@babylonjs/core 5.30.0 → 5.31.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.d.ts +1 -0
- package/Animations/animatable.js +7 -0
- package/Animations/animatable.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +2 -2
- package/Cameras/cameraInputsManager.js +5 -4
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +17 -0
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.views.js +2 -2
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +4 -0
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js +11 -2
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +4 -1
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -0
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +6 -0
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +36 -8
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +6 -4
- package/Engines/thinEngine.js.map +1 -1
- package/Layers/effectLayer.js +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +3 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +19 -16
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +6 -2
- package/Lights/Shadows/shadowGenerator.js +40 -11
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGeneratorSceneComponent.js +16 -8
- package/Lights/Shadows/shadowGeneratorSceneComponent.js.map +1 -1
- package/Lights/light.d.ts +10 -3
- package/Lights/light.js +28 -6
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +6 -2
- package/Lights/pointLight.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +3 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +8 -2
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +4 -0
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +11 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -0
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +7 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/materialHelper.js +2 -1
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +16 -0
- package/Maths/math.vector.js +16 -0
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.js +11 -7
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +5 -3
- package/Meshes/mesh.js +30 -19
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +1 -1
- package/Meshes/transformNode.js +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/sceneRecorder.js +10 -4
- package/Misc/sceneRecorder.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.js +7 -5
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -3
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +2 -2
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +1 -1
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -3
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/Shaders/fxaa.fragment.js +1 -1
- package/Shaders/fxaa.fragment.js.map +1 -1
- package/Shaders/motionBlur.fragment.js +2 -2
- package/Shaders/motionBlur.fragment.js.map +1 -1
- package/Shaders/shadowMap.fragment.js +6 -4
- package/Shaders/shadowMap.fragment.js.map +1 -1
- package/Shaders/shadowMap.vertex.js +2 -2
- package/Shaders/shadowMap.vertex.js.map +1 -1
- package/Shaders/spriteMap.fragment.js +1 -1
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/XR/webXRCamera.js +2 -0
- package/XR/webXRCamera.js.map +1 -1
- package/assetContainer.js +2 -2
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
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{"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
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{"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"motionBlurPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float motionStrength;\runiform float motionScale;\runiform vec2 screenSize;\r#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\r#else\nuniform sampler2D depthSampler;\runiform mat4 inverseViewProjection;\runiform mat4 prevViewProjection;\runiform mat4 projection;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;\rvec4 velocityColor=texture2D(velocitySampler,vUV);\rvelocityColor.rg=velocityColor.rg*2.0-vec2(1.0);\rvec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;\rvelocity*=motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint samplesCount=int(clamp(speed,1.0,SAMPLES));\rvelocity=normalize(velocity)*texelSize;\rfloat hlim=float(-samplesCount)*0.5+0.5;\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(SAMPLES); ++i)\r{\rif (i>=samplesCount)\rbreak;\rvec2 offset=vUV+velocity*(hlim+float(i));\rresult+=texture2D(textureSampler,offset);\r}\rgl_FragColor=result/float(samplesCount);\rgl_FragColor.a=1.0;\r#else\nvec2 texelSize=1.0/screenSize;\rfloat depth=texture2D(depthSampler,vUV).r;\rdepth=projection[2].z+projection[3].z/depth; \rvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\rcpos=inverseViewProjection*cpos;\rcpos/=cpos.w;\rvec4 ppos=prevViewProjection*cpos;\rppos/=ppos.w;\rppos.xy=ppos.xy*0.5+0.5;\rvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint nSamples=int(clamp(speed,1.0,SAMPLES));\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(SAMPLES); ++i) {\rif (i>=nSamples)\rbreak;\rvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\rresult+=texture2D(textureSampler,offset1);\r}\rgl_FragColor=result/float(nSamples);\r#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const motionBlurPixelShader = { name, shader };\n"]}
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@@ -6,15 +6,17 @@ import "./ShadersInclude/clipPlaneFragment.js";
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import "./ShadersInclude/shadowMapFragment.js";
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const name = "shadowMapPixelShader";
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const shader = `#include<shadowMapFragmentExtraDeclaration>
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#ifdef
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#ifdef ALPHATEXTURE
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varying vec2 vUV;
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#include<clipPlaneFragmentDeclaration>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void)
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#ifdef
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float alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;
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#ifdef ALPHATEXTURE
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float alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;
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if (alphaFromAlphaTexture<ALPHATESTVALUE)
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#endif
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#if SM_SOFTTRANSPARENTSHADOW==1
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#ifdef
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#ifdef ALPHATEXTURE
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if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;
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if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;
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#endif
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{"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG
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{"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;EAyBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEXTURE\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEXTURE\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\r#ifdef ALPHATESTVALUE\nif (alphaFromAlphaTexture<ALPHATESTVALUE)\rdiscard;\r#endif\n#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEXTURE\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\r#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\r#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapPixelShader = { name, shader };\n"]}
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attribute vec4 world0;
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#include<helperFunctions>
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#include<__decl__shadowMapVertex>
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#ifdef
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#ifdef ALPHATEXTURE
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varying vec2 vUV;
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attribute vec2 uv;
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#ifdef UV2
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#endif
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#include<shadowMapVertexNormalBias>
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gl_Position=viewProjection*worldPos;
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#ifdef
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#ifdef ALPHATEXTURE
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#ifdef UV1
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vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
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#ifdef UV2
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{"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/shadowMapVertexDeclaration\";\nimport \"./ShadersInclude/shadowMapUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef
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{"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/shadowMapVertexDeclaration\";\nimport \"./ShadersInclude/shadowMapUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef ALPHATEXTURE\nvarying vec2 vUV;\runiform mat4 diffuseMatrix;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\r#ifdef NORMAL\nmat3 normWorldSM=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\rvNormalW=normalize(normWorldSM*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\r#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\r#endif\n#endif\n#include<shadowMapVertexNormalBias>\ngl_Position=viewProjection*worldPos;\r#include<shadowMapVertexMetric>\n#ifdef ALPHATEXTURE\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapVertexShader = { name, shader };\n"]}
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const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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-
{"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapPixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\nprecision highp float;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\runiform float time;\runiform float spriteCount;\runiform sampler2D spriteSheet;\runiform vec2 spriteMapSize;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform sampler2D frameMap;\runiform sampler2D tileMaps[LAYERS];\runiform sampler2D animationMap;\runiform vec3 colorMul;\rfloat mt;\rconst float fdStep=1./4.;\rconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\rmat4 getFrameData(float frameID){\rfloat fX=frameID/spriteCount;\rreturn mat4(\rtexture2D(frameMap,vec2(fX,0.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*1.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*2.),0.),\rvec4(0.)\r);\r}\rvoid main(){\rvec4 color=vec4(0.);\rvec2 tileUV=fract(tUV);\r#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\r#endif\nvec2 tileID=floor(tUV);\rvec2 sheetUnits=1./spriteMapSize;\rfloat spriteUnits=1./spriteCount;\rvec2 stageUnits=1./stageSize;\rfor(int i=0; i<LAYERS; i++) {\rfloat frameID;\r#define LAYER_ID_SWITCH\nvec4 animationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\rif(animationData.y>0.) {\rmt=mod(time*animationData.z,1.0);\rfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\rif(animationData.y>mt){\rframeID=animationData.x;\rbreak;\r}\ranimationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\r}\r}\rmat4 frameData=getFrameData(frameID+0.5);\rvec2 frameSize=(frameData[0].zw)/spriteMapSize;\rvec2 offset=frameData[0].xy*sheetUnits;\rvec2 ratio=frameData[2].xy/frameData[0].zw;\rif (frameData[2].z==1.){\rtileUV.xy=tileUV.yx;\r}\rvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\rif (i==0){\rcolor=nc;\r} else {\rfloat alpha=min(color.a+nc.a,1.0);\rvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\rcolor=vec4(mixed,alpha);\r}\r}\rcolor.xyz*=colorMul;\rgl_FragColor=color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spriteMapPixelShader = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapPixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\nprecision highp float;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\runiform float time;\runiform float spriteCount;\runiform sampler2D spriteSheet;\runiform vec2 spriteMapSize;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform sampler2D frameMap;\runiform sampler2D tileMaps[LAYERS];\runiform sampler2D animationMap;\runiform vec3 colorMul;\rfloat mt;\rconst float fdStep=1./4.;\rconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\rmat4 getFrameData(float frameID){\rfloat fX=frameID/spriteCount;\rreturn mat4(\rtexture2D(frameMap,vec2(fX,0.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*1.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*2.),0.),\rvec4(0.)\r);\r}\rvoid main(){\rvec4 color=vec4(0.);\rvec2 tileUV=fract(tUV);\r#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\r#endif\nvec2 tileID=floor(tUV);\rvec2 sheetUnits=1./spriteMapSize;\rfloat spriteUnits=1./spriteCount;\rvec2 stageUnits=1./stageSize;\rfor(int i=0; i<LAYERS; i++) {\rfloat frameID;\r#define LAYER_ID_SWITCH\nvec4 animationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\rif(animationData.y>0.) {\rmt=mod(time*animationData.z,1.0);\rfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\rif(animationData.y>mt){\rframeID=animationData.x;\rbreak;\r}\ranimationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\r}\r}\rmat4 frameData=getFrameData(frameID+0.5);\rvec2 frameSize=(frameData[0].zw)/spriteMapSize;\rvec2 offset=frameData[0].xy*sheetUnits;\rvec2 ratio=frameData[2].xy/frameData[0].zw;\rif (frameData[2].z==1.){\rtileUV.xy=tileUV.yx;\r}\rvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\rif (i==0){\rcolor=nc;\r} else {\rfloat alpha=min(color.a+nc.a,1.0);\rvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\rcolor=vec4(mixed,alpha);\r}\r}\rcolor.xyz*=colorMul;\rgl_FragColor=color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spriteMapPixelShader = { name, shader };\n"]}
|
package/XR/webXRCamera.js
CHANGED
|
@@ -237,6 +237,8 @@ export class WebXRCamera extends FreeCamera {
|
|
|
237
237
|
// Set cameras to render to the session's render target
|
|
238
238
|
currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);
|
|
239
239
|
}
|
|
240
|
+
// Replicate parent rig camera behavior
|
|
241
|
+
currentRig.layerMask = this.layerMask;
|
|
240
242
|
});
|
|
241
243
|
}
|
|
242
244
|
_updateNumberOfRigCameras(viewCount = 1) {
|
package/XR/webXRCamera.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Vector3, Matrix, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { WebXRTrackingState } from \"./webXRTypes\";\r\n\r\n/**\r\n * WebXR Camera which holds the views for the xrSession\r\n * @see https://doc.babylonjs.com/how_to/webxr_camera\r\n */\r\nexport class WebXRCamera extends FreeCamera {\r\n private static _ScaleReadOnly = Vector3.One();\r\n\r\n private _firstFrame = false;\r\n private _referenceQuaternion: Quaternion = Quaternion.Identity();\r\n private _referencedPosition: Vector3 = new Vector3();\r\n private _trackingState: WebXRTrackingState = WebXRTrackingState.NOT_TRACKING;\r\n\r\n /**\r\n * Observable raised before camera teleportation\r\n */\r\n public onBeforeCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Observable raised after camera teleportation\r\n */\r\n public onAfterCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Notifies when the camera's tracking state has changed.\r\n * Notice - will also be triggered when tracking has started (at the beginning of the session)\r\n */\r\n public onTrackingStateChanged = new Observable<WebXRTrackingState>();\r\n /**\r\n * Should position compensation execute on first frame.\r\n * This is used when copying the position from a native (non XR) camera\r\n */\r\n public compensateOnFirstFrame: boolean = true;\r\n\r\n /**\r\n * The last XRViewerPose from the current XRFrame\r\n * @internal\r\n */\r\n public _lastXRViewerPose?: XRViewerPose;\r\n\r\n /**\r\n * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager\r\n * @param name the name of the camera\r\n * @param scene the scene to add the camera to\r\n * @param _xrSessionManager a constructed xr session manager\r\n */\r\n constructor(name: string, scene: Scene, private _xrSessionManager: WebXRSessionManager) {\r\n super(name, Vector3.Zero(), scene);\r\n\r\n // Initial camera configuration\r\n this.minZ = 0.1;\r\n this.rotationQuaternion = new Quaternion();\r\n this.cameraRigMode = Camera.RIG_MODE_CUSTOM;\r\n this.updateUpVectorFromRotation = true;\r\n this._updateNumberOfRigCameras(1);\r\n // freeze projection matrix, which will be copied later\r\n this.freezeProjectionMatrix();\r\n\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this._referencedPosition.copyFromFloats(0, 0, 0);\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n // first frame - camera's y position should be 0 for the correct offset\r\n this._firstFrame = this.compensateOnFirstFrame;\r\n });\r\n\r\n // Check transformation changes on each frame. Callback is added to be first so that the transformation will be\r\n // applied to the rest of the elements using the referenceSpace object\r\n this._xrSessionManager.onXRFrameObservable.add(\r\n () => {\r\n if (this._firstFrame) {\r\n this._updateFromXRSession();\r\n }\r\n this._updateReferenceSpace();\r\n this._updateFromXRSession();\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n /**\r\n * Get the current XR tracking state of the camera\r\n */\r\n public get trackingState(): WebXRTrackingState {\r\n return this._trackingState;\r\n }\r\n\r\n private _setTrackingState(newState: WebXRTrackingState) {\r\n if (this._trackingState !== newState) {\r\n this._trackingState = newState;\r\n this.onTrackingStateChanged.notifyObservers(newState);\r\n }\r\n }\r\n\r\n /**\r\n * Return the user's height, unrelated to the current ground.\r\n * This will be the y position of this camera, when ground level is 0.\r\n */\r\n public get realWorldHeight(): number {\r\n const basePose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.baseReferenceSpace);\r\n if (basePose && basePose.transform) {\r\n return basePose.transform.position.y;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateForDualEyeDebugging(/*pupilDistance = 0.01*/) {\r\n // Create initial camera rigs\r\n this._updateNumberOfRigCameras(2);\r\n this.rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n // this.rigCameras[0].position.x = -pupilDistance / 2;\r\n this.rigCameras[0].outputRenderTarget = null;\r\n this.rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n // this.rigCameras[1].position.x = pupilDistance / 2;\r\n this.rigCameras[1].outputRenderTarget = null;\r\n }\r\n\r\n /**\r\n * Sets this camera's transformation based on a non-vr camera\r\n * @param otherCamera the non-vr camera to copy the transformation from\r\n * @param resetToBaseReferenceSpace should XR reset to the base reference space\r\n */\r\n public setTransformationFromNonVRCamera(otherCamera: Camera = this.getScene().activeCamera!, resetToBaseReferenceSpace: boolean = true) {\r\n if (!otherCamera || otherCamera === this) {\r\n return;\r\n }\r\n const mat = otherCamera.computeWorldMatrix();\r\n mat.decompose(undefined, this.rotationQuaternion, this.position);\r\n // set the ground level\r\n this.position.y = 0;\r\n Quaternion.FromEulerAnglesToRef(0, this.rotationQuaternion.toEulerAngles().y, 0, this.rotationQuaternion);\r\n this._firstFrame = true;\r\n if (resetToBaseReferenceSpace) {\r\n this._xrSessionManager.resetReferenceSpace();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"WebXRCamera\").\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"WebXRCamera\";\r\n }\r\n\r\n public dispose() {\r\n super.dispose();\r\n this._lastXRViewerPose = undefined;\r\n }\r\n\r\n private _rotate180 = new Quaternion(0, 1, 0, 0);\r\n\r\n private _updateFromXRSession() {\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n this._lastXRViewerPose = pose || undefined;\r\n if (!pose) {\r\n this._setTrackingState(WebXRTrackingState.NOT_TRACKING);\r\n return;\r\n }\r\n\r\n // Set the tracking state. if it didn't change it is a no-op\r\n const trackingState = pose.emulatedPosition ? WebXRTrackingState.TRACKING_LOST : WebXRTrackingState.TRACKING;\r\n this._setTrackingState(trackingState);\r\n\r\n // check min/max Z and update if not the same as in cache\r\n if (this.minZ !== this._cache.minZ || this.maxZ !== this._cache.maxZ) {\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.maxZ || 10000,\r\n depthNear: this.minZ,\r\n };\r\n\r\n this._xrSessionManager.updateRenderState(xrRenderState);\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = this.maxZ;\r\n }\r\n\r\n if (pose.transform) {\r\n const orientation = pose.transform.orientation;\r\n if (pose.transform.orientation.x === undefined) {\r\n // Babylon native polyfill can return an undefined orientation value\r\n // When not initialized\r\n return;\r\n }\r\n const pos = pose.transform.position;\r\n this._referencedPosition.set(pos.x, pos.y, pos.z);\r\n\r\n this._referenceQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n this._referencedPosition.z *= -1;\r\n this._referenceQuaternion.z *= -1;\r\n this._referenceQuaternion.w *= -1;\r\n }\r\n\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n // we have the XR reference, now use this to find the offset to get the camera to be\r\n // in the right position\r\n\r\n // set the height to correlate to the current height\r\n this.position.y += this._referencedPosition.y;\r\n // avoid using the head rotation on the first frame.\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n } else {\r\n // update position and rotation as reference\r\n this.rotationQuaternion.copyFrom(this._referenceQuaternion);\r\n this.position.copyFrom(this._referencedPosition);\r\n }\r\n }\r\n\r\n // Update camera rigs\r\n if (this.rigCameras.length !== pose.views.length) {\r\n this._updateNumberOfRigCameras(pose.views.length);\r\n }\r\n\r\n pose.views.forEach((view: XRView, i: number) => {\r\n const currentRig = <TargetCamera>this.rigCameras[i];\r\n // update right and left, where applicable\r\n if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {\r\n if (view.eye === \"right\") {\r\n currentRig._isRightCamera = true;\r\n } else if (view.eye === \"left\") {\r\n currentRig._isLeftCamera = true;\r\n }\r\n }\r\n // Update view/projection matrix\r\n const pos = view.transform.position;\r\n const orientation = view.transform.orientation;\r\n\r\n currentRig.parent = this.parent;\r\n\r\n currentRig.position.set(pos.x, pos.y, pos.z);\r\n currentRig.rotationQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig.position.z *= -1;\r\n currentRig.rotationQuaternion.z *= -1;\r\n currentRig.rotationQuaternion.w *= -1;\r\n } else {\r\n currentRig.rotationQuaternion.multiplyInPlace(this._rotate180);\r\n }\r\n Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, currentRig._projectionMatrix);\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n // first camera?\r\n if (i === 0) {\r\n this._projectionMatrix.copyFrom(currentRig._projectionMatrix);\r\n }\r\n\r\n const renderTargetTexture = this._xrSessionManager.getRenderTargetTextureForView(view);\r\n this._renderingMultiview = renderTargetTexture?._texture?.isMultiview || false;\r\n if (this._renderingMultiview) {\r\n // For multiview, the render target texture is the same per-view (just the slice index is different),\r\n // so we only need to set the output render target once for the rig parent.\r\n if (i == 0) {\r\n this._xrSessionManager.trySetViewportForView(this.viewport, view);\r\n this.outputRenderTarget = renderTargetTexture;\r\n }\r\n } else {\r\n // Update viewport\r\n this._xrSessionManager.trySetViewportForView(currentRig.viewport, view);\r\n\r\n // Set cameras to render to the session's render target\r\n currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);\r\n }\r\n });\r\n }\r\n\r\n private _updateNumberOfRigCameras(viewCount = 1) {\r\n while (this.rigCameras.length < viewCount) {\r\n const newCamera = new TargetCamera(\"XR-RigCamera: \" + this.rigCameras.length, Vector3.Zero(), this.getScene());\r\n newCamera.minZ = 0.1;\r\n newCamera.rotationQuaternion = new Quaternion();\r\n newCamera.updateUpVectorFromRotation = true;\r\n newCamera.isRigCamera = true;\r\n newCamera.rigParent = this;\r\n // do not compute projection matrix, provided by XR\r\n newCamera.freezeProjectionMatrix();\r\n this.rigCameras.push(newCamera);\r\n }\r\n while (this.rigCameras.length > viewCount) {\r\n const removedCamera = this.rigCameras.pop();\r\n if (removedCamera) {\r\n removedCamera.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _updateReferenceSpace() {\r\n // were position & rotation updated OUTSIDE of the xr update loop\r\n if (!this.position.equals(this._referencedPosition) || !this.rotationQuaternion.equals(this._referenceQuaternion)) {\r\n const referencedMat = TmpVectors.Matrix[0];\r\n const poseMat = TmpVectors.Matrix[1];\r\n const transformMat = TmpVectors.Matrix[2];\r\n\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this._referenceQuaternion, this._referencedPosition, referencedMat);\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this.rotationQuaternion, this.position, poseMat);\r\n referencedMat.invert().multiplyToRef(poseMat, transformMat);\r\n transformMat.invert();\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n transformMat.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n transformMat.decompose(undefined, this._referenceQuaternion, this._referencedPosition);\r\n const transform = new XRRigidTransform(\r\n {\r\n x: this._referencedPosition.x,\r\n y: this._referencedPosition.y,\r\n z: this._referencedPosition.z,\r\n },\r\n {\r\n x: this._referenceQuaternion.x,\r\n y: this._referenceQuaternion.y,\r\n z: this._referenceQuaternion.z,\r\n w: this._referenceQuaternion.w,\r\n }\r\n );\r\n this._xrSessionManager.referenceSpace = this._xrSessionManager.referenceSpace.getOffsetReferenceSpace(transform);\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ Vector3, Matrix, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { WebXRTrackingState } from \"./webXRTypes\";\r\n\r\n/**\r\n * WebXR Camera which holds the views for the xrSession\r\n * @see https://doc.babylonjs.com/how_to/webxr_camera\r\n */\r\nexport class WebXRCamera extends FreeCamera {\r\n private static _ScaleReadOnly = Vector3.One();\r\n\r\n private _firstFrame = false;\r\n private _referenceQuaternion: Quaternion = Quaternion.Identity();\r\n private _referencedPosition: Vector3 = new Vector3();\r\n private _trackingState: WebXRTrackingState = WebXRTrackingState.NOT_TRACKING;\r\n\r\n /**\r\n * Observable raised before camera teleportation\r\n */\r\n public onBeforeCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Observable raised after camera teleportation\r\n */\r\n public onAfterCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Notifies when the camera's tracking state has changed.\r\n * Notice - will also be triggered when tracking has started (at the beginning of the session)\r\n */\r\n public onTrackingStateChanged = new Observable<WebXRTrackingState>();\r\n /**\r\n * Should position compensation execute on first frame.\r\n * This is used when copying the position from a native (non XR) camera\r\n */\r\n public compensateOnFirstFrame: boolean = true;\r\n\r\n /**\r\n * The last XRViewerPose from the current XRFrame\r\n * @internal\r\n */\r\n public _lastXRViewerPose?: XRViewerPose;\r\n\r\n /**\r\n * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager\r\n * @param name the name of the camera\r\n * @param scene the scene to add the camera to\r\n * @param _xrSessionManager a constructed xr session manager\r\n */\r\n constructor(name: string, scene: Scene, private _xrSessionManager: WebXRSessionManager) {\r\n super(name, Vector3.Zero(), scene);\r\n\r\n // Initial camera configuration\r\n this.minZ = 0.1;\r\n this.rotationQuaternion = new Quaternion();\r\n this.cameraRigMode = Camera.RIG_MODE_CUSTOM;\r\n this.updateUpVectorFromRotation = true;\r\n this._updateNumberOfRigCameras(1);\r\n // freeze projection matrix, which will be copied later\r\n this.freezeProjectionMatrix();\r\n\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this._referencedPosition.copyFromFloats(0, 0, 0);\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n // first frame - camera's y position should be 0 for the correct offset\r\n this._firstFrame = this.compensateOnFirstFrame;\r\n });\r\n\r\n // Check transformation changes on each frame. Callback is added to be first so that the transformation will be\r\n // applied to the rest of the elements using the referenceSpace object\r\n this._xrSessionManager.onXRFrameObservable.add(\r\n () => {\r\n if (this._firstFrame) {\r\n this._updateFromXRSession();\r\n }\r\n this._updateReferenceSpace();\r\n this._updateFromXRSession();\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n /**\r\n * Get the current XR tracking state of the camera\r\n */\r\n public get trackingState(): WebXRTrackingState {\r\n return this._trackingState;\r\n }\r\n\r\n private _setTrackingState(newState: WebXRTrackingState) {\r\n if (this._trackingState !== newState) {\r\n this._trackingState = newState;\r\n this.onTrackingStateChanged.notifyObservers(newState);\r\n }\r\n }\r\n\r\n /**\r\n * Return the user's height, unrelated to the current ground.\r\n * This will be the y position of this camera, when ground level is 0.\r\n */\r\n public get realWorldHeight(): number {\r\n const basePose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.baseReferenceSpace);\r\n if (basePose && basePose.transform) {\r\n return basePose.transform.position.y;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateForDualEyeDebugging(/*pupilDistance = 0.01*/) {\r\n // Create initial camera rigs\r\n this._updateNumberOfRigCameras(2);\r\n this.rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n // this.rigCameras[0].position.x = -pupilDistance / 2;\r\n this.rigCameras[0].outputRenderTarget = null;\r\n this.rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n // this.rigCameras[1].position.x = pupilDistance / 2;\r\n this.rigCameras[1].outputRenderTarget = null;\r\n }\r\n\r\n /**\r\n * Sets this camera's transformation based on a non-vr camera\r\n * @param otherCamera the non-vr camera to copy the transformation from\r\n * @param resetToBaseReferenceSpace should XR reset to the base reference space\r\n */\r\n public setTransformationFromNonVRCamera(otherCamera: Camera = this.getScene().activeCamera!, resetToBaseReferenceSpace: boolean = true) {\r\n if (!otherCamera || otherCamera === this) {\r\n return;\r\n }\r\n const mat = otherCamera.computeWorldMatrix();\r\n mat.decompose(undefined, this.rotationQuaternion, this.position);\r\n // set the ground level\r\n this.position.y = 0;\r\n Quaternion.FromEulerAnglesToRef(0, this.rotationQuaternion.toEulerAngles().y, 0, this.rotationQuaternion);\r\n this._firstFrame = true;\r\n if (resetToBaseReferenceSpace) {\r\n this._xrSessionManager.resetReferenceSpace();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"WebXRCamera\").\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"WebXRCamera\";\r\n }\r\n\r\n public dispose() {\r\n super.dispose();\r\n this._lastXRViewerPose = undefined;\r\n }\r\n\r\n private _rotate180 = new Quaternion(0, 1, 0, 0);\r\n\r\n private _updateFromXRSession() {\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n this._lastXRViewerPose = pose || undefined;\r\n if (!pose) {\r\n this._setTrackingState(WebXRTrackingState.NOT_TRACKING);\r\n return;\r\n }\r\n\r\n // Set the tracking state. if it didn't change it is a no-op\r\n const trackingState = pose.emulatedPosition ? WebXRTrackingState.TRACKING_LOST : WebXRTrackingState.TRACKING;\r\n this._setTrackingState(trackingState);\r\n\r\n // check min/max Z and update if not the same as in cache\r\n if (this.minZ !== this._cache.minZ || this.maxZ !== this._cache.maxZ) {\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.maxZ || 10000,\r\n depthNear: this.minZ,\r\n };\r\n\r\n this._xrSessionManager.updateRenderState(xrRenderState);\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = this.maxZ;\r\n }\r\n\r\n if (pose.transform) {\r\n const orientation = pose.transform.orientation;\r\n if (pose.transform.orientation.x === undefined) {\r\n // Babylon native polyfill can return an undefined orientation value\r\n // When not initialized\r\n return;\r\n }\r\n const pos = pose.transform.position;\r\n this._referencedPosition.set(pos.x, pos.y, pos.z);\r\n\r\n this._referenceQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n this._referencedPosition.z *= -1;\r\n this._referenceQuaternion.z *= -1;\r\n this._referenceQuaternion.w *= -1;\r\n }\r\n\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n // we have the XR reference, now use this to find the offset to get the camera to be\r\n // in the right position\r\n\r\n // set the height to correlate to the current height\r\n this.position.y += this._referencedPosition.y;\r\n // avoid using the head rotation on the first frame.\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n } else {\r\n // update position and rotation as reference\r\n this.rotationQuaternion.copyFrom(this._referenceQuaternion);\r\n this.position.copyFrom(this._referencedPosition);\r\n }\r\n }\r\n\r\n // Update camera rigs\r\n if (this.rigCameras.length !== pose.views.length) {\r\n this._updateNumberOfRigCameras(pose.views.length);\r\n }\r\n\r\n pose.views.forEach((view: XRView, i: number) => {\r\n const currentRig = <TargetCamera>this.rigCameras[i];\r\n // update right and left, where applicable\r\n if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {\r\n if (view.eye === \"right\") {\r\n currentRig._isRightCamera = true;\r\n } else if (view.eye === \"left\") {\r\n currentRig._isLeftCamera = true;\r\n }\r\n }\r\n // Update view/projection matrix\r\n const pos = view.transform.position;\r\n const orientation = view.transform.orientation;\r\n\r\n currentRig.parent = this.parent;\r\n\r\n currentRig.position.set(pos.x, pos.y, pos.z);\r\n currentRig.rotationQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig.position.z *= -1;\r\n currentRig.rotationQuaternion.z *= -1;\r\n currentRig.rotationQuaternion.w *= -1;\r\n } else {\r\n currentRig.rotationQuaternion.multiplyInPlace(this._rotate180);\r\n }\r\n Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, currentRig._projectionMatrix);\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n // first camera?\r\n if (i === 0) {\r\n this._projectionMatrix.copyFrom(currentRig._projectionMatrix);\r\n }\r\n\r\n const renderTargetTexture = this._xrSessionManager.getRenderTargetTextureForView(view);\r\n this._renderingMultiview = renderTargetTexture?._texture?.isMultiview || false;\r\n if (this._renderingMultiview) {\r\n // For multiview, the render target texture is the same per-view (just the slice index is different),\r\n // so we only need to set the output render target once for the rig parent.\r\n if (i == 0) {\r\n this._xrSessionManager.trySetViewportForView(this.viewport, view);\r\n this.outputRenderTarget = renderTargetTexture;\r\n }\r\n } else {\r\n // Update viewport\r\n this._xrSessionManager.trySetViewportForView(currentRig.viewport, view);\r\n\r\n // Set cameras to render to the session's render target\r\n currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);\r\n }\r\n\r\n // Replicate parent rig camera behavior\r\n currentRig.layerMask = this.layerMask;\r\n });\r\n }\r\n\r\n private _updateNumberOfRigCameras(viewCount = 1) {\r\n while (this.rigCameras.length < viewCount) {\r\n const newCamera = new TargetCamera(\"XR-RigCamera: \" + this.rigCameras.length, Vector3.Zero(), this.getScene());\r\n newCamera.minZ = 0.1;\r\n newCamera.rotationQuaternion = new Quaternion();\r\n newCamera.updateUpVectorFromRotation = true;\r\n newCamera.isRigCamera = true;\r\n newCamera.rigParent = this;\r\n // do not compute projection matrix, provided by XR\r\n newCamera.freezeProjectionMatrix();\r\n this.rigCameras.push(newCamera);\r\n }\r\n while (this.rigCameras.length > viewCount) {\r\n const removedCamera = this.rigCameras.pop();\r\n if (removedCamera) {\r\n removedCamera.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _updateReferenceSpace() {\r\n // were position & rotation updated OUTSIDE of the xr update loop\r\n if (!this.position.equals(this._referencedPosition) || !this.rotationQuaternion.equals(this._referenceQuaternion)) {\r\n const referencedMat = TmpVectors.Matrix[0];\r\n const poseMat = TmpVectors.Matrix[1];\r\n const transformMat = TmpVectors.Matrix[2];\r\n\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this._referenceQuaternion, this._referencedPosition, referencedMat);\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this.rotationQuaternion, this.position, poseMat);\r\n referencedMat.invert().multiplyToRef(poseMat, transformMat);\r\n transformMat.invert();\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n transformMat.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n transformMat.decompose(undefined, this._referenceQuaternion, this._referencedPosition);\r\n const transform = new XRRigidTransform(\r\n {\r\n x: this._referencedPosition.x,\r\n y: this._referencedPosition.y,\r\n z: this._referencedPosition.z,\r\n },\r\n {\r\n x: this._referenceQuaternion.x,\r\n y: this._referenceQuaternion.y,\r\n z: this._referenceQuaternion.z,\r\n w: this._referenceQuaternion.w,\r\n }\r\n );\r\n this._xrSessionManager.referenceSpace = this._xrSessionManager.referenceSpace.getOffsetReferenceSpace(transform);\r\n }\r\n }\r\n}\r\n"]}
|
package/assetContainer.js
CHANGED
|
@@ -517,7 +517,7 @@ export class AssetContainer extends AbstractScene {
|
|
|
517
517
|
}
|
|
518
518
|
}
|
|
519
519
|
_moveAssets(sourceAssets, targetAssets, keepAssets) {
|
|
520
|
-
if (!sourceAssets) {
|
|
520
|
+
if (!sourceAssets || !targetAssets) {
|
|
521
521
|
return;
|
|
522
522
|
}
|
|
523
523
|
for (const asset of sourceAssets) {
|
|
@@ -547,7 +547,7 @@ export class AssetContainer extends AbstractScene {
|
|
|
547
547
|
}
|
|
548
548
|
for (const key in this) {
|
|
549
549
|
if (Object.prototype.hasOwnProperty.call(this, key)) {
|
|
550
|
-
this[key] = this[key] || (key === "
|
|
550
|
+
this[key] = this[key] || (key === "_environmentTexture" ? null : []);
|
|
551
551
|
this._moveAssets(this.scene[key], this[key], keepAssets[key]);
|
|
552
552
|
}
|
|
553
553
|
}
|
package/assetContainer.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ AbstractScene } from \"./abstractScene\";\r\nimport type { Scene } from \"./scene\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { Animatable } from \"./Animations/animatable\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport { Logger } from \"./Misc/logger\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { Node } from \"./node\";\r\nimport type { Observer } from \"./Misc/observable\";\r\nimport type { ThinEngine } from \"./Engines/thinEngine\";\r\nimport type { InstancedMesh } from \"./Meshes/instancedMesh\";\r\n\r\n/**\r\n * Set of assets to keep when moving a scene into an asset container.\r\n */\r\nexport class KeepAssets extends AbstractScene {}\r\n\r\n/**\r\n * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function\r\n */\r\nexport class InstantiatedEntries {\r\n /**\r\n * List of new root nodes (eg. nodes with no parent)\r\n */\r\n public rootNodes: TransformNode[] = [];\r\n\r\n /**\r\n * List of new skeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * List of new animation groups\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n}\r\n\r\n/**\r\n * Container with a set of assets that can be added or removed from a scene.\r\n */\r\nexport class AssetContainer extends AbstractScene {\r\n private _wasAddedToScene = false;\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * The scene the AssetContainer belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Instantiates an AssetContainer.\r\n * @param scene The scene the AssetContainer belongs to.\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n this[\"sounds\"] = [];\r\n this[\"effectLayers\"] = [];\r\n this[\"layers\"] = [];\r\n this[\"lensFlareSystems\"] = [];\r\n this[\"proceduralTextures\"] = [];\r\n this[\"reflectionProbes\"] = [];\r\n\r\n scene.onDisposeObservable.add(() => {\r\n if (!this._wasAddedToScene) {\r\n this.dispose();\r\n }\r\n });\r\n\r\n this._onContextRestoredObserver = scene.getEngine().onContextRestoredObservable.add(() => {\r\n for (const geometry of this.geometries) {\r\n geometry._rebuild();\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n mesh._rebuild();\r\n }\r\n\r\n for (const system of this.particleSystems) {\r\n system.rebuild();\r\n }\r\n\r\n for (const texture of this.textures) {\r\n texture._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Instantiate or clone all meshes and add the new ones to the scene.\r\n * Skeletons and animation groups will all be cloned\r\n * @param nameFunction defines an optional function used to get new names for clones\r\n * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\r\n * @param options defines an optional list of options to control how to instantiate / clone models\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.predicate defines a predicate used to filter whih mesh to instantiate/clone\r\n * @returns a list of rootNodes, skeletons and animation groups that were duplicated\r\n */\r\n public instantiateModelsToScene(\r\n nameFunction?: (sourceName: string) => string,\r\n cloneMaterials = false,\r\n options?: { doNotInstantiate?: boolean | ((node: TransformNode) => boolean); predicate?: (entity: any) => boolean }\r\n ): InstantiatedEntries {\r\n const conversionMap: { [key: number]: number } = {};\r\n const storeMap: { [key: number]: any } = {};\r\n const result = new InstantiatedEntries();\r\n const alreadySwappedSkeletons: Skeleton[] = [];\r\n const alreadySwappedMaterials: Material[] = [];\r\n\r\n const localOptions = {\r\n doNotInstantiate: true,\r\n ...options,\r\n };\r\n\r\n if (!localOptions.doNotInstantiate) {\r\n // Always clone skinned meshes.\r\n localOptions.doNotInstantiate = (node) => !!(node as AbstractMesh).skeleton;\r\n }\r\n\r\n const onClone = (source: TransformNode, clone: TransformNode) => {\r\n conversionMap[source.uniqueId] = clone.uniqueId;\r\n storeMap[clone.uniqueId] = clone;\r\n\r\n if (nameFunction) {\r\n clone.name = nameFunction(source.name);\r\n }\r\n\r\n if (clone instanceof Mesh) {\r\n const clonedMesh = clone as Mesh;\r\n\r\n if (clonedMesh.morphTargetManager) {\r\n const oldMorphTargetManager = (source as Mesh).morphTargetManager!;\r\n clonedMesh.morphTargetManager = oldMorphTargetManager.clone();\r\n\r\n for (let index = 0; index < oldMorphTargetManager.numTargets; index++) {\r\n const oldTarget = oldMorphTargetManager.getTarget(index);\r\n const newTarget = clonedMesh.morphTargetManager.getTarget(index);\r\n\r\n conversionMap[oldTarget.uniqueId] = newTarget.uniqueId;\r\n storeMap[newTarget.uniqueId] = newTarget;\r\n }\r\n }\r\n }\r\n };\r\n\r\n this.transformNodes.forEach((o) => {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n return;\r\n }\r\n\r\n if (!o.parent) {\r\n const newOne = o.instantiateHierarchy(null, localOptions, (source, clone) => {\r\n onClone(source, clone);\r\n });\r\n\r\n if (newOne) {\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n // check if there are instanced meshes in the array, to set their new source mesh\r\n const instancesExist = this.meshes.some((m) => m.getClassName() === \"InstancedMesh\");\r\n const instanceSourceMap: TransformNode[] = [];\r\n\r\n const onNewCreated = (source: TransformNode, clone: TransformNode) => {\r\n onClone(source, clone);\r\n\r\n if ((clone as any).material) {\r\n const mesh = clone as AbstractMesh;\r\n\r\n if (mesh.material) {\r\n if (cloneMaterials) {\r\n const sourceMaterial = (source as AbstractMesh).material!;\r\n\r\n if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {\r\n let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : \"Clone of \" + sourceMaterial.name)!;\r\n alreadySwappedMaterials.push(sourceMaterial);\r\n conversionMap[sourceMaterial.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n\r\n if (sourceMaterial.getClassName() === \"MultiMaterial\") {\r\n const multi = sourceMaterial as MultiMaterial;\r\n\r\n for (const material of multi.subMaterials) {\r\n if (!material) {\r\n continue;\r\n }\r\n swap = material.clone(nameFunction ? nameFunction(material.name) : \"Clone of \" + material.name)!;\r\n alreadySwappedMaterials.push(material);\r\n conversionMap[material.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n }\r\n\r\n multi.subMaterials = multi.subMaterials.map((m) => m && storeMap[conversionMap[m.uniqueId]]);\r\n }\r\n }\r\n\r\n if (mesh.getClassName() !== \"InstancedMesh\") {\r\n mesh.material = storeMap[conversionMap[sourceMaterial.uniqueId]];\r\n }\r\n } else {\r\n if (mesh.material.getClassName() === \"MultiMaterial\") {\r\n if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {\r\n this.scene.addMultiMaterial(mesh.material as MultiMaterial);\r\n }\r\n } else {\r\n if (this.scene.materials.indexOf(mesh.material) === -1) {\r\n this.scene.addMaterial(mesh.material);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n };\r\n\r\n this.meshes.forEach((o, idx) => {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n return;\r\n }\r\n\r\n if (!o.parent) {\r\n const isInstance = o.getClassName() === \"InstancedMesh\";\r\n let sourceMap: Mesh | undefined = undefined;\r\n if (isInstance) {\r\n const oInstance = o as InstancedMesh;\r\n // find the right index for the source mesh\r\n const sourceMesh = oInstance.sourceMesh;\r\n const sourceMeshIndex = this.meshes.indexOf(sourceMesh);\r\n if (sourceMeshIndex !== -1 && instanceSourceMap[sourceMeshIndex]) {\r\n sourceMap = instanceSourceMap[sourceMeshIndex] as Mesh;\r\n }\r\n }\r\n const newOne = isInstance\r\n ? (o as InstancedMesh).instantiateHierarchy(\r\n null,\r\n {\r\n ...localOptions,\r\n newSourcedMesh: sourceMap,\r\n },\r\n onNewCreated\r\n )\r\n : o.instantiateHierarchy(null, localOptions, onNewCreated);\r\n\r\n if (newOne) {\r\n if (instancesExist && newOne.getClassName() !== \"InstancedMesh\") {\r\n instanceSourceMap[idx] = newOne;\r\n }\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n this.skeletons.forEach((s) => {\r\n if (localOptions.predicate && !localOptions.predicate(s)) {\r\n return;\r\n }\r\n\r\n const clone = s.clone(nameFunction ? nameFunction(s.name) : \"Clone of \" + s.name);\r\n\r\n for (const m of this.meshes) {\r\n if (m.skeleton === s && !m.isAnInstance) {\r\n const copy = storeMap[conversionMap[m.uniqueId]] as Mesh;\r\n if (copy.isAnInstance) {\r\n continue;\r\n }\r\n copy.skeleton = clone;\r\n\r\n if (alreadySwappedSkeletons.indexOf(clone) !== -1) {\r\n continue;\r\n }\r\n\r\n alreadySwappedSkeletons.push(clone);\r\n\r\n // Check if bones are mesh linked\r\n for (const bone of clone.bones) {\r\n if (bone._linkedTransformNode) {\r\n bone._linkedTransformNode = storeMap[conversionMap[bone._linkedTransformNode.uniqueId]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n result.skeletons.push(clone);\r\n });\r\n\r\n this.animationGroups.forEach((o) => {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n return;\r\n }\r\n\r\n const clone = o.clone(nameFunction ? nameFunction(o.name) : \"Clone of \" + o.name, (oldTarget) => {\r\n const newTarget = storeMap[conversionMap[oldTarget.uniqueId]];\r\n\r\n return newTarget || oldTarget;\r\n });\r\n\r\n result.animationGroups.push(clone);\r\n });\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds all the assets from the container to the scene.\r\n */\r\n public addAllToScene() {\r\n if (this._wasAddedToScene) {\r\n return;\r\n }\r\n\r\n this._wasAddedToScene = true;\r\n\r\n this.addToScene(null);\r\n\r\n if (this.environmentTexture) {\r\n this.scene.environmentTexture = this.environmentTexture;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.addFromContainer(this);\r\n }\r\n\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n\r\n /**\r\n * Adds assets from the container to the scene.\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public addToScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n this.cameras.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addReflectionProbe(o);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the assets in the container from the scene\r\n */\r\n public removeAllFromScene() {\r\n this._wasAddedToScene = false;\r\n\r\n this.removeFromScene(null);\r\n\r\n if (this.environmentTexture === this.scene.environmentTexture) {\r\n this.scene.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Removes assets in the container from the scene\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public removeFromScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n this.cameras.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeReflectionProbe(o);\r\n });\r\n }\r\n\r\n /**\r\n * Disposes all the assets in the container\r\n */\r\n public dispose() {\r\n this.cameras.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.cameras.length = 0;\r\n\r\n this.lights.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.lights.length = 0;\r\n\r\n this.meshes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.meshes.length = 0;\r\n\r\n this.skeletons.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.skeletons.length = 0;\r\n\r\n this.animationGroups.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.animationGroups.length = 0;\r\n\r\n this.multiMaterials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.multiMaterials.length = 0;\r\n\r\n this.materials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.materials.length = 0;\r\n\r\n this.geometries.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.geometries.length = 0;\r\n\r\n this.transformNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.transformNodes.length = 0;\r\n\r\n this.actionManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.actionManagers.length = 0;\r\n\r\n this.textures.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.textures.length = 0;\r\n\r\n this.reflectionProbes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.reflectionProbes.length = 0;\r\n\r\n if (this.environmentTexture) {\r\n this.environmentTexture.dispose();\r\n this.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this, true);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n private _moveAssets<T>(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {\r\n if (!sourceAssets) {\r\n return;\r\n }\r\n\r\n for (const asset of sourceAssets) {\r\n let move = true;\r\n if (keepAssets) {\r\n for (const keepAsset of keepAssets) {\r\n if (asset === keepAsset) {\r\n move = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (move) {\r\n targetAssets.push(asset);\r\n (asset as any)._parentContainer = this;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets contained in the scene and adds them to the container.\r\n * @param keepAssets Set of assets to keep in the scene. (default: empty)\r\n */\r\n public moveAllFromScene(keepAssets?: KeepAssets): void {\r\n this._wasAddedToScene = false;\r\n\r\n if (keepAssets === undefined) {\r\n keepAssets = new KeepAssets();\r\n }\r\n\r\n for (const key in this) {\r\n if (Object.prototype.hasOwnProperty.call(this, key)) {\r\n (<any>this)[key] = (<any>this)[key] || (key === \"environmentTexture\" ? null : []);\r\n this._moveAssets((<any>this.scene)[key], (<any>this)[key], (<any>keepAssets)[key]);\r\n }\r\n }\r\n\r\n this.environmentTexture = this.scene.environmentTexture;\r\n\r\n this.removeAllFromScene();\r\n }\r\n\r\n /**\r\n * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\r\n * @returns the root mesh\r\n */\r\n public createRootMesh() {\r\n const rootMesh = new Mesh(\"assetContainerRootMesh\", this.scene);\r\n this.meshes.forEach((m) => {\r\n if (!m.parent) {\r\n rootMesh.addChild(m);\r\n }\r\n });\r\n this.meshes.unshift(rootMesh);\r\n return rootMesh;\r\n }\r\n\r\n /**\r\n * Merge animations (direct and animation groups) from this asset container into a scene\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param animatables set of animatables to retarget to a node from the scene\r\n * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\r\n * @returns an array of the new AnimationGroup added to the scene (empty array if none)\r\n */\r\n public mergeAnimationsTo(\r\n scene: Nullable<Scene> = EngineStore.LastCreatedScene,\r\n animatables: Animatable[],\r\n targetConverter: Nullable<(target: any) => Nullable<Node>> = null\r\n ): AnimationGroup[] {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to merge animations to\");\r\n return [];\r\n }\r\n\r\n const _targetConverter = targetConverter\r\n ? targetConverter\r\n : (target: any) => {\r\n let node = null;\r\n\r\n const targetProperty = target.animations.length ? target.animations[0].targetProperty : \"\";\r\n /*\r\n BabylonJS adds special naming to targets that are children of nodes.\r\n This name attempts to remove that special naming to get the parent nodes name in case the target\r\n can't be found in the node tree\r\n\r\n Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with \"Torso\" which is the name\r\n of the primitive's parent.\r\n */\r\n const name = target.name.split(\".\").join(\"\").split(\"_primitive\")[0];\r\n\r\n switch (targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);\r\n break;\r\n case \"influence\":\r\n node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);\r\n break;\r\n default:\r\n node = scene.getNodeByName(target.name) || scene.getNodeByName(name);\r\n }\r\n\r\n return node;\r\n };\r\n\r\n // Copy new node animations\r\n const nodesInAC = this.getNodes();\r\n nodesInAC.forEach((nodeInAC) => {\r\n const nodeInScene = _targetConverter(nodeInAC);\r\n if (nodeInScene !== null) {\r\n // Remove old animations with same target property as a new one\r\n for (const animationInAC of nodeInAC.animations) {\r\n // Doing treatment on an array for safety measure\r\n const animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {\r\n return animationInScene.targetProperty === animationInAC.targetProperty;\r\n });\r\n for (const animationWithSameProperty of animationsWithSameProperty) {\r\n const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);\r\n if (index > -1) {\r\n nodeInScene.animations.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n // Append new animations\r\n nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);\r\n }\r\n });\r\n\r\n const newAnimationGroups = new Array<AnimationGroup>();\r\n\r\n // Copy new animation groups\r\n this.animationGroups.slice().forEach((animationGroupInAC) => {\r\n // Clone the animation group and all its animatables\r\n newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));\r\n\r\n // Remove animatables related to the asset container\r\n animationGroupInAC.animatables.forEach((animatable) => {\r\n animatable.stop();\r\n });\r\n });\r\n\r\n // Retarget animatables\r\n animatables.forEach((animatable) => {\r\n const target = _targetConverter(animatable.target);\r\n\r\n if (target) {\r\n // Clone the animatable and retarget it\r\n scene.beginAnimation(\r\n target,\r\n animatable.fromFrame,\r\n animatable.toFrame,\r\n animatable.loopAnimation,\r\n animatable.speedRatio,\r\n animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined,\r\n undefined,\r\n true,\r\n undefined,\r\n animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined\r\n );\r\n\r\n // Stop animation for the target in the asset container\r\n scene.stopAnimation(animatable.target);\r\n }\r\n });\r\n\r\n return newAnimationGroups;\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ AbstractScene } from \"./abstractScene\";\r\nimport type { Scene } from \"./scene\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { Animatable } from \"./Animations/animatable\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport { Logger } from \"./Misc/logger\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { Node } from \"./node\";\r\nimport type { Observer } from \"./Misc/observable\";\r\nimport type { ThinEngine } from \"./Engines/thinEngine\";\r\nimport type { InstancedMesh } from \"./Meshes/instancedMesh\";\r\n\r\n/**\r\n * Set of assets to keep when moving a scene into an asset container.\r\n */\r\nexport class KeepAssets extends AbstractScene {}\r\n\r\n/**\r\n * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function\r\n */\r\nexport class InstantiatedEntries {\r\n /**\r\n * List of new root nodes (eg. nodes with no parent)\r\n */\r\n public rootNodes: TransformNode[] = [];\r\n\r\n /**\r\n * List of new skeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * List of new animation groups\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n}\r\n\r\n/**\r\n * Container with a set of assets that can be added or removed from a scene.\r\n */\r\nexport class AssetContainer extends AbstractScene {\r\n private _wasAddedToScene = false;\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * The scene the AssetContainer belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Instantiates an AssetContainer.\r\n * @param scene The scene the AssetContainer belongs to.\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n this[\"sounds\"] = [];\r\n this[\"effectLayers\"] = [];\r\n this[\"layers\"] = [];\r\n this[\"lensFlareSystems\"] = [];\r\n this[\"proceduralTextures\"] = [];\r\n this[\"reflectionProbes\"] = [];\r\n\r\n scene.onDisposeObservable.add(() => {\r\n if (!this._wasAddedToScene) {\r\n this.dispose();\r\n }\r\n });\r\n\r\n this._onContextRestoredObserver = scene.getEngine().onContextRestoredObservable.add(() => {\r\n for (const geometry of this.geometries) {\r\n geometry._rebuild();\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n mesh._rebuild();\r\n }\r\n\r\n for (const system of this.particleSystems) {\r\n system.rebuild();\r\n }\r\n\r\n for (const texture of this.textures) {\r\n texture._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Instantiate or clone all meshes and add the new ones to the scene.\r\n * Skeletons and animation groups will all be cloned\r\n * @param nameFunction defines an optional function used to get new names for clones\r\n * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\r\n * @param options defines an optional list of options to control how to instantiate / clone models\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.predicate defines a predicate used to filter whih mesh to instantiate/clone\r\n * @returns a list of rootNodes, skeletons and animation groups that were duplicated\r\n */\r\n public instantiateModelsToScene(\r\n nameFunction?: (sourceName: string) => string,\r\n cloneMaterials = false,\r\n options?: { doNotInstantiate?: boolean | ((node: TransformNode) => boolean); predicate?: (entity: any) => boolean }\r\n ): InstantiatedEntries {\r\n const conversionMap: { [key: number]: number } = {};\r\n const storeMap: { [key: number]: any } = {};\r\n const result = new InstantiatedEntries();\r\n const alreadySwappedSkeletons: Skeleton[] = [];\r\n const alreadySwappedMaterials: Material[] = [];\r\n\r\n const localOptions = {\r\n doNotInstantiate: true,\r\n ...options,\r\n };\r\n\r\n if (!localOptions.doNotInstantiate) {\r\n // Always clone skinned meshes.\r\n localOptions.doNotInstantiate = (node) => !!(node as AbstractMesh).skeleton;\r\n }\r\n\r\n const onClone = (source: TransformNode, clone: TransformNode) => {\r\n conversionMap[source.uniqueId] = clone.uniqueId;\r\n storeMap[clone.uniqueId] = clone;\r\n\r\n if (nameFunction) {\r\n clone.name = nameFunction(source.name);\r\n }\r\n\r\n if (clone instanceof Mesh) {\r\n const clonedMesh = clone as Mesh;\r\n\r\n if (clonedMesh.morphTargetManager) {\r\n const oldMorphTargetManager = (source as Mesh).morphTargetManager!;\r\n clonedMesh.morphTargetManager = oldMorphTargetManager.clone();\r\n\r\n for (let index = 0; index < oldMorphTargetManager.numTargets; index++) {\r\n const oldTarget = oldMorphTargetManager.getTarget(index);\r\n const newTarget = clonedMesh.morphTargetManager.getTarget(index);\r\n\r\n conversionMap[oldTarget.uniqueId] = newTarget.uniqueId;\r\n storeMap[newTarget.uniqueId] = newTarget;\r\n }\r\n }\r\n }\r\n };\r\n\r\n this.transformNodes.forEach((o) => {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n return;\r\n }\r\n\r\n if (!o.parent) {\r\n const newOne = o.instantiateHierarchy(null, localOptions, (source, clone) => {\r\n onClone(source, clone);\r\n });\r\n\r\n if (newOne) {\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n // check if there are instanced meshes in the array, to set their new source mesh\r\n const instancesExist = this.meshes.some((m) => m.getClassName() === \"InstancedMesh\");\r\n const instanceSourceMap: TransformNode[] = [];\r\n\r\n const onNewCreated = (source: TransformNode, clone: TransformNode) => {\r\n onClone(source, clone);\r\n\r\n if ((clone as any).material) {\r\n const mesh = clone as AbstractMesh;\r\n\r\n if (mesh.material) {\r\n if (cloneMaterials) {\r\n const sourceMaterial = (source as AbstractMesh).material!;\r\n\r\n if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {\r\n let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : \"Clone of \" + sourceMaterial.name)!;\r\n alreadySwappedMaterials.push(sourceMaterial);\r\n conversionMap[sourceMaterial.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n\r\n if (sourceMaterial.getClassName() === \"MultiMaterial\") {\r\n const multi = sourceMaterial as MultiMaterial;\r\n\r\n for (const material of multi.subMaterials) {\r\n if (!material) {\r\n continue;\r\n }\r\n swap = material.clone(nameFunction ? nameFunction(material.name) : \"Clone of \" + material.name)!;\r\n alreadySwappedMaterials.push(material);\r\n conversionMap[material.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n }\r\n\r\n multi.subMaterials = multi.subMaterials.map((m) => m && storeMap[conversionMap[m.uniqueId]]);\r\n }\r\n }\r\n\r\n if (mesh.getClassName() !== \"InstancedMesh\") {\r\n mesh.material = storeMap[conversionMap[sourceMaterial.uniqueId]];\r\n }\r\n } else {\r\n if (mesh.material.getClassName() === \"MultiMaterial\") {\r\n if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {\r\n this.scene.addMultiMaterial(mesh.material as MultiMaterial);\r\n }\r\n } else {\r\n if (this.scene.materials.indexOf(mesh.material) === -1) {\r\n this.scene.addMaterial(mesh.material);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n };\r\n\r\n this.meshes.forEach((o, idx) => {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n return;\r\n }\r\n\r\n if (!o.parent) {\r\n const isInstance = o.getClassName() === \"InstancedMesh\";\r\n let sourceMap: Mesh | undefined = undefined;\r\n if (isInstance) {\r\n const oInstance = o as InstancedMesh;\r\n // find the right index for the source mesh\r\n const sourceMesh = oInstance.sourceMesh;\r\n const sourceMeshIndex = this.meshes.indexOf(sourceMesh);\r\n if (sourceMeshIndex !== -1 && instanceSourceMap[sourceMeshIndex]) {\r\n sourceMap = instanceSourceMap[sourceMeshIndex] as Mesh;\r\n }\r\n }\r\n const newOne = isInstance\r\n ? (o as InstancedMesh).instantiateHierarchy(\r\n null,\r\n {\r\n ...localOptions,\r\n newSourcedMesh: sourceMap,\r\n },\r\n onNewCreated\r\n )\r\n : o.instantiateHierarchy(null, localOptions, onNewCreated);\r\n\r\n if (newOne) {\r\n if (instancesExist && newOne.getClassName() !== \"InstancedMesh\") {\r\n instanceSourceMap[idx] = newOne;\r\n }\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n this.skeletons.forEach((s) => {\r\n if (localOptions.predicate && !localOptions.predicate(s)) {\r\n return;\r\n }\r\n\r\n const clone = s.clone(nameFunction ? nameFunction(s.name) : \"Clone of \" + s.name);\r\n\r\n for (const m of this.meshes) {\r\n if (m.skeleton === s && !m.isAnInstance) {\r\n const copy = storeMap[conversionMap[m.uniqueId]] as Mesh;\r\n if (copy.isAnInstance) {\r\n continue;\r\n }\r\n copy.skeleton = clone;\r\n\r\n if (alreadySwappedSkeletons.indexOf(clone) !== -1) {\r\n continue;\r\n }\r\n\r\n alreadySwappedSkeletons.push(clone);\r\n\r\n // Check if bones are mesh linked\r\n for (const bone of clone.bones) {\r\n if (bone._linkedTransformNode) {\r\n bone._linkedTransformNode = storeMap[conversionMap[bone._linkedTransformNode.uniqueId]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n result.skeletons.push(clone);\r\n });\r\n\r\n this.animationGroups.forEach((o) => {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n return;\r\n }\r\n\r\n const clone = o.clone(nameFunction ? nameFunction(o.name) : \"Clone of \" + o.name, (oldTarget) => {\r\n const newTarget = storeMap[conversionMap[oldTarget.uniqueId]];\r\n\r\n return newTarget || oldTarget;\r\n });\r\n\r\n result.animationGroups.push(clone);\r\n });\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds all the assets from the container to the scene.\r\n */\r\n public addAllToScene() {\r\n if (this._wasAddedToScene) {\r\n return;\r\n }\r\n\r\n this._wasAddedToScene = true;\r\n\r\n this.addToScene(null);\r\n\r\n if (this.environmentTexture) {\r\n this.scene.environmentTexture = this.environmentTexture;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.addFromContainer(this);\r\n }\r\n\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n\r\n /**\r\n * Adds assets from the container to the scene.\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public addToScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n this.cameras.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addReflectionProbe(o);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the assets in the container from the scene\r\n */\r\n public removeAllFromScene() {\r\n this._wasAddedToScene = false;\r\n\r\n this.removeFromScene(null);\r\n\r\n if (this.environmentTexture === this.scene.environmentTexture) {\r\n this.scene.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Removes assets in the container from the scene\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public removeFromScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n this.cameras.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeReflectionProbe(o);\r\n });\r\n }\r\n\r\n /**\r\n * Disposes all the assets in the container\r\n */\r\n public dispose() {\r\n this.cameras.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.cameras.length = 0;\r\n\r\n this.lights.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.lights.length = 0;\r\n\r\n this.meshes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.meshes.length = 0;\r\n\r\n this.skeletons.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.skeletons.length = 0;\r\n\r\n this.animationGroups.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.animationGroups.length = 0;\r\n\r\n this.multiMaterials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.multiMaterials.length = 0;\r\n\r\n this.materials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.materials.length = 0;\r\n\r\n this.geometries.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.geometries.length = 0;\r\n\r\n this.transformNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.transformNodes.length = 0;\r\n\r\n this.actionManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.actionManagers.length = 0;\r\n\r\n this.textures.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.textures.length = 0;\r\n\r\n this.reflectionProbes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.reflectionProbes.length = 0;\r\n\r\n if (this.environmentTexture) {\r\n this.environmentTexture.dispose();\r\n this.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this, true);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n private _moveAssets<T>(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {\r\n if (!sourceAssets || !targetAssets) {\r\n return;\r\n }\r\n\r\n for (const asset of sourceAssets) {\r\n let move = true;\r\n if (keepAssets) {\r\n for (const keepAsset of keepAssets) {\r\n if (asset === keepAsset) {\r\n move = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (move) {\r\n targetAssets.push(asset);\r\n (asset as any)._parentContainer = this;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets contained in the scene and adds them to the container.\r\n * @param keepAssets Set of assets to keep in the scene. (default: empty)\r\n */\r\n public moveAllFromScene(keepAssets?: KeepAssets): void {\r\n this._wasAddedToScene = false;\r\n\r\n if (keepAssets === undefined) {\r\n keepAssets = new KeepAssets();\r\n }\r\n\r\n for (const key in this) {\r\n if (Object.prototype.hasOwnProperty.call(this, key)) {\r\n (<any>this)[key] = (<any>this)[key] || (key === \"_environmentTexture\" ? null : []);\r\n this._moveAssets((<any>this.scene)[key], (<any>this)[key], (<any>keepAssets)[key]);\r\n }\r\n }\r\n\r\n this.environmentTexture = this.scene.environmentTexture;\r\n\r\n this.removeAllFromScene();\r\n }\r\n\r\n /**\r\n * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\r\n * @returns the root mesh\r\n */\r\n public createRootMesh() {\r\n const rootMesh = new Mesh(\"assetContainerRootMesh\", this.scene);\r\n this.meshes.forEach((m) => {\r\n if (!m.parent) {\r\n rootMesh.addChild(m);\r\n }\r\n });\r\n this.meshes.unshift(rootMesh);\r\n return rootMesh;\r\n }\r\n\r\n /**\r\n * Merge animations (direct and animation groups) from this asset container into a scene\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param animatables set of animatables to retarget to a node from the scene\r\n * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\r\n * @returns an array of the new AnimationGroup added to the scene (empty array if none)\r\n */\r\n public mergeAnimationsTo(\r\n scene: Nullable<Scene> = EngineStore.LastCreatedScene,\r\n animatables: Animatable[],\r\n targetConverter: Nullable<(target: any) => Nullable<Node>> = null\r\n ): AnimationGroup[] {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to merge animations to\");\r\n return [];\r\n }\r\n\r\n const _targetConverter = targetConverter\r\n ? targetConverter\r\n : (target: any) => {\r\n let node = null;\r\n\r\n const targetProperty = target.animations.length ? target.animations[0].targetProperty : \"\";\r\n /*\r\n BabylonJS adds special naming to targets that are children of nodes.\r\n This name attempts to remove that special naming to get the parent nodes name in case the target\r\n can't be found in the node tree\r\n\r\n Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with \"Torso\" which is the name\r\n of the primitive's parent.\r\n */\r\n const name = target.name.split(\".\").join(\"\").split(\"_primitive\")[0];\r\n\r\n switch (targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);\r\n break;\r\n case \"influence\":\r\n node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);\r\n break;\r\n default:\r\n node = scene.getNodeByName(target.name) || scene.getNodeByName(name);\r\n }\r\n\r\n return node;\r\n };\r\n\r\n // Copy new node animations\r\n const nodesInAC = this.getNodes();\r\n nodesInAC.forEach((nodeInAC) => {\r\n const nodeInScene = _targetConverter(nodeInAC);\r\n if (nodeInScene !== null) {\r\n // Remove old animations with same target property as a new one\r\n for (const animationInAC of nodeInAC.animations) {\r\n // Doing treatment on an array for safety measure\r\n const animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {\r\n return animationInScene.targetProperty === animationInAC.targetProperty;\r\n });\r\n for (const animationWithSameProperty of animationsWithSameProperty) {\r\n const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);\r\n if (index > -1) {\r\n nodeInScene.animations.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n // Append new animations\r\n nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);\r\n }\r\n });\r\n\r\n const newAnimationGroups = new Array<AnimationGroup>();\r\n\r\n // Copy new animation groups\r\n this.animationGroups.slice().forEach((animationGroupInAC) => {\r\n // Clone the animation group and all its animatables\r\n newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));\r\n\r\n // Remove animatables related to the asset container\r\n animationGroupInAC.animatables.forEach((animatable) => {\r\n animatable.stop();\r\n });\r\n });\r\n\r\n // Retarget animatables\r\n animatables.forEach((animatable) => {\r\n const target = _targetConverter(animatable.target);\r\n\r\n if (target) {\r\n // Clone the animatable and retarget it\r\n scene.beginAnimation(\r\n target,\r\n animatable.fromFrame,\r\n animatable.toFrame,\r\n animatable.loopAnimation,\r\n animatable.speedRatio,\r\n animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined,\r\n undefined,\r\n true,\r\n undefined,\r\n animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined\r\n );\r\n\r\n // Stop animation for the target in the asset container\r\n scene.stopAnimation(animatable.target);\r\n }\r\n });\r\n\r\n return newAnimationGroups;\r\n }\r\n}\r\n"]}
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