this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value ? value.underlyingResource : null);\r\n};\r\n"]}
@@ -23,7 +23,7 @@ export declare class EngineView {
23
23
  }
24
24
  declare module "../../Engines/engine" {
25
25
  interface Engine {
26
- /** @hidden */
26
+ /** @internal */
27
27
  _inputElement: Nullable<HTMLElement>;
28
28
  /**
29
29
  * Gets or sets the HTML element to use for attaching events
@@ -31,7 +31,7 @@ declare module "../../Engines/engine" {
31
31
  inputElement: Nullable<HTMLElement>;
32
32
  /**
33
33
  * Observable to handle when a change to inputElement occurs
34
- * @hidden
34
+ * @internal
35
35
  */
36
36
  _onEngineViewChanged?: () => void;
37
37
  /**
@@ -1 +1 @@
1
- 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{ Engine } from \"../engine\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/divingDeeper/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /** Defines an optional camera used to render the view (will use active camera else) */\r\n camera?: Camera;\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @hidden */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @hidden\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/how_to/multi_canvases\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): Engine;\r\n }\r\n}\r\n\r\nconst _onBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst _onAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(Engine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"inputElement\", {\r\n get: function (this: Engine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: Engine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): Engine {\r\n if (!this.views) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._renderViews = function () {\r\n if (!this.views) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n continue;\r\n }\r\n _onBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = camera.getScene();\r\n\r\n if (scene.activeCameras && scene.activeCameras.length) {\r\n continue;\r\n }\r\n\r\n this.activeView = view;\r\n\r\n previewCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (previewCamera && scene) {\r\n scene.activeCamera = previewCamera;\r\n }\r\n _onAfterViewRenderObservable.notifyObservers(view);\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
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{ Engine } from \"../engine\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/divingDeeper/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /** Defines an optional camera used to render the view (will use active camera else) */\r\n camera?: Camera;\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/how_to/multi_canvases\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): Engine;\r\n }\r\n}\r\n\r\nconst _onBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst _onAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(Engine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"inputElement\", {\r\n get: function (this: Engine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: Engine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): Engine {\r\n if (!this.views) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._renderViews = function () {\r\n if (!this.views) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n continue;\r\n }\r\n _onBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = camera.getScene();\r\n\r\n if (scene.activeCameras && scene.activeCameras.length) {\r\n continue;\r\n }\r\n\r\n this.activeView = view;\r\n\r\n previewCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (previewCamera && scene) {\r\n scene.activeCamera = previewCamera;\r\n }\r\n _onAfterViewRenderObservable.notifyObservers(view);\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
@@ -17,27 +17,27 @@ export interface IVRPresentationAttributes {
17
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  }
18
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  declare module "../../Engines/engine" {
19
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  interface Engine {
20
- /** @hidden */
20
+ /** @internal */
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  _vrDisplay: any;
22
- /** @hidden */
22
+ /** @internal */
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  _vrSupported: boolean;
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- /** @hidden */
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+ /** @internal */
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  _oldSize: Size;
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- /** @hidden */
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+ /** @internal */
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  _oldHardwareScaleFactor: number;
28
- /** @hidden */
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+ /** @internal */
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  _vrExclusivePointerMode: boolean;
30
- /** @hidden */
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+ /** @internal */
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  _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
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- /** @hidden */
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+ /** @internal */
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  _onVRDisplayPointerRestricted: () => void;
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- /** @hidden */
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+ /** @internal */
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  _onVRDisplayPointerUnrestricted: () => void;
36
- /** @hidden */
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+ /** @internal */
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  _onVrDisplayConnect: Nullable<(display: any) => void>;
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- /** @hidden */
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+ /** @internal */
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  _onVrDisplayDisconnect: Nullable<() => void>;
40
- /** @hidden */
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+ /** @internal */
41
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  _onVrDisplayPresentChange: Nullable<() => void>;
42
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  /**
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  * Observable signaled when VR display mode changes
@@ -72,7 +72,7 @@ declare module "../../Engines/engine" {
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  * @returns A promise containing a VRDisplay and if vr is supported
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  */
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  initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
75
- /** @hidden */
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+ /** @internal */
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  _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
77
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  /**
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  * Gets or sets the presentation attributes used to configure VR rendering
@@ -85,7 +85,7 @@ declare module "../../Engines/engine" {
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  * @see https://doc.babylonjs.com/how_to/webvr_camera
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  */
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  enableVR(options: WebVROptions): void;
88
- /** @hidden */
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+ /** @internal */
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  _onVRFullScreenTriggered(): void;
90
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  }
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  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { IDisplayChangedEventArgs } from \"../../Engines/engine\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { Size } from \"../../Maths/math.size\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { IsWindowObjectExist } from \"../../Misc/domManagement\";\r\nimport type { WebVROptions } from \"../../Cameras/VR/webVRCamera\";\r\n\r\n/**\r\n * Interface used to define additional presentation attributes\r\n */\r\nexport interface IVRPresentationAttributes {\r\n /**\r\n * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)\r\n */\r\n highRefreshRate: boolean;\r\n /**\r\n * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)\r\n */\r\n foveationLevel: number;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @hidden */\r\n _vrDisplay: any;\r\n /** @hidden */\r\n _vrSupported: boolean;\r\n /** @hidden */\r\n _oldSize: Size;\r\n /** @hidden */\r\n _oldHardwareScaleFactor: number;\r\n /** @hidden */\r\n _vrExclusivePointerMode: boolean;\r\n /** @hidden */\r\n _webVRInitPromise: Promise<IDisplayChangedEventArgs>;\r\n\r\n /** @hidden */\r\n _onVRDisplayPointerRestricted: () => void;\r\n /** @hidden */\r\n _onVRDisplayPointerUnrestricted: () => void;\r\n\r\n /** @hidden */\r\n _onVrDisplayConnect: Nullable<(display: any) => void>;\r\n /** @hidden */\r\n _onVrDisplayDisconnect: Nullable<() => void>;\r\n /** @hidden */\r\n _onVrDisplayPresentChange: Nullable<() => void>;\r\n\r\n /**\r\n * Observable signaled when VR display mode changes\r\n */\r\n onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;\r\n /**\r\n * Observable signaled when VR request present is complete\r\n */\r\n onVRRequestPresentComplete: Observable<boolean>;\r\n /**\r\n * Observable signaled when VR request present starts\r\n */\r\n onVRRequestPresentStart: Observable<Engine>;\r\n\r\n /**\r\n * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers\r\n * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input\r\n */\r\n isInVRExclusivePointerMode: boolean;\r\n\r\n /**\r\n * Gets a boolean indicating if a webVR device was detected\r\n * @returns true if a webVR device was detected\r\n */\r\n isVRDevicePresent(): boolean;\r\n\r\n /**\r\n * Gets the current webVR device\r\n * @returns the current webVR device (or null)\r\n */\r\n getVRDevice(): any;\r\n\r\n /**\r\n * Initializes a webVR display and starts listening to display change events\r\n * The onVRDisplayChangedObservable will be notified upon these changes\r\n * @returns A promise containing a VRDisplay and if vr is supported\r\n */\r\n initWebVRAsync(): Promise<IDisplayChangedEventArgs>;\r\n\r\n /** @hidden */\r\n _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;\r\n\r\n /**\r\n * Gets or sets the presentation attributes used to configure VR rendering\r\n */\r\n vrPresentationAttributes?: IVRPresentationAttributes;\r\n\r\n /**\r\n * Call this function to switch to webVR mode\r\n * Will do nothing if webVR is not supported or if there is no webVR device\r\n * @param options the webvr options provided to the camera. mainly used for multiview\r\n * @see https://doc.babylonjs.com/how_to/webvr_camera\r\n */\r\n enableVR(options: WebVROptions): void;\r\n\r\n /** @hidden */\r\n _onVRFullScreenTriggered(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Engine.prototype, \"isInVRExclusivePointerMode\", {\r\n get: function (this: Engine) {\r\n return this._vrExclusivePointerMode;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nEngine.prototype._prepareVRComponent = function () {\r\n this._vrSupported = false;\r\n this._vrExclusivePointerMode = false;\r\n this.onVRDisplayChangedObservable = new Observable<IDisplayChangedEventArgs>();\r\n this.onVRRequestPresentComplete = new Observable<boolean>();\r\n this.onVRRequestPresentStart = new Observable<Engine>();\r\n};\r\n\r\nEngine.prototype.isVRDevicePresent = function () {\r\n return !!this._vrDisplay;\r\n};\r\n\r\nEngine.prototype.getVRDevice = function (): any {\r\n return this._vrDisplay;\r\n};\r\n\r\nEngine.prototype.initWebVR = function (): Observable<IDisplayChangedEventArgs> {\r\n this.initWebVRAsync();\r\n return this.onVRDisplayChangedObservable;\r\n};\r\n\r\nEngine.prototype.initWebVRAsync = function (): Promise<IDisplayChangedEventArgs> {\r\n const notifyObservers = () => {\r\n const eventArgs = {\r\n vrDisplay: this._vrDisplay,\r\n vrSupported: this._vrSupported,\r\n };\r\n this.onVRDisplayChangedObservable.notifyObservers(eventArgs);\r\n this._webVRInitPromise = new Promise((res) => {\r\n res(eventArgs);\r\n });\r\n };\r\n\r\n if (!this._onVrDisplayConnect) {\r\n this._onVrDisplayConnect = (event) => {\r\n this._vrDisplay = event.display;\r\n notifyObservers();\r\n };\r\n this._onVrDisplayDisconnect = () => {\r\n this._vrDisplay.cancelAnimationFrame(this._frameHandler);\r\n this._vrDisplay = undefined;\r\n this._frameHandler = Engine.QueueNewFrame(this._boundRenderFunction);\r\n notifyObservers();\r\n };\r\n this._onVrDisplayPresentChange = () => {\r\n this._vrExclusivePointerMode = this._vrDisplay && this._vrDisplay.isPresenting;\r\n };\r\n const hostWindow = this.getHostWindow();\r\n if (hostWindow) {\r\n hostWindow.addEventListener(\"vrdisplayconnect\", this._onVrDisplayConnect);\r\n hostWindow.addEventListener(\"vrdisplaydisconnect\", this._onVrDisplayDisconnect);\r\n hostWindow.addEventListener(\"vrdisplaypresentchange\", this._onVrDisplayPresentChange);\r\n }\r\n }\r\n this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();\r\n this._webVRInitPromise.then(notifyObservers);\r\n return this._webVRInitPromise;\r\n};\r\n\r\nEngine.prototype._getVRDisplaysAsync = function (): Promise<IDisplayChangedEventArgs> {\r\n return new Promise((res) => {\r\n if (navigator.getVRDisplays) {\r\n navigator.getVRDisplays().then((devices: Array<any>) => {\r\n this._vrSupported = true;\r\n // note that devices may actually be an empty array. This is fine;\r\n // we expect this._vrDisplay to be undefined in this case.\r\n this._vrDisplay = devices[0];\r\n res({\r\n vrDisplay: this._vrDisplay,\r\n vrSupported: this._vrSupported,\r\n });\r\n });\r\n } else {\r\n this._vrDisplay = undefined;\r\n this._vrSupported = false;\r\n res({\r\n vrDisplay: this._vrDisplay,\r\n vrSupported: this._vrSupported,\r\n });\r\n }\r\n });\r\n};\r\n\r\nEngine.prototype.enableVR = function (options: WebVROptions) {\r\n if (this._vrDisplay && !this._vrDisplay.isPresenting) {\r\n const onResolved = () => {\r\n this.onVRRequestPresentComplete.notifyObservers(true);\r\n this._onVRFullScreenTriggered();\r\n };\r\n const onRejected = () => {\r\n this.onVRRequestPresentComplete.notifyObservers(false);\r\n };\r\n\r\n this.onVRRequestPresentStart.notifyObservers(this);\r\n\r\n const presentationAttributes = {\r\n highRefreshRate: this.vrPresentationAttributes ? this.vrPresentationAttributes.highRefreshRate : false,\r\n foveationLevel: this.vrPresentationAttributes ? this.vrPresentationAttributes.foveationLevel : 1,\r\n multiview: (this.getCaps().multiview || this.getCaps().oculusMultiview) && options.useMultiview,\r\n };\r\n\r\n this._vrDisplay\r\n .requestPresent([\r\n {\r\n source: this.getRenderingCanvas(),\r\n attributes: presentationAttributes,\r\n ...presentationAttributes,\r\n },\r\n ])\r\n .then(onResolved)\r\n .catch(onRejected);\r\n }\r\n};\r\n\r\nEngine.prototype._onVRFullScreenTriggered = function () {\r\n if (this._vrDisplay && this._vrDisplay.isPresenting) {\r\n //get the old size before we change\r\n this._oldSize = new Size(this.getRenderWidth(), this.getRenderHeight());\r\n this._oldHardwareScaleFactor = this.getHardwareScalingLevel();\r\n\r\n //get the width and height, change the render size\r\n const leftEye = this._vrDisplay.getEyeParameters(\"left\");\r\n this.setHardwareScalingLevel(1);\r\n this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);\r\n } else {\r\n this.setHardwareScalingLevel(this._oldHardwareScaleFactor);\r\n this.setSize(this._oldSize.width, this._oldSize.height);\r\n }\r\n};\r\n\r\nEngine.prototype.disableVR = function () {\r\n if (this._vrDisplay && this._vrDisplay.isPresenting) {\r\n this._vrDisplay\r\n .exitPresent()\r\n .then(() => this._onVRFullScreenTriggered())\r\n .catch(() => this._onVRFullScreenTriggered());\r\n }\r\n\r\n if (IsWindowObjectExist()) {\r\n window.removeEventListener(\"vrdisplaypointerrestricted\", this._onVRDisplayPointerRestricted);\r\n window.removeEventListener(\"vrdisplaypointerunrestricted\", this._onVRDisplayPointerUnrestricted);\r\n\r\n if (this._onVrDisplayConnect) {\r\n window.removeEventListener(\"vrdisplayconnect\", this._onVrDisplayConnect);\r\n if (this._onVrDisplayDisconnect) {\r\n window.removeEventListener(\"vrdisplaydisconnect\", this._onVrDisplayDisconnect);\r\n }\r\n\r\n if (this._onVrDisplayPresentChange) {\r\n window.removeEventListener(\"vrdisplaypresentchange\", this._onVrDisplayPresentChange);\r\n }\r\n this._onVrDisplayConnect = null;\r\n this._onVrDisplayDisconnect = null;\r\n }\r\n }\r\n};\r\n\r\nEngine.prototype._connectVREvents = function (canvas?: HTMLCanvasElement, document?: any) {\r\n this._onVRDisplayPointerRestricted = () => {\r\n if (canvas) {\r\n canvas.requestPointerLock();\r\n }\r\n };\r\n\r\n this._onVRDisplayPointerUnrestricted = () => {\r\n // Edge fix - for some reason document is not present and this is window\r\n if (!document) {\r\n const hostWindow = this.getHostWindow()!;\r\n if (hostWindow.document && hostWindow.document.exitPointerLock) {\r\n hostWindow.document.exitPointerLock();\r\n }\r\n return;\r\n }\r\n if (!document.exitPointerLock) {\r\n return;\r\n }\r\n document.exitPointerLock();\r\n };\r\n\r\n if (IsWindowObjectExist()) {\r\n const hostWindow = this.getHostWindow()!;\r\n hostWindow.addEventListener(\"vrdisplaypointerrestricted\", this._onVRDisplayPointerRestricted, false);\r\n hostWindow.addEventListener(\"vrdisplaypointerunrestricted\", this._onVRDisplayPointerUnrestricted, false);\r\n }\r\n};\r\n\r\nEngine.prototype._submitVRFrame = function () {\r\n // Submit frame to the vr device, if enabled\r\n if (this._vrDisplay && this._vrDisplay.isPresenting) {\r\n // TODO: We should only submit the frame if we read frameData successfully.\r\n try {\r\n this._vrDisplay.submitFrame();\r\n } catch (e) {\r\n Tools.Warn(\"webVR submitFrame has had an unexpected failure: \" + e);\r\n }\r\n }\r\n};\r\n\r\nEngine.prototype.isVRPresenting = function () {\r\n return this._vrDisplay && this._vrDisplay.isPresenting;\r\n};\r\n\r\nEngine.prototype._requestVRFrame = function () {\r\n this._frameHandler = Engine.QueueNewFrame(this._boundRenderFunction, this._vrDisplay);\r\n};\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport type { IDisplayChangedEventArgs } from \"../../Engines/engine\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { Size } from \"../../Maths/math.size\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { IsWindowObjectExist } from \"../../Misc/domManagement\";\r\nimport type { WebVROptions } from \"../../Cameras/VR/webVRCamera\";\r\n\r\n/**\r\n * Interface used to define additional presentation attributes\r\n */\r\nexport interface IVRPresentationAttributes {\r\n /**\r\n * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)\r\n */\r\n highRefreshRate: boolean;\r\n /**\r\n * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)\r\n */\r\n foveationLevel: number;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @internal */\r\n _vrDisplay: any;\r\n /** @internal */\r\n _vrSupported: boolean;\r\n /** @internal */\r\n _oldSize: Size;\r\n /** @internal */\r\n _oldHardwareScaleFactor: number;\r\n /** @internal */\r\n _vrExclusivePointerMode: boolean;\r\n /** @internal */\r\n _webVRInitPromise: Promise<IDisplayChangedEventArgs>;\r\n\r\n /** @internal */\r\n _onVRDisplayPointerRestricted: () => void;\r\n /** @internal */\r\n _onVRDisplayPointerUnrestricted: () => void;\r\n\r\n /** @internal */\r\n _onVrDisplayConnect: Nullable<(display: any) => void>;\r\n /** @internal */\r\n _onVrDisplayDisconnect: Nullable<() => void>;\r\n /** @internal */\r\n _onVrDisplayPresentChange: Nullable<() => void>;\r\n\r\n /**\r\n * Observable signaled when VR display mode changes\r\n */\r\n onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;\r\n /**\r\n * Observable signaled when VR request present is complete\r\n */\r\n onVRRequestPresentComplete: Observable<boolean>;\r\n /**\r\n * Observable signaled when VR request present starts\r\n */\r\n onVRRequestPresentStart: Observable<Engine>;\r\n\r\n /**\r\n * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers\r\n * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input\r\n */\r\n isInVRExclusivePointerMode: boolean;\r\n\r\n /**\r\n * Gets a boolean indicating if a webVR device was detected\r\n * @returns true if a webVR device was detected\r\n */\r\n isVRDevicePresent(): boolean;\r\n\r\n /**\r\n * Gets the current webVR device\r\n * @returns the current webVR device (or null)\r\n */\r\n getVRDevice(): any;\r\n\r\n /**\r\n * Initializes a webVR display and starts listening to display change events\r\n * The onVRDisplayChangedObservable will be notified upon these changes\r\n * @returns A promise containing a VRDisplay and if vr is supported\r\n */\r\n initWebVRAsync(): Promise<IDisplayChangedEventArgs>;\r\n\r\n /** @internal */\r\n _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;\r\n\r\n /**\r\n * Gets or sets the presentation attributes used to configure VR rendering\r\n */\r\n vrPresentationAttributes?: IVRPresentationAttributes;\r\n\r\n /**\r\n * Call this function to switch to webVR mode\r\n * Will do nothing if webVR is not supported or if there is no webVR device\r\n * @param options the webvr options provided to the camera. mainly used for multiview\r\n * @see https://doc.babylonjs.com/how_to/webvr_camera\r\n */\r\n enableVR(options: WebVROptions): void;\r\n\r\n /** @internal */\r\n _onVRFullScreenTriggered(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Engine.prototype, \"isInVRExclusivePointerMode\", {\r\n get: function (this: Engine) {\r\n return this._vrExclusivePointerMode;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nEngine.prototype._prepareVRComponent = function () {\r\n this._vrSupported = false;\r\n this._vrExclusivePointerMode = false;\r\n this.onVRDisplayChangedObservable = new Observable<IDisplayChangedEventArgs>();\r\n this.onVRRequestPresentComplete = new Observable<boolean>();\r\n this.onVRRequestPresentStart = new Observable<Engine>();\r\n};\r\n\r\nEngine.prototype.isVRDevicePresent = function () {\r\n return !!this._vrDisplay;\r\n};\r\n\r\nEngine.prototype.getVRDevice = function (): any {\r\n return this._vrDisplay;\r\n};\r\n\r\nEngine.prototype.initWebVR = function (): Observable<IDisplayChangedEventArgs> {\r\n this.initWebVRAsync();\r\n return this.onVRDisplayChangedObservable;\r\n};\r\n\r\nEngine.prototype.initWebVRAsync = function (): Promise<IDisplayChangedEventArgs> {\r\n const notifyObservers = () => {\r\n const eventArgs = {\r\n vrDisplay: this._vrDisplay,\r\n vrSupported: this._vrSupported,\r\n };\r\n this.onVRDisplayChangedObservable.notifyObservers(eventArgs);\r\n this._webVRInitPromise = new Promise((res) => {\r\n res(eventArgs);\r\n });\r\n };\r\n\r\n if (!this._onVrDisplayConnect) {\r\n this._onVrDisplayConnect = (event) => {\r\n this._vrDisplay = event.display;\r\n notifyObservers();\r\n };\r\n this._onVrDisplayDisconnect = () => {\r\n this._vrDisplay.cancelAnimationFrame(this._frameHandler);\r\n this._vrDisplay = undefined;\r\n this._frameHandler = Engine.QueueNewFrame(this._boundRenderFunction);\r\n notifyObservers();\r\n };\r\n this._onVrDisplayPresentChange = () => {\r\n this._vrExclusivePointerMode = this._vrDisplay && this._vrDisplay.isPresenting;\r\n };\r\n const hostWindow = this.getHostWindow();\r\n if (hostWindow) {\r\n hostWindow.addEventListener(\"vrdisplayconnect\", this._onVrDisplayConnect);\r\n hostWindow.addEventListener(\"vrdisplaydisconnect\", this._onVrDisplayDisconnect);\r\n hostWindow.addEventListener(\"vrdisplaypresentchange\", this._onVrDisplayPresentChange);\r\n }\r\n }\r\n this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();\r\n this._webVRInitPromise.then(notifyObservers);\r\n return this._webVRInitPromise;\r\n};\r\n\r\nEngine.prototype._getVRDisplaysAsync = function (): Promise<IDisplayChangedEventArgs> {\r\n return new Promise((res) => {\r\n if (navigator.getVRDisplays) {\r\n navigator.getVRDisplays().then((devices: Array<any>) => {\r\n this._vrSupported = true;\r\n // note that devices may actually be an empty array. This is fine;\r\n // we expect this._vrDisplay to be undefined in this case.\r\n this._vrDisplay = devices[0];\r\n res({\r\n vrDisplay: this._vrDisplay,\r\n vrSupported: this._vrSupported,\r\n });\r\n });\r\n } else {\r\n this._vrDisplay = undefined;\r\n this._vrSupported = false;\r\n res({\r\n vrDisplay: this._vrDisplay,\r\n vrSupported: this._vrSupported,\r\n });\r\n }\r\n });\r\n};\r\n\r\nEngine.prototype.enableVR = function (options: WebVROptions) {\r\n if (this._vrDisplay && !this._vrDisplay.isPresenting) {\r\n const onResolved = () => {\r\n this.onVRRequestPresentComplete.notifyObservers(true);\r\n this._onVRFullScreenTriggered();\r\n };\r\n const onRejected = () => {\r\n this.onVRRequestPresentComplete.notifyObservers(false);\r\n };\r\n\r\n this.onVRRequestPresentStart.notifyObservers(this);\r\n\r\n const presentationAttributes = {\r\n highRefreshRate: this.vrPresentationAttributes ? this.vrPresentationAttributes.highRefreshRate : false,\r\n foveationLevel: this.vrPresentationAttributes ? this.vrPresentationAttributes.foveationLevel : 1,\r\n multiview: (this.getCaps().multiview || this.getCaps().oculusMultiview) && options.useMultiview,\r\n };\r\n\r\n this._vrDisplay\r\n .requestPresent([\r\n {\r\n source: this.getRenderingCanvas(),\r\n attributes: presentationAttributes,\r\n ...presentationAttributes,\r\n },\r\n ])\r\n .then(onResolved)\r\n .catch(onRejected);\r\n }\r\n};\r\n\r\nEngine.prototype._onVRFullScreenTriggered = function () {\r\n if (this._vrDisplay && this._vrDisplay.isPresenting) {\r\n //get the old size before we change\r\n this._oldSize = new Size(this.getRenderWidth(), this.getRenderHeight());\r\n this._oldHardwareScaleFactor = this.getHardwareScalingLevel();\r\n\r\n //get the width and height, change the render size\r\n const leftEye = this._vrDisplay.getEyeParameters(\"left\");\r\n this.setHardwareScalingLevel(1);\r\n this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);\r\n } else {\r\n this.setHardwareScalingLevel(this._oldHardwareScaleFactor);\r\n this.setSize(this._oldSize.width, this._oldSize.height);\r\n }\r\n};\r\n\r\nEngine.prototype.disableVR = function () {\r\n if (this._vrDisplay && this._vrDisplay.isPresenting) {\r\n this._vrDisplay\r\n .exitPresent()\r\n .then(() => this._onVRFullScreenTriggered())\r\n .catch(() => this._onVRFullScreenTriggered());\r\n }\r\n\r\n if (IsWindowObjectExist()) {\r\n window.removeEventListener(\"vrdisplaypointerrestricted\", this._onVRDisplayPointerRestricted);\r\n window.removeEventListener(\"vrdisplaypointerunrestricted\", this._onVRDisplayPointerUnrestricted);\r\n\r\n if (this._onVrDisplayConnect) {\r\n window.removeEventListener(\"vrdisplayconnect\", this._onVrDisplayConnect);\r\n if (this._onVrDisplayDisconnect) {\r\n window.removeEventListener(\"vrdisplaydisconnect\", this._onVrDisplayDisconnect);\r\n }\r\n\r\n if (this._onVrDisplayPresentChange) {\r\n window.removeEventListener(\"vrdisplaypresentchange\", this._onVrDisplayPresentChange);\r\n }\r\n this._onVrDisplayConnect = null;\r\n this._onVrDisplayDisconnect = null;\r\n }\r\n }\r\n};\r\n\r\nEngine.prototype._connectVREvents = function (canvas?: HTMLCanvasElement, document?: any) {\r\n this._onVRDisplayPointerRestricted = () => {\r\n if (canvas) {\r\n canvas.requestPointerLock();\r\n }\r\n };\r\n\r\n this._onVRDisplayPointerUnrestricted = () => {\r\n // Edge fix - for some reason document is not present and this is window\r\n if (!document) {\r\n const hostWindow = this.getHostWindow()!;\r\n if (hostWindow.document && hostWindow.document.exitPointerLock) {\r\n hostWindow.document.exitPointerLock();\r\n }\r\n return;\r\n }\r\n if (!document.exitPointerLock) {\r\n return;\r\n }\r\n document.exitPointerLock();\r\n };\r\n\r\n if (IsWindowObjectExist()) {\r\n const hostWindow = this.getHostWindow()!;\r\n hostWindow.addEventListener(\"vrdisplaypointerrestricted\", this._onVRDisplayPointerRestricted, false);\r\n hostWindow.addEventListener(\"vrdisplaypointerunrestricted\", this._onVRDisplayPointerUnrestricted, false);\r\n }\r\n};\r\n\r\nEngine.prototype._submitVRFrame = function () {\r\n // Submit frame to the vr device, if enabled\r\n if (this._vrDisplay && this._vrDisplay.isPresenting) {\r\n // TODO: We should only submit the frame if we read frameData successfully.\r\n try {\r\n this._vrDisplay.submitFrame();\r\n } catch (e) {\r\n Tools.Warn(\"webVR submitFrame has had an unexpected failure: \" + e);\r\n }\r\n }\r\n};\r\n\r\nEngine.prototype.isVRPresenting = function () {\r\n return this._vrDisplay && this._vrDisplay.isPresenting;\r\n};\r\n\r\nEngine.prototype._requestVRFrame = function () {\r\n this._frameHandler = Engine.QueueNewFrame(this._boundRenderFunction, this._vrDisplay);\r\n};\r\n"]}
@@ -338,6 +338,17 @@ export interface ICanvasRenderingContext {
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  * @returns ICanvasGradient A linear ICanvasGradient initialized with the specified line.
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  */
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  createLinearGradient(x0: number, y0: number, x1: number, y1: number): ICanvasGradient;
341
+ /**
342
+ * Creates a linear gradient along the line given by the coordinates represented by the parameters.
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+ * @param x0 The x-axis coordinate of the start circle.
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+ * @param y0 The y-axis coordinate of the start circle.
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+ * @param r0 The radius of the start circle. Must be non-negative and finite.
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+ * @param x1 The x-axis coordinate of the end point.
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+ * @param y1 The y-axis coordinate of the end point.
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+ * @param r1 The radius of the end circle. Must be non-negative and finite.
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+ * @returns ICanvasGradient A linear ICanvasGradient initialized with the two specified circles.
350
+ */
351
+ createRadialGradient(x0: number, y0: number, r0: number, x1: number, y1: number, r1: number): ICanvasGradient;
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  /**
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  * Resets the current transform to matrix composed with a, b, c, d, e, f.
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  * @param a Horizontal scaling. A value of 1 results in no scaling.
@@ -1 +1 @@
1
- {"version":3,"file":"ICanvas.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/ICanvas.ts"],"names":[],"mappings":"","sourcesContent":["/**\r\n * Class used to abstract a canvas\r\n */\r\nexport interface ICanvas {\r\n /**\r\n * Canvas width.\r\n */\r\n width: number;\r\n\r\n /**\r\n * Canvas height.\r\n */\r\n height: number;\r\n\r\n /**\r\n * returns a drawing context on the canvas.\r\n * @param contextType context identifier.\r\n * @param contextAttributes context attributes.\r\n * @returns ICanvasRenderingContext object.\r\n */\r\n getContext(contextType: string, contextAttributes?: any): ICanvasRenderingContext;\r\n\r\n /**\r\n * returns a data URI containing a representation of the image in the format specified by the type parameter.\r\n * @param mime the image format.\r\n * @returns string containing the requested data URI.\r\n */\r\n toDataURL(mime: string): string;\r\n}\r\n\r\n/**\r\n * Class used to abstract am image to use with the canvas and its context\r\n */\r\nexport interface IImage {\r\n /**\r\n * onload callback.\r\n */\r\n onload: ((this: GlobalEventHandlers, ev: Event) => any) | null;\r\n\r\n /**\r\n * Error callback.\r\n */\r\n onerror: ((this: GlobalEventHandlers, ev: Event) => any) | null;\r\n\r\n /**\r\n * Image source.\r\n */\r\n src: string;\r\n\r\n /**\r\n * Image width.\r\n */\r\n readonly width: number;\r\n\r\n /**\r\n * Image height.\r\n */\r\n readonly height: number;\r\n\r\n /**\r\n * The original height of the image resource before sizing.\r\n */\r\n readonly naturalHeight: number;\r\n\r\n /**\r\n * The original width of the image resource before sizing.\r\n */\r\n readonly naturalWidth: number;\r\n\r\n /**\r\n * provides support for CORS, defining how the element handles crossorigin requests,\r\n * thereby enabling the configuration of the CORS requests for the element's fetched data.\r\n */\r\n crossOrigin: string | null;\r\n\r\n /**\r\n * provides support for referrer policy on xhr load request,\r\n * it is used to control the request header.\r\n */\r\n referrerPolicy: string;\r\n}\r\n\r\n/**\r\n * Class used to abstract a canvas gradient\r\n */\r\nexport interface ICanvasGradient {\r\n /**\r\n * adds a new color stop, defined by an offset and a color, to a given canvas gradient.\r\n * @param offset A number between 0 and 1, inclusive, representing the position of the color stop. 0 represents the start of the gradient and 1 represents the end.\r\n * @param color value representing the color of the stop.\r\n */\r\n addColorStop(offset: number, color: string): void;\r\n}\r\n\r\n/**\r\n * Class used to abstract a text measurement\r\n */\r\nexport interface ITextMetrics {\r\n /**\r\n * Text width.\r\n */\r\n readonly width: number;\r\n /**\r\n * distance (in pixels) parallel to the baseline from the alignment point given by the CanvasRenderingContext2D.textAlign\r\n * property to the left side of the bounding rectangle of the given text\r\n */\r\n readonly actualBoundingBoxLeft: number;\r\n /**\r\n * distance (in pixels) parallel to the baseline from the alignment point given by the CanvasRenderingContext2D.textAlign\r\n * property to the right side of the bounding rectangle of the given text\r\n */\r\n readonly actualBoundingBoxRight: number;\r\n}\r\n\r\n/**\r\n * Class used to abstract canvas rendering\r\n */\r\nexport interface ICanvasRenderingContext {\r\n /**\r\n * Defines the type of corners where two lines meet. Possible values: round, bevel, miter (default).\r\n */\r\n lineJoin: string;\r\n\r\n /**\r\n * Miter limit ratio. Default 10.\r\n */\r\n miterLimit: number;\r\n\r\n /**\r\n * Font setting. Default value 10px sans-serif.\r\n */\r\n font: string;\r\n\r\n /**\r\n * Color or style to use for the lines around shapes. Default #000 (black).\r\n */\r\n strokeStyle: string;\r\n\r\n /**\r\n * Color or style to use inside shapes. Default #000 (black).\r\n */\r\n fillStyle: string | ICanvasGradient;\r\n\r\n /**\r\n * Alpha value that is applied to shapes and images before they are composited onto the canvas. Default 1.0 (opaque).\r\n */\r\n globalAlpha: number;\r\n\r\n /**\r\n * Color of the shadow. Default: fully-transparent black.\r\n */\r\n shadowColor: string;\r\n\r\n /**\r\n * Specifies the blurring effect. Default: 0.\r\n */\r\n shadowBlur: number;\r\n\r\n /**\r\n * Horizontal distance the shadow will be offset. Default: 0.\r\n */\r\n shadowOffsetX: number;\r\n\r\n /**\r\n * Vertical distance the shadow will be offset. Default: 0.\r\n */\r\n shadowOffsetY: number;\r\n\r\n /**\r\n * Width of lines. Default 1.0.\r\n */\r\n lineWidth: number;\r\n\r\n /**\r\n * canvas is a read-only reference to ICanvas.\r\n */\r\n readonly canvas: ICanvas;\r\n\r\n /**\r\n * Sets all pixels in the rectangle defined by starting point (x, y) and size (width, height) to transparent black, erasing any previously drawn content.\r\n * @param x The x-axis coordinate of the rectangle's starting point.\r\n * @param y The y-axis coordinate of the rectangle's starting point.\r\n * @param width The rectangle's width. Positive values are to the right, and negative to the left.\r\n * @param height The rectangle's height. Positive values are down, and negative are up.\r\n */\r\n clearRect(x: number, y: number, width: number, height: number): void;\r\n\r\n /**\r\n * Saves the current drawing style state using a stack so you can revert any change you make to it using restore().\r\n */\r\n save(): void;\r\n\r\n /**\r\n * Restores the drawing style state to the last element on the 'state stack' saved by save().\r\n */\r\n restore(): void;\r\n\r\n /**\r\n * Draws a filled rectangle at (x, y) position whose size is determined by width and height.\r\n * @param x The x-axis coordinate of the rectangle's starting point.\r\n * @param y The y-axis coordinate of the rectangle's starting point.\r\n * @param width The rectangle's width. Positive values are to the right, and negative to the left.\r\n * @param height The rectangle's height. Positive values are down, and negative are up.\r\n */\r\n fillRect(x: number, y: number, width: number, height: number): void;\r\n\r\n /**\r\n * Adds a scaling transformation to the canvas units by x horizontally and by y vertically.\r\n * @param x Scaling factor in the horizontal direction. A negative value flips pixels across the vertical axis. A value of 1 results in no horizontal scaling.\r\n * @param y Scaling factor in the vertical direction. A negative value flips pixels across the horizontal axis. A value of 1 results in no vertical scaling.\r\n */\r\n scale(x: number, y: number): void;\r\n\r\n /**\r\n * Adds a rotation to the transformation matrix. The angle argument represents a clockwise rotation angle and is expressed in radians.\r\n * @param angle The rotation angle, clockwise in radians. You can use degree * Math.PI / 180 to calculate a radian from a degree.\r\n */\r\n rotate(angle: number): void;\r\n\r\n /**\r\n * Adds a translation transformation by moving the canvas and its origin x horizontally and y vertically on the grid.\r\n * @param x Distance to move in the horizontal direction. Positive values are to the right, and negative to the left.\r\n * @param y Distance to move in the vertical direction. Positive values are down, and negative are up.\r\n */\r\n translate(x: number, y: number): void;\r\n\r\n /**\r\n * Paints a rectangle which has a starting point at (x, y) and has a w width and an h height onto the canvas, using the current stroke style.\r\n * @param x The x-axis coordinate of the rectangle's starting point.\r\n * @param y The y-axis coordinate of the rectangle's starting point.\r\n * @param width The rectangle's width. Positive values are to the right, and negative to the left.\r\n * @param height The rectangle's height. Positive values are down, and negative are up.\r\n */\r\n strokeRect(x: number, y: number, width: number, height: number): void;\r\n\r\n /**\r\n * Creates a path for a rectangle at position (x, y) with a size that is determined by width and height.\r\n * @param x The x-axis coordinate of the rectangle's starting point.\r\n * @param y The y-axis coordinate of the rectangle's starting point.\r\n * @param width The rectangle's width. Positive values are to the right, and negative to the left.\r\n * @param height The rectangle's height. Positive values are down, and negative are up.\r\n */\r\n rect(x: number, y: number, width: number, height: number): void;\r\n\r\n /**\r\n * Creates a clipping path from the current sub-paths. Everything drawn after clip() is called appears inside the clipping path only.\r\n */\r\n clip(): void;\r\n\r\n /**\r\n * Paints data from the given ImageData object onto the bitmap. If a dirty rectangle is provided, only the pixels from that rectangle are painted.\r\n * @param imageData An ImageData object containing the array of pixel values.\r\n * @param dx Horizontal position (x coordinate) at which to place the image data in the destination canvas.\r\n * @param dy Vertical position (y coordinate) at which to place the image data in the destination canvas.\r\n */\r\n putImageData(imageData: ImageData, dx: number, dy: number): void;\r\n\r\n /**\r\n * Adds a circular arc to the current path.\r\n * @param x The horizontal coordinate of the arc's center.\r\n * @param y The vertical coordinate of the arc's center.\r\n * @param radius The arc's radius. Must be positive.\r\n * @param startAngle The angle at which the arc starts in radians, measured from the positive x-axis.\r\n * @param endAngle The angle at which the arc ends in radians, measured from the positive x-axis.\r\n * @param anticlockwise An optional Boolean. If true, draws the arc counter-clockwise between the start and end angles. The default is false (clockwise).\r\n */\r\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean): void;\r\n\r\n /**\r\n * Starts a new path by emptying the list of sub-paths. Call this method when you want to create a new path.\r\n */\r\n beginPath(): void;\r\n\r\n /**\r\n * Causes the point of the pen to move back to the start of the current sub-path. It tries to draw a straight line from the current point to the start.\r\n * If the shape has already been closed or has only one point, this function does nothing.\r\n */\r\n closePath(): void;\r\n\r\n /**\r\n * Moves the starting point of a new sub-path to the (x, y) coordinates.\r\n * @param x The x-axis (horizontal) coordinate of the point.\r\n * @param y The y-axis (vertical) coordinate of the point.\r\n */\r\n moveTo(x: number, y: number): void;\r\n\r\n /**\r\n * Connects the last point in the current sub-path to the specified (x, y) coordinates with a straight line.\r\n * @param x The x-axis coordinate of the line's end point.\r\n * @param y The y-axis coordinate of the line's end point.\r\n */\r\n lineTo(x: number, y: number): void;\r\n\r\n /**\r\n * Adds a quadratic Bézier curve to the current path.\r\n * @param cpx The x-axis coordinate of the control point.\r\n * @param cpy The y-axis coordinate of the control point.\r\n * @param x The x-axis coordinate of the end point.\r\n * @param y The y-axis coordinate of the end point.\r\n */\r\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number): void;\r\n\r\n /**\r\n * Returns a TextMetrics object.\r\n * @param text The text String to measure.\r\n * @returns ITextMetrics A ITextMetrics object.\r\n */\r\n measureText(text: string): ITextMetrics;\r\n\r\n /**\r\n * Strokes the current sub-paths with the current stroke style.\r\n */\r\n stroke(): void;\r\n\r\n /**\r\n * Fills the current sub-paths with the current fill style.\r\n */\r\n fill(): void;\r\n\r\n /**\r\n * Draws the specified image. This method is available in multiple formats, providing a great deal of flexibility in its use.\r\n * @param image An element to draw into the context.\r\n * @param sx The x-axis coordinate of the top left corner of the sub-rectangle of the source image to draw into the destination context.\r\n * @param sy The y-axis coordinate of the top left corner of the sub-rectangle of the source image to draw into the destination context.\r\n * @param sWidth The width of the sub-rectangle of the source image to draw into the destination context. If not specified, the entire rectangle from the coordinates specified by sx and sy to the bottom-right corner of the image is used.\r\n * @param sHeight The height of the sub-rectangle of the source image to draw into the destination context.\r\n * @param dx The x-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dy The y-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dWidth The width to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in width when drawn.\r\n * @param dHeight The height to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in height when drawn.\r\n */\r\n\r\n drawImage(image: any, sx: number, sy: number, sWidth: number, sHeight: number, dx: number, dy: number, dWidth: number, dHeight: number): void;\r\n /**\r\n * Draws the specified image. This method is available in multiple formats, providing a great deal of flexibility in its use.\r\n * @param image An element to draw into the context.\r\n * @param dx The x-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dy The y-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dWidth The width to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in width when drawn.\r\n * @param dHeight The height to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in height when drawn.\r\n */\r\n drawImage(image: any, dx: number, dy: number, dWidth: number, dHeight: number): void;\r\n\r\n /**\r\n * Draws the specified image. This method is available in multiple formats, providing a great deal of flexibility in its use.\r\n * @param image An element to draw into the context.\r\n * @param dx The x-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dy The y-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n */\r\n drawImage(image: any, dx: number, dy: number): void;\r\n\r\n /**\r\n * Returns an ImageData object representing the underlying pixel data for the area of the canvas denoted by the rectangle which starts at (sx, sy) and has an sw width and sh height.\r\n * @param sx The x-axis coordinate of the top-left corner of the rectangle from which the ImageData will be extracted.\r\n * @param sy The y-axis coordinate of the top-left corner of the rectangle from which the ImageData will be extracted.\r\n * @param sw The width of the rectangle from which the ImageData will be extracted. Positive values are to the right, and negative to the left.\r\n * @param sh The height of the rectangle from which the ImageData will be extracted. Positive values are down, and negative are up.\r\n * @returns ImageData An ImageData object containing the image data for the rectangle of the canvas specified.\r\n */\r\n getImageData(sx: number, sy: number, sw: number, sh: number): ImageData;\r\n\r\n /**\r\n * Sets the current line dash pattern.\r\n * @param segments An Array of numbers that specify distances to alternately draw a line and a gap (in coordinate space units).\r\n */\r\n setLineDash(segments: Array<number>): void;\r\n\r\n /**\r\n * Draws (fills) a given text at the given (x, y) position.\r\n * @param text A String specifying the text string to render into the context. The text is rendered using the settings specified by font, textAlign, textBaseline, and direction.\r\n * @param x The x-axis coordinate of the point at which to begin drawing the text, in pixels.\r\n * @param y The y-axis coordinate of the baseline on which to begin drawing the text, in pixels.\r\n * @param maxWidth The maximum number of pixels wide the text may be once rendered. If not specified, there is no limit to the width of the text.\r\n */\r\n fillText(text: string, x: number, y: number, maxWidth?: number): void;\r\n\r\n /**\r\n * Draws (strokes) a given text at the given (x, y) position.\r\n * @param text A String specifying the text string to render into the context. The text is rendered using the settings specified by font, textAlign, textBaseline, and direction.\r\n * @param x The x-axis coordinate of the point at which to begin drawing the text, in pixels.\r\n * @param y The y-axis coordinate of the baseline on which to begin drawing the text, in pixels.\r\n * @param maxWidth The maximum number of pixels wide the text may be once rendered. If not specified, there is no limit to the width of the text.\r\n */\r\n strokeText(text: string, x: number, y: number, maxWidth?: number): void;\r\n\r\n /**\r\n * Creates a linear gradient along the line given by the coordinates represented by the parameters.\r\n * @param x0 The x-axis coordinate of the start point.\r\n * @param y0 The y-axis coordinate of the start point.\r\n * @param x1 The x-axis coordinate of the end point.\r\n * @param y1 The y-axis coordinate of the end point.\r\n * @returns ICanvasGradient A linear ICanvasGradient initialized with the specified line.\r\n */\r\n createLinearGradient(x0: number, y0: number, x1: number, y1: number): ICanvasGradient;\r\n\r\n /**\r\n * Resets the current transform to matrix composed with a, b, c, d, e, f.\r\n * @param a Horizontal scaling. A value of 1 results in no scaling.\r\n * @param b Vertical skewing.\r\n * @param c Horizontal skewing.\r\n * @param d Vertical scaling. A value of 1 results in no scaling.\r\n * @param e Horizontal translation (moving).\r\n * @param f Vertical translation (moving).\r\n */\r\n setTransform(a: number, b: number, c: number, d: number, e: number, f: number): void;\r\n}\r\n"]}
1
+ {"version":3,"file":"ICanvas.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/ICanvas.ts"],"names":[],"mappings":"","sourcesContent":["/**\r\n * Class used to abstract a canvas\r\n */\r\nexport interface ICanvas {\r\n /**\r\n * Canvas width.\r\n */\r\n width: number;\r\n\r\n /**\r\n * Canvas height.\r\n */\r\n height: number;\r\n\r\n /**\r\n * returns a drawing context on the canvas.\r\n * @param contextType context identifier.\r\n * @param contextAttributes context attributes.\r\n * @returns ICanvasRenderingContext object.\r\n */\r\n getContext(contextType: string, contextAttributes?: any): ICanvasRenderingContext;\r\n\r\n /**\r\n * returns a data URI containing a representation of the image in the format specified by the type parameter.\r\n * @param mime the image format.\r\n * @returns string containing the requested data URI.\r\n */\r\n toDataURL(mime: string): string;\r\n}\r\n\r\n/**\r\n * Class used to abstract am image to use with the canvas and its context\r\n */\r\nexport interface IImage {\r\n /**\r\n * onload callback.\r\n */\r\n onload: ((this: GlobalEventHandlers, ev: Event) => any) | null;\r\n\r\n /**\r\n * Error callback.\r\n */\r\n onerror: ((this: GlobalEventHandlers, ev: Event) => any) | null;\r\n\r\n /**\r\n * Image source.\r\n */\r\n src: string;\r\n\r\n /**\r\n * Image width.\r\n */\r\n readonly width: number;\r\n\r\n /**\r\n * Image height.\r\n */\r\n readonly height: number;\r\n\r\n /**\r\n * The original height of the image resource before sizing.\r\n */\r\n readonly naturalHeight: number;\r\n\r\n /**\r\n * The original width of the image resource before sizing.\r\n */\r\n readonly naturalWidth: number;\r\n\r\n /**\r\n * provides support for CORS, defining how the element handles crossorigin requests,\r\n * thereby enabling the configuration of the CORS requests for the element's fetched data.\r\n */\r\n crossOrigin: string | null;\r\n\r\n /**\r\n * provides support for referrer policy on xhr load request,\r\n * it is used to control the request header.\r\n */\r\n referrerPolicy: string;\r\n}\r\n\r\n/**\r\n * Class used to abstract a canvas gradient\r\n */\r\nexport interface ICanvasGradient {\r\n /**\r\n * adds a new color stop, defined by an offset and a color, to a given canvas gradient.\r\n * @param offset A number between 0 and 1, inclusive, representing the position of the color stop. 0 represents the start of the gradient and 1 represents the end.\r\n * @param color value representing the color of the stop.\r\n */\r\n addColorStop(offset: number, color: string): void;\r\n}\r\n\r\n/**\r\n * Class used to abstract a text measurement\r\n */\r\nexport interface ITextMetrics {\r\n /**\r\n * Text width.\r\n */\r\n readonly width: number;\r\n /**\r\n * distance (in pixels) parallel to the baseline from the alignment point given by the CanvasRenderingContext2D.textAlign\r\n * property to the left side of the bounding rectangle of the given text\r\n */\r\n readonly actualBoundingBoxLeft: number;\r\n /**\r\n * distance (in pixels) parallel to the baseline from the alignment point given by the CanvasRenderingContext2D.textAlign\r\n * property to the right side of the bounding rectangle of the given text\r\n */\r\n readonly actualBoundingBoxRight: number;\r\n}\r\n\r\n/**\r\n * Class used to abstract canvas rendering\r\n */\r\nexport interface ICanvasRenderingContext {\r\n /**\r\n * Defines the type of corners where two lines meet. Possible values: round, bevel, miter (default).\r\n */\r\n lineJoin: string;\r\n\r\n /**\r\n * Miter limit ratio. Default 10.\r\n */\r\n miterLimit: number;\r\n\r\n /**\r\n * Font setting. Default value 10px sans-serif.\r\n */\r\n font: string;\r\n\r\n /**\r\n * Color or style to use for the lines around shapes. Default #000 (black).\r\n */\r\n strokeStyle: string;\r\n\r\n /**\r\n * Color or style to use inside shapes. Default #000 (black).\r\n */\r\n fillStyle: string | ICanvasGradient;\r\n\r\n /**\r\n * Alpha value that is applied to shapes and images before they are composited onto the canvas. Default 1.0 (opaque).\r\n */\r\n globalAlpha: number;\r\n\r\n /**\r\n * Color of the shadow. Default: fully-transparent black.\r\n */\r\n shadowColor: string;\r\n\r\n /**\r\n * Specifies the blurring effect. Default: 0.\r\n */\r\n shadowBlur: number;\r\n\r\n /**\r\n * Horizontal distance the shadow will be offset. Default: 0.\r\n */\r\n shadowOffsetX: number;\r\n\r\n /**\r\n * Vertical distance the shadow will be offset. Default: 0.\r\n */\r\n shadowOffsetY: number;\r\n\r\n /**\r\n * Width of lines. Default 1.0.\r\n */\r\n lineWidth: number;\r\n\r\n /**\r\n * canvas is a read-only reference to ICanvas.\r\n */\r\n readonly canvas: ICanvas;\r\n\r\n /**\r\n * Sets all pixels in the rectangle defined by starting point (x, y) and size (width, height) to transparent black, erasing any previously drawn content.\r\n * @param x The x-axis coordinate of the rectangle's starting point.\r\n * @param y The y-axis coordinate of the rectangle's starting point.\r\n * @param width The rectangle's width. Positive values are to the right, and negative to the left.\r\n * @param height The rectangle's height. Positive values are down, and negative are up.\r\n */\r\n clearRect(x: number, y: number, width: number, height: number): void;\r\n\r\n /**\r\n * Saves the current drawing style state using a stack so you can revert any change you make to it using restore().\r\n */\r\n save(): void;\r\n\r\n /**\r\n * Restores the drawing style state to the last element on the 'state stack' saved by save().\r\n */\r\n restore(): void;\r\n\r\n /**\r\n * Draws a filled rectangle at (x, y) position whose size is determined by width and height.\r\n * @param x The x-axis coordinate of the rectangle's starting point.\r\n * @param y The y-axis coordinate of the rectangle's starting point.\r\n * @param width The rectangle's width. Positive values are to the right, and negative to the left.\r\n * @param height The rectangle's height. Positive values are down, and negative are up.\r\n */\r\n fillRect(x: number, y: number, width: number, height: number): void;\r\n\r\n /**\r\n * Adds a scaling transformation to the canvas units by x horizontally and by y vertically.\r\n * @param x Scaling factor in the horizontal direction. A negative value flips pixels across the vertical axis. A value of 1 results in no horizontal scaling.\r\n * @param y Scaling factor in the vertical direction. A negative value flips pixels across the horizontal axis. A value of 1 results in no vertical scaling.\r\n */\r\n scale(x: number, y: number): void;\r\n\r\n /**\r\n * Adds a rotation to the transformation matrix. The angle argument represents a clockwise rotation angle and is expressed in radians.\r\n * @param angle The rotation angle, clockwise in radians. You can use degree * Math.PI / 180 to calculate a radian from a degree.\r\n */\r\n rotate(angle: number): void;\r\n\r\n /**\r\n * Adds a translation transformation by moving the canvas and its origin x horizontally and y vertically on the grid.\r\n * @param x Distance to move in the horizontal direction. Positive values are to the right, and negative to the left.\r\n * @param y Distance to move in the vertical direction. Positive values are down, and negative are up.\r\n */\r\n translate(x: number, y: number): void;\r\n\r\n /**\r\n * Paints a rectangle which has a starting point at (x, y) and has a w width and an h height onto the canvas, using the current stroke style.\r\n * @param x The x-axis coordinate of the rectangle's starting point.\r\n * @param y The y-axis coordinate of the rectangle's starting point.\r\n * @param width The rectangle's width. Positive values are to the right, and negative to the left.\r\n * @param height The rectangle's height. Positive values are down, and negative are up.\r\n */\r\n strokeRect(x: number, y: number, width: number, height: number): void;\r\n\r\n /**\r\n * Creates a path for a rectangle at position (x, y) with a size that is determined by width and height.\r\n * @param x The x-axis coordinate of the rectangle's starting point.\r\n * @param y The y-axis coordinate of the rectangle's starting point.\r\n * @param width The rectangle's width. Positive values are to the right, and negative to the left.\r\n * @param height The rectangle's height. Positive values are down, and negative are up.\r\n */\r\n rect(x: number, y: number, width: number, height: number): void;\r\n\r\n /**\r\n * Creates a clipping path from the current sub-paths. Everything drawn after clip() is called appears inside the clipping path only.\r\n */\r\n clip(): void;\r\n\r\n /**\r\n * Paints data from the given ImageData object onto the bitmap. If a dirty rectangle is provided, only the pixels from that rectangle are painted.\r\n * @param imageData An ImageData object containing the array of pixel values.\r\n * @param dx Horizontal position (x coordinate) at which to place the image data in the destination canvas.\r\n * @param dy Vertical position (y coordinate) at which to place the image data in the destination canvas.\r\n */\r\n putImageData(imageData: ImageData, dx: number, dy: number): void;\r\n\r\n /**\r\n * Adds a circular arc to the current path.\r\n * @param x The horizontal coordinate of the arc's center.\r\n * @param y The vertical coordinate of the arc's center.\r\n * @param radius The arc's radius. Must be positive.\r\n * @param startAngle The angle at which the arc starts in radians, measured from the positive x-axis.\r\n * @param endAngle The angle at which the arc ends in radians, measured from the positive x-axis.\r\n * @param anticlockwise An optional Boolean. If true, draws the arc counter-clockwise between the start and end angles. The default is false (clockwise).\r\n */\r\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean): void;\r\n\r\n /**\r\n * Starts a new path by emptying the list of sub-paths. Call this method when you want to create a new path.\r\n */\r\n beginPath(): void;\r\n\r\n /**\r\n * Causes the point of the pen to move back to the start of the current sub-path. It tries to draw a straight line from the current point to the start.\r\n * If the shape has already been closed or has only one point, this function does nothing.\r\n */\r\n closePath(): void;\r\n\r\n /**\r\n * Moves the starting point of a new sub-path to the (x, y) coordinates.\r\n * @param x The x-axis (horizontal) coordinate of the point.\r\n * @param y The y-axis (vertical) coordinate of the point.\r\n */\r\n moveTo(x: number, y: number): void;\r\n\r\n /**\r\n * Connects the last point in the current sub-path to the specified (x, y) coordinates with a straight line.\r\n * @param x The x-axis coordinate of the line's end point.\r\n * @param y The y-axis coordinate of the line's end point.\r\n */\r\n lineTo(x: number, y: number): void;\r\n\r\n /**\r\n * Adds a quadratic Bézier curve to the current path.\r\n * @param cpx The x-axis coordinate of the control point.\r\n * @param cpy The y-axis coordinate of the control point.\r\n * @param x The x-axis coordinate of the end point.\r\n * @param y The y-axis coordinate of the end point.\r\n */\r\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number): void;\r\n\r\n /**\r\n * Returns a TextMetrics object.\r\n * @param text The text String to measure.\r\n * @returns ITextMetrics A ITextMetrics object.\r\n */\r\n measureText(text: string): ITextMetrics;\r\n\r\n /**\r\n * Strokes the current sub-paths with the current stroke style.\r\n */\r\n stroke(): void;\r\n\r\n /**\r\n * Fills the current sub-paths with the current fill style.\r\n */\r\n fill(): void;\r\n\r\n /**\r\n * Draws the specified image. This method is available in multiple formats, providing a great deal of flexibility in its use.\r\n * @param image An element to draw into the context.\r\n * @param sx The x-axis coordinate of the top left corner of the sub-rectangle of the source image to draw into the destination context.\r\n * @param sy The y-axis coordinate of the top left corner of the sub-rectangle of the source image to draw into the destination context.\r\n * @param sWidth The width of the sub-rectangle of the source image to draw into the destination context. If not specified, the entire rectangle from the coordinates specified by sx and sy to the bottom-right corner of the image is used.\r\n * @param sHeight The height of the sub-rectangle of the source image to draw into the destination context.\r\n * @param dx The x-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dy The y-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dWidth The width to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in width when drawn.\r\n * @param dHeight The height to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in height when drawn.\r\n */\r\n\r\n drawImage(image: any, sx: number, sy: number, sWidth: number, sHeight: number, dx: number, dy: number, dWidth: number, dHeight: number): void;\r\n /**\r\n * Draws the specified image. This method is available in multiple formats, providing a great deal of flexibility in its use.\r\n * @param image An element to draw into the context.\r\n * @param dx The x-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dy The y-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dWidth The width to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in width when drawn.\r\n * @param dHeight The height to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in height when drawn.\r\n */\r\n drawImage(image: any, dx: number, dy: number, dWidth: number, dHeight: number): void;\r\n\r\n /**\r\n * Draws the specified image. This method is available in multiple formats, providing a great deal of flexibility in its use.\r\n * @param image An element to draw into the context.\r\n * @param dx The x-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n * @param dy The y-axis coordinate in the destination canvas at which to place the top-left corner of the source image.\r\n */\r\n drawImage(image: any, dx: number, dy: number): void;\r\n\r\n /**\r\n * Returns an ImageData object representing the underlying pixel data for the area of the canvas denoted by the rectangle which starts at (sx, sy) and has an sw width and sh height.\r\n * @param sx The x-axis coordinate of the top-left corner of the rectangle from which the ImageData will be extracted.\r\n * @param sy The y-axis coordinate of the top-left corner of the rectangle from which the ImageData will be extracted.\r\n * @param sw The width of the rectangle from which the ImageData will be extracted. Positive values are to the right, and negative to the left.\r\n * @param sh The height of the rectangle from which the ImageData will be extracted. Positive values are down, and negative are up.\r\n * @returns ImageData An ImageData object containing the image data for the rectangle of the canvas specified.\r\n */\r\n getImageData(sx: number, sy: number, sw: number, sh: number): ImageData;\r\n\r\n /**\r\n * Sets the current line dash pattern.\r\n * @param segments An Array of numbers that specify distances to alternately draw a line and a gap (in coordinate space units).\r\n */\r\n setLineDash(segments: Array<number>): void;\r\n\r\n /**\r\n * Draws (fills) a given text at the given (x, y) position.\r\n * @param text A String specifying the text string to render into the context. The text is rendered using the settings specified by font, textAlign, textBaseline, and direction.\r\n * @param x The x-axis coordinate of the point at which to begin drawing the text, in pixels.\r\n * @param y The y-axis coordinate of the baseline on which to begin drawing the text, in pixels.\r\n * @param maxWidth The maximum number of pixels wide the text may be once rendered. If not specified, there is no limit to the width of the text.\r\n */\r\n fillText(text: string, x: number, y: number, maxWidth?: number): void;\r\n\r\n /**\r\n * Draws (strokes) a given text at the given (x, y) position.\r\n * @param text A String specifying the text string to render into the context. The text is rendered using the settings specified by font, textAlign, textBaseline, and direction.\r\n * @param x The x-axis coordinate of the point at which to begin drawing the text, in pixels.\r\n * @param y The y-axis coordinate of the baseline on which to begin drawing the text, in pixels.\r\n * @param maxWidth The maximum number of pixels wide the text may be once rendered. If not specified, there is no limit to the width of the text.\r\n */\r\n strokeText(text: string, x: number, y: number, maxWidth?: number): void;\r\n\r\n /**\r\n * Creates a linear gradient along the line given by the coordinates represented by the parameters.\r\n * @param x0 The x-axis coordinate of the start point.\r\n * @param y0 The y-axis coordinate of the start point.\r\n * @param x1 The x-axis coordinate of the end point.\r\n * @param y1 The y-axis coordinate of the end point.\r\n * @returns ICanvasGradient A linear ICanvasGradient initialized with the specified line.\r\n */\r\n createLinearGradient(x0: number, y0: number, x1: number, y1: number): ICanvasGradient;\r\n\r\n /**\r\n * Creates a linear gradient along the line given by the coordinates represented by the parameters.\r\n * @param x0 The x-axis coordinate of the start circle.\r\n * @param y0 The y-axis coordinate of the start circle.\r\n * @param r0 The radius of the start circle. Must be non-negative and finite.\r\n * @param x1 The x-axis coordinate of the end point.\r\n * @param y1 The y-axis coordinate of the end point.\r\n * @param r1 The radius of the end circle. Must be non-negative and finite.\r\n * @returns ICanvasGradient A linear ICanvasGradient initialized with the two specified circles.\r\n */\r\n createRadialGradient(x0: number, y0: number, r0: number, x1: number, y1: number, r1: number): ICanvasGradient;\r\n\r\n /**\r\n * Resets the current transform to matrix composed with a, b, c, d, e, f.\r\n * @param a Horizontal scaling. A value of 1 results in no scaling.\r\n * @param b Vertical skewing.\r\n * @param c Horizontal skewing.\r\n * @param d Vertical scaling. A value of 1 results in no scaling.\r\n * @param e Horizontal translation (moving).\r\n * @param f Vertical translation (moving).\r\n */\r\n setTransform(a: number, b: number, c: number, d: number, e: number, f: number): void;\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export interface IDrawContext {
3
3
  uniqueId: number;
4
4
  useInstancing: boolean;
@@ -1 +1 @@
1
- {"version":3,"file":"IDrawContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/IDrawContext.ts"],"names":[],"mappings":"","sourcesContent":["/** @hidden */\r\nexport interface IDrawContext {\r\n uniqueId: number;\r\n useInstancing: boolean;\r\n\r\n reset(): void;\r\n dispose(): void;\r\n}\r\n"]}
1
+ {"version":3,"file":"IDrawContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/IDrawContext.ts"],"names":[],"mappings":"","sourcesContent":["/** @internal */\r\nexport interface IDrawContext {\r\n uniqueId: number;\r\n useInstancing: boolean;\r\n\r\n reset(): void;\r\n dispose(): void;\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export interface IMaterialContext {
3
3
  uniqueId: number;
4
4
  reset(): void;
@@ -1 +1 @@
1
- {"version":3,"file":"IMaterialContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/IMaterialContext.ts"],"names":[],"mappings":"","sourcesContent":["/** @hidden */\r\nexport interface IMaterialContext {\r\n uniqueId: number;\r\n\r\n reset(): void;\r\n}\r\n"]}
1
+ {"version":3,"file":"IMaterialContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/IMaterialContext.ts"],"names":[],"mappings":"","sourcesContent":["/** @internal */\r\nexport interface IMaterialContext {\r\n uniqueId: number;\r\n\r\n reset(): void;\r\n}\r\n"]}