@babylonjs/core 5.36.0 → 5.37.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/arcRotateCamera.d.ts +2 -2
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +2 -3
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +4 -4
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +2 -2
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +2 -3
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +3 -4
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +35 -19
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +2 -3
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +2 -2
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +7 -6
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js +10 -8
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js +6 -5
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js +10 -8
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js +10 -8
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +4 -4
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.d.ts +3 -1
- package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.js +2 -0
- package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +5 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +13 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +5 -0
- package/Materials/Textures/videoTexture.js +27 -23
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/materialHelper.js +3 -0
- package/Materials/materialHelper.js.map +1 -1
- package/Misc/virtualJoystick.d.ts +1 -0
- package/Misc/virtualJoystick.js +6 -0
- package/Misc/virtualJoystick.js.map +1 -1
- package/Physics/physicsEngineComponent.js +1 -1
- package/Physics/physicsEngineComponent.js.map +1 -1
- package/package.json +1 -1
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../nodeMaterial\";\r\nimport { NodeMaterial } from \"../nodeMaterial\";\r\nimport type { Effect } from \"../../effect\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Texture } from \"../../Textures/texture\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport \"../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see \"boxmap\" in https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class TriPlanarBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n protected _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _textureInfoName: string;\r\n private _imageSource: Nullable<ImageSourceBlock>;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n if (this._imageSource) {\r\n return this._imageSource.samplerName;\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return !!this._imageSource;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TriPlanarBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.Vector3, false);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.Vector3, false);\r\n this.registerInput(\"sharpness\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"TriPlanarBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the sharpness input component\r\n */\r\n public get sharpness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n protected _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const z = state._getFreeVariableName(\"z\");\r\n const w = state._getFreeVariableName(\"z\");\r\n\r\n state.compilationString += `\r\n vec4 ${x} = texture2D(${samplerName}, ${this.position.associatedVariableName}.yz);\r\n vec4 ${y} = texture2D(${samplerName}, ${this.position.associatedVariableName}.zx);\r\n vec4 ${z} = texture2D(${samplerName}, ${this.position.associatedVariableName}.xy);\r\n \r\n // blend weights\r\n vec3 ${w} = pow(abs(${this.normal.associatedVariableName}.xyz), vec3(${sharpness}));\r\n\r\n // blend and return\r\n vec4 ${this._tempTextureRead} = (${x}*${w}.x + ${y}*${w}.y + ${z}*${w}.z) / (${w}.x + ${w}.y + ${w}.z); \r\n `;\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string) {\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitUniformFromString(this._textureInfoName, \"float\");\r\n\r\n this._generateTextureLookup(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\r\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TriPlanarBlock\", TriPlanarBlock);\r\n"]}
|
|
1
|
+
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../nodeMaterial\";\r\nimport { NodeMaterial } from \"../nodeMaterial\";\r\nimport type { Effect } from \"../../effect\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Texture } from \"../../Textures/texture\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport \"../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see \"boxmap\" in https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class TriPlanarBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n protected _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _textureInfoName: string;\r\n private _imageSource: Nullable<ImageSourceBlock>;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n if (this._imageSource) {\r\n return this._imageSource.samplerName;\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return !!this._imageSource;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TriPlanarBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"sharpness\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"TriPlanarBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the sharpness input component\r\n */\r\n public get sharpness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n protected _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const z = state._getFreeVariableName(\"z\");\r\n const w = state._getFreeVariableName(\"z\");\r\n\r\n state.compilationString += `\r\n vec4 ${x} = texture2D(${samplerName}, ${this.position.associatedVariableName}.yz);\r\n vec4 ${y} = texture2D(${samplerName}, ${this.position.associatedVariableName}.zx);\r\n vec4 ${z} = texture2D(${samplerName}, ${this.position.associatedVariableName}.xy);\r\n \r\n // blend weights\r\n vec3 ${w} = pow(abs(${this.normal.associatedVariableName}.xyz), vec3(${sharpness}));\r\n\r\n // blend and return\r\n vec4 ${this._tempTextureRead} = (${x}*${w}.x + ${y}*${w}.y + ${z}*${w}.z) / (${w}.x + ${w}.y + ${w}.z); \r\n `;\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string) {\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitUniformFromString(this._textureInfoName, \"float\");\r\n\r\n this._generateTextureLookup(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\r\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TriPlanarBlock\", TriPlanarBlock);\r\n"]}
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@@ -23,5 +23,7 @@ export declare enum NodeMaterialBlockConnectionPointTypes {
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23
23
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/** Detect type based on connection */
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24
24
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AutoDetect = 1024,
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/** Output type that will be defined by input type */
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26
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-
BasedOnInput = 2048
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26
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+
BasedOnInput = 2048,
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+
/** Bitmask of all types */
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28
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+
All = 4095
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27
29
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}
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@@ -25,5 +25,7 @@ export var NodeMaterialBlockConnectionPointTypes;
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NodeMaterialBlockConnectionPointTypes[NodeMaterialBlockConnectionPointTypes["AutoDetect"] = 1024] = "AutoDetect";
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26
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/** Output type that will be defined by input type */
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27
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NodeMaterialBlockConnectionPointTypes[NodeMaterialBlockConnectionPointTypes["BasedOnInput"] = 2048] = "BasedOnInput";
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+
/** Bitmask of all types */
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29
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+
NodeMaterialBlockConnectionPointTypes[NodeMaterialBlockConnectionPointTypes["All"] = 4095] = "All";
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})(NodeMaterialBlockConnectionPointTypes || (NodeMaterialBlockConnectionPointTypes = {}));
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//# sourceMappingURL=nodeMaterialBlockConnectionPointTypes.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"nodeMaterialBlockConnectionPointTypes.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,MAAM,CAAN,IAAY,
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1
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+
{"version":3,"file":"nodeMaterialBlockConnectionPointTypes.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,MAAM,CAAN,IAAY,qCAyBX;AAzBD,WAAY,qCAAqC;IAC7C,YAAY;IACZ,mGAAc,CAAA;IACd,UAAU;IACV,+FAAY,CAAA;IACZ,cAAc;IACd,uGAAgB,CAAA;IAChB,cAAc;IACd,uGAAgB,CAAA;IAChB,cAAc;IACd,wGAAgB,CAAA;IAChB,aAAa;IACb,sGAAe,CAAA;IACf,aAAa;IACb,sGAAe,CAAA;IACf,aAAa;IACb,uGAAe,CAAA;IACf,oBAAoB;IACpB,uGAAe,CAAA;IACf,sCAAsC;IACtC,gHAAmB,CAAA;IACnB,qDAAqD;IACrD,oHAAqB,CAAA;IACrB,2BAA2B;IAC3B,kGAAY,CAAA;AAChB,CAAC,EAzBW,qCAAqC,KAArC,qCAAqC,QAyBhD","sourcesContent":["/**\r\n * Defines the kind of connection point for node based material\r\n */\r\nexport enum NodeMaterialBlockConnectionPointTypes {\r\n /** Float */\r\n Float = 0x0001,\r\n /** Int */\r\n Int = 0x0002,\r\n /** Vector2 */\r\n Vector2 = 0x0004,\r\n /** Vector3 */\r\n Vector3 = 0x0008,\r\n /** Vector4 */\r\n Vector4 = 0x0010,\r\n /** Color3 */\r\n Color3 = 0x0020,\r\n /** Color4 */\r\n Color4 = 0x0040,\r\n /** Matrix */\r\n Matrix = 0x0080,\r\n /** Custom object */\r\n Object = 0x0100,\r\n /** Detect type based on connection */\r\n AutoDetect = 0x0400,\r\n /** Output type that will be defined by input type */\r\n BasedOnInput = 0x0800,\r\n /** Bitmask of all types */\r\n All = 0x0fff,\r\n}\r\n"]}
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@@ -186,6 +186,11 @@ export declare class NodeMaterialConnectionPoint {
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186
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* @returns the current connection point
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187
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*/
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188
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disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
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189
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+
/**
|
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190
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+
* Fill the list of excluded connection point types with all types other than those passed in the parameter
|
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191
|
+
* @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list
|
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192
|
+
*/
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|
193
|
+
addExcludedConnectionPointFromAllowedTypes(mask: number): void;
|
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194
|
/**
|
|
190
195
|
* Serializes this point in a JSON representation
|
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191
196
|
* @param isInput defines if the connection point is an input (default is true)
|
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@@ -403,6 +403,19 @@ export class NodeMaterialConnectionPoint {
|
|
|
403
403
|
endpoint._enforceAssociatedVariableName = false;
|
|
404
404
|
return this;
|
|
405
405
|
}
|
|
406
|
+
/**
|
|
407
|
+
* Fill the list of excluded connection point types with all types other than those passed in the parameter
|
|
408
|
+
* @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list
|
|
409
|
+
*/
|
|
410
|
+
addExcludedConnectionPointFromAllowedTypes(mask) {
|
|
411
|
+
let bitmask = 1;
|
|
412
|
+
while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {
|
|
413
|
+
if (!(mask & bitmask)) {
|
|
414
|
+
this.excludedConnectionPointTypes.push(bitmask);
|
|
415
|
+
}
|
|
416
|
+
bitmask = bitmask << 1;
|
|
417
|
+
}
|
|
418
|
+
}
|
|
406
419
|
/**
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|
407
420
|
* Serializes this point in a JSON representation
|
|
408
421
|
* @param isInput defines if the connection point is an input (default is true)
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|
@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _ownerBlock: NodeMaterialBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes = new Array<NodeMaterialBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes = new Array<NodeMaterialBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n }\r\n}\r\n"]}
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _ownerBlock: NodeMaterialBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes = new Array<NodeMaterialBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes = new Array<NodeMaterialBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n }\r\n}\r\n"]}
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