@babylonjs/core 5.53.1 → 5.55.0
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/Debug/debugLayer.d.ts +27 -0
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/engine.d.ts +1 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +7 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Layers/effectLayer.js +1 -2
- package/Layers/effectLayer.js.map +1 -1
- package/Meshes/mesh.d.ts +7 -0
- package/Meshes/mesh.js +24 -7
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/meshUVSpaceRenderer.d.ts +8 -5
- package/Meshes/meshUVSpaceRenderer.js +8 -13
- package/Meshes/meshUVSpaceRenderer.js.map +1 -1
- package/Meshes/trailMesh.d.ts +5 -2
- package/Meshes/trailMesh.js +9 -8
- package/Meshes/trailMesh.js.map +1 -1
- package/Misc/sceneRecorder.js +3 -0
- package/Misc/sceneRecorder.js.map +1 -1
- package/Morph/morphTargetManager.js +5 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/gpuParticleSystem.js +2 -2
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Rendering/depthPeelingRenderer.js +2 -1
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Shaders/fluidRenderingRender.fragment.js +4 -4
- package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
- package/assetContainer.js +1 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport \"../Shaders/oitFinal.fragment\";\r\nimport \"../Shaders/oitBackBlend.fragment\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [new MultiRenderTarget(\"depthPeelingDepth0\", size, 3, this._scene), new MultiRenderTarget(\"depthPeelingDepth1\", size, 3, this._scene)];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n new MultiRenderTarget(\"depthPeelingColor1\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBack\", size, 1, this._scene, { generateDepthBuffer: false });\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutput\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!._shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (\r\n !this._blendBackEffectWrapper.effect.isReady() ||\r\n !this._blendBackEffectWrapperPingPong.effect.isReady() ||\r\n !this._finalEffectWrapper.effect.isReady() ||\r\n !this._updateTextures()\r\n ) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n\r\n if (\r\n material &&\r\n (material.fillMode === Material.TriangleFanDrawMode || material.fillMode === Material.TriangleFillMode || material.fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
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1
|
+
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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport \"../Shaders/oitFinal.fragment\";\r\nimport \"../Shaders/oitBackBlend.fragment\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [new MultiRenderTarget(\"depthPeelingDepth0\", size, 3, this._scene), new MultiRenderTarget(\"depthPeelingDepth1\", size, 3, this._scene)];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n new MultiRenderTarget(\"depthPeelingColor1\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBack\", size, 1, this._scene, { generateDepthBuffer: false });\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutput\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!._shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (\r\n !this._blendBackEffectWrapper.effect.isReady() ||\r\n !this._blendBackEffectWrapperPingPong.effect.isReady() ||\r\n !this._finalEffectWrapper.effect.isReady() ||\r\n !this._updateTextures()\r\n ) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
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@@ -25,10 +25,10 @@ return;
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vec2 depthVel=textureLod(depthSampler,texCoord,0.).rg;
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float thickness=texture2D(thicknessSampler,texCoord).x;
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float bgDepth=texture2D(bgDepthSampler,texCoord).x;
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-
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+
vec4 backColor=texture2D(textureSampler,texCoord);
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if (depth>=cameraFar || depth<=0. || thickness<=minimumThickness) {
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if (depth>=cameraFar || depth<=0. || bgDepth<=depthNonLinear) {
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-
glFragColor=
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+
glFragColor=backColor;
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normal=-normal;
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#ifndef WEBGPU
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if(isnan(normal.x) || isnan(normal.y) || isnan(normal.z) || isinf(normal.x) || isinf(normal.y) || isinf(normal.z)) {
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@@ -38,12 +38,12 @@ vec3 rayDir=normalize(viewPos);
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vec3 diffuseColor=textureLod(diffuseSampler,texCoord,0.0).rgb;
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vec3 lightDir=normalize(vec3(viewMatrix*vec4(-dirLight,0.)));
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float diffuse =max(0.0,dot(lightDir,normal))*1.0;
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-
vec3 refractionDir=refract(rayDir,normal,ETA);
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+
vec3 refractionDir=refract(rayDir,normal,ETA);
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vec3 reflectionDir=reflect(rayDir,normal);
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vec3 finalColor=refractionColor+specular;
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#ifdef FLUIDRENDERING_VELOCITY
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float velocity=depthVel.g;
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-
glFragColor=vec4(finalColor,
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+
glFragColor=vec4(finalColor,transmitted.a);
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"fluidRenderingRender.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/fluidRenderingRender.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Id,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingRenderPixelShader\";\nconst shader = `/* disable_uniformity_analysis */\r#define IOR 1.333\n#define ETA 1.0/IOR\n#define F0 0.02\nuniform sampler2D textureSampler;\runiform sampler2D depthSampler;\r#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nuniform sampler2D diffuseSampler;\r#else\nuniform vec3 diffuseColor;\r#endif\n#ifdef FLUIDRENDERING_FIXED_THICKNESS\nuniform float thickness;\runiform sampler2D bgDepthSampler;\r#else\nuniform float minimumThickness;\runiform sampler2D thicknessSampler;\r#endif\n#ifdef FLUIDRENDERING_ENVIRONMENT\nuniform samplerCube reflectionSampler;\r#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nuniform sampler2D debugSampler;\r#endif\nuniform mat4 viewMatrix;\runiform mat4 projectionMatrix;\runiform mat4 invProjectionMatrix;\runiform vec2 texelSize;\runiform vec3 dirLight;\runiform float cameraFar;\runiform float density;\runiform float refractionStrength;\runiform float fresnelClamp;\runiform float specularPower;\rvarying vec2 vUV;\rvec3 computeViewPosFromUVDepth(vec2 texCoord,float depth) {\rvec4 ndc;\rndc.xy=texCoord*2.0-1.0;\r#ifdef FLUIDRENDERING_RHS\nndc.z=-projectionMatrix[2].z+projectionMatrix[3].z/depth;\r#else\nndc.z=projectionMatrix[2].z+projectionMatrix[3].z/depth;\r#endif\nndc.w=1.0;\rvec4 eyePos=invProjectionMatrix*ndc;\reyePos.xyz/=eyePos.w;\rreturn eyePos.xyz;\r}\rvec3 getViewPosFromTexCoord(vec2 texCoord) {\rfloat depth=textureLod(depthSampler,texCoord,0.).x;\rreturn computeViewPosFromUVDepth(texCoord,depth);\r}\rvoid main(void) {\rvec2 texCoord=vUV;\r#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nvec4 color=texture2D(debugSampler,texCoord);\r#ifdef FLUIDRENDERING_DEBUG_DEPTH\nglFragColor=vec4(color.rgb/vec3(2.0),1.);\rif (color.r>0.999 && color.g>0.999) {\rglFragColor=texture2D(textureSampler,texCoord);\r}\r#else\nglFragColor=vec4(color.rgb,1.);\rif (color.r<0.001 && color.g<0.001 && color.b<0.001) {\rglFragColor=texture2D(textureSampler,texCoord);\r}\r#endif\nreturn;\r#endif\nvec2 depthVel=textureLod(depthSampler,texCoord,0.).rg;\rfloat depth=depthVel.r;\r#ifndef FLUIDRENDERING_FIXED_THICKNESS\nfloat thickness=texture2D(thicknessSampler,texCoord).x;\r#else\nfloat bgDepth=texture2D(bgDepthSampler,texCoord).x;\rfloat depthNonLinear=projectionMatrix[2].z+projectionMatrix[3].z/depth;\rdepthNonLinear=depthNonLinear*0.5+0.5;\r#endif\
|
|
1
|
+
{"version":3,"file":"fluidRenderingRender.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/fluidRenderingRender.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Id,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingRenderPixelShader\";\nconst shader = `/* disable_uniformity_analysis */\r#define IOR 1.333\n#define ETA 1.0/IOR\n#define F0 0.02\nuniform sampler2D textureSampler;\runiform sampler2D depthSampler;\r#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nuniform sampler2D diffuseSampler;\r#else\nuniform vec3 diffuseColor;\r#endif\n#ifdef FLUIDRENDERING_FIXED_THICKNESS\nuniform float thickness;\runiform sampler2D bgDepthSampler;\r#else\nuniform float minimumThickness;\runiform sampler2D thicknessSampler;\r#endif\n#ifdef FLUIDRENDERING_ENVIRONMENT\nuniform samplerCube reflectionSampler;\r#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nuniform sampler2D debugSampler;\r#endif\nuniform mat4 viewMatrix;\runiform mat4 projectionMatrix;\runiform mat4 invProjectionMatrix;\runiform vec2 texelSize;\runiform vec3 dirLight;\runiform float cameraFar;\runiform float density;\runiform float refractionStrength;\runiform float fresnelClamp;\runiform float specularPower;\rvarying vec2 vUV;\rvec3 computeViewPosFromUVDepth(vec2 texCoord,float depth) {\rvec4 ndc;\rndc.xy=texCoord*2.0-1.0;\r#ifdef FLUIDRENDERING_RHS\nndc.z=-projectionMatrix[2].z+projectionMatrix[3].z/depth;\r#else\nndc.z=projectionMatrix[2].z+projectionMatrix[3].z/depth;\r#endif\nndc.w=1.0;\rvec4 eyePos=invProjectionMatrix*ndc;\reyePos.xyz/=eyePos.w;\rreturn eyePos.xyz;\r}\rvec3 getViewPosFromTexCoord(vec2 texCoord) {\rfloat depth=textureLod(depthSampler,texCoord,0.).x;\rreturn computeViewPosFromUVDepth(texCoord,depth);\r}\rvoid main(void) {\rvec2 texCoord=vUV;\r#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nvec4 color=texture2D(debugSampler,texCoord);\r#ifdef FLUIDRENDERING_DEBUG_DEPTH\nglFragColor=vec4(color.rgb/vec3(2.0),1.);\rif (color.r>0.999 && color.g>0.999) {\rglFragColor=texture2D(textureSampler,texCoord);\r}\r#else\nglFragColor=vec4(color.rgb,1.);\rif (color.r<0.001 && color.g<0.001 && color.b<0.001) {\rglFragColor=texture2D(textureSampler,texCoord);\r}\r#endif\nreturn;\r#endif\nvec2 depthVel=textureLod(depthSampler,texCoord,0.).rg;\rfloat depth=depthVel.r;\r#ifndef FLUIDRENDERING_FIXED_THICKNESS\nfloat thickness=texture2D(thicknessSampler,texCoord).x;\r#else\nfloat bgDepth=texture2D(bgDepthSampler,texCoord).x;\rfloat depthNonLinear=projectionMatrix[2].z+projectionMatrix[3].z/depth;\rdepthNonLinear=depthNonLinear*0.5+0.5;\r#endif\nvec4 backColor=texture2D(textureSampler,texCoord);\r#ifndef FLUIDRENDERING_FIXED_THICKNESS\nif (depth>=cameraFar || depth<=0. || thickness<=minimumThickness) {\r#else\nif (depth>=cameraFar || depth<=0. || bgDepth<=depthNonLinear) {\r#endif\nglFragColor=backColor;\rreturn;\r}\rvec3 viewPos=computeViewPosFromUVDepth(texCoord,depth);\rvec3 ddx=getViewPosFromTexCoord(texCoord+vec2(texelSize.x,0.))-viewPos;\rvec3 ddy=getViewPosFromTexCoord(texCoord+vec2(0.,texelSize.y))-viewPos;\rvec3 ddx2=viewPos-getViewPosFromTexCoord(texCoord+vec2(-texelSize.x,0.));\rif (abs(ddx.z)>abs(ddx2.z)) {\rddx=ddx2;\r}\rvec3 ddy2=viewPos-getViewPosFromTexCoord(texCoord+vec2(0.,-texelSize.y));\rif (abs(ddy.z)>abs(ddy2.z)) {\rddy=ddy2;\r}\rvec3 normal=normalize(cross(ddy,ddx));\r#ifdef FLUIDRENDERING_RHS\nnormal=-normal;\r#endif\n#ifndef WEBGPU\nif(isnan(normal.x) || isnan(normal.y) || isnan(normal.z) || isinf(normal.x) || isinf(normal.y) || isinf(normal.z)) {\rnormal=vec3(0.,0.,-1.);\r}\r#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_SHOWNORMAL)\nglFragColor=vec4(normal*0.5+0.5,1.0);\rreturn;\r#endif\nvec3 rayDir=normalize(viewPos); \r#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nvec3 diffuseColor=textureLod(diffuseSampler,texCoord,0.0).rgb;\r#endif\nvec3 lightDir=normalize(vec3(viewMatrix*vec4(-dirLight,0.)));\rvec3 H =normalize(lightDir-rayDir);\rfloat specular=pow(max(0.0,dot(H,normal)),specularPower);\r#ifdef FLUIDRENDERING_DEBUG_DIFFUSERENDERING\nfloat diffuse =max(0.0,dot(lightDir,normal))*1.0;\rglFragColor=vec4(vec3(0.1) /*ambient*/+vec3(0.42,0.50,1.00)*diffuse+vec3(0,0,0.2)+specular,1.);\rreturn;\r#endif\nvec3 refractionDir=refract(rayDir,normal,ETA);\rvec4 transmitted=textureLod(textureSampler,vec2(texCoord+refractionDir.xy*thickness*refractionStrength),0.0);\rvec3 transmittance=exp(-density*thickness*(1.0-diffuseColor)); \rvec3 refractionColor=transmitted.rgb*transmittance;\r#ifdef FLUIDRENDERING_ENVIRONMENT\nvec3 reflectionDir=reflect(rayDir,normal);\rvec3 reflectionColor=(textureCube(reflectionSampler,reflectionDir).rgb);\rfloat fresnel=clamp(F0+(1.0-F0)*pow(1.0-dot(normal,-rayDir),5.0),0.,fresnelClamp);\rvec3 finalColor=mix(refractionColor,reflectionColor,fresnel)+specular;\r#else\nvec3 finalColor=refractionColor+specular;\r#endif\n#ifdef FLUIDRENDERING_VELOCITY\nfloat velocity=depthVel.g;\rfinalColor=mix(finalColor,vec3(1.0),smoothstep(0.3,1.0,velocity/6.0));\r#endif\nglFragColor=vec4(finalColor,transmitted.a);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingRenderPixelShader = { name, shader };\n"]}
|
package/assetContainer.js
CHANGED
|
@@ -387,7 +387,7 @@ export class AssetContainer extends AbstractScene {
|
|
|
387
387
|
for (const m of this.meshes) {
|
|
388
388
|
if (m.skeleton === s && !m.isAnInstance) {
|
|
389
389
|
const copy = storeMap[conversionMap[m.uniqueId]];
|
|
390
|
-
if (copy.isAnInstance) {
|
|
390
|
+
if (!copy || copy.isAnInstance) {
|
|
391
391
|
continue;
|
|
392
392
|
}
|
|
393
393
|
copy.skeleton = clone;
|
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 { 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 { InstancedMesh } from \"./Meshes/instancedMesh\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { Tools } from \"./Misc/tools\";\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 * Disposes the instantiated entries from the scene\r\n */\r\n public dispose() {\r\n this.rootNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.rootNodes.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}\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 * Given a list of nodes, return a topological sorting of them.\r\n * @param nodes\r\n */\r\n private _topologicalSort(nodes: TransformNode[]): TransformNode[] {\r\n const nodesUidMap = new Map<number, TransformNode>();\r\n\r\n for (const node of nodes) {\r\n nodesUidMap.set(node.uniqueId, node);\r\n }\r\n\r\n const dependencyGraph = {\r\n dependsOn: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes it depends on\r\n dependedBy: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes that depend on it\r\n };\r\n\r\n // Build the dependency graph given the list of nodes\r\n\r\n // First pass: Initialize the empty dependency graph\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n dependencyGraph.dependsOn.set(nodeId, new Set<number>());\r\n dependencyGraph.dependedBy.set(nodeId, new Set<number>());\r\n }\r\n\r\n // Second pass: Populate the dependency graph. We assume that we\r\n // don't need to check for cycles here, as the scene graph cannot\r\n // contain cycles. Our graph also already contains all transitive\r\n // dependencies because getDescendants returns the transitive\r\n // dependencies by default.\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n const dependsOn = dependencyGraph.dependsOn.get(nodeId)!;\r\n if (node instanceof InstancedMesh) {\r\n const masterMesh = node.sourceMesh;\r\n if (nodesUidMap.has(masterMesh.uniqueId)) {\r\n dependsOn.add(masterMesh.uniqueId);\r\n dependencyGraph.dependedBy.get(masterMesh.uniqueId)!.add(nodeId);\r\n }\r\n }\r\n const dependedBy = dependencyGraph.dependedBy.get(nodeId)!;\r\n\r\n for (const child of node.getDescendants()) {\r\n const childId = child.uniqueId;\r\n if (nodesUidMap.has(childId)) {\r\n dependedBy.add(childId);\r\n\r\n const childDependsOn = dependencyGraph.dependsOn.get(childId)!;\r\n childDependsOn.add(nodeId);\r\n }\r\n }\r\n }\r\n\r\n // Third pass: Topological sort\r\n const sortedNodes: TransformNode[] = [];\r\n\r\n // First: Find all nodes that have no dependencies\r\n const leaves: TransformNode[] = [];\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n if (dependencyGraph.dependsOn.get(nodeId)!.size === 0) {\r\n leaves.push(node);\r\n nodesUidMap.delete(nodeId);\r\n }\r\n }\r\n\r\n const visitList = leaves;\r\n while (visitList.length > 0) {\r\n const nodeToVisit = visitList.shift()!;\r\n\r\n sortedNodes.push(nodeToVisit);\r\n\r\n // Remove the node from the dependency graph\r\n // When a node is visited, we know that dependsOn is empty.\r\n // So we only need to remove the node from dependedBy.\r\n const dependedByVisitedNode = dependencyGraph.dependedBy.get(nodeToVisit.uniqueId)!;\r\n // Array.from(x.values()) is to make the TS compiler happy\r\n for (const dependedByVisitedNodeId of Array.from(dependedByVisitedNode.values())) {\r\n const dependsOnDependedByVisitedNode = dependencyGraph.dependsOn.get(dependedByVisitedNodeId)!;\r\n dependsOnDependedByVisitedNode.delete(nodeToVisit.uniqueId);\r\n\r\n if (dependsOnDependedByVisitedNode.size === 0 && nodesUidMap.get(dependedByVisitedNodeId)) {\r\n visitList.push(nodesUidMap.get(dependedByVisitedNodeId)!);\r\n nodesUidMap.delete(dependedByVisitedNodeId);\r\n }\r\n }\r\n }\r\n\r\n if (nodesUidMap.size > 0) {\r\n console.error(\"SceneSerializer._topologicalSort: There were unvisited nodes:\");\r\n nodesUidMap.forEach((node) => console.error(node.name));\r\n }\r\n\r\n return sortedNodes;\r\n }\r\n\r\n private _addNodeAndDescendantsToList(list: Node[], addedIds: Set<number>, rootNode?: Node, predicate?: (entity: any) => boolean) {\r\n if (!rootNode || (predicate && !predicate(rootNode)) || addedIds.has(rootNode.uniqueId)) {\r\n return;\r\n }\r\n\r\n list.push(rootNode);\r\n addedIds.add(rootNode.uniqueId);\r\n\r\n for (const child of rootNode.getDescendants(true)) {\r\n this._addNodeAndDescendantsToList(list, addedIds, child, predicate);\r\n }\r\n }\r\n\r\n /**\r\n * Check if a specific node is contained in this asset container.\r\n * @param node\r\n */\r\n private _isNodeInContainer(node: Node) {\r\n if (node instanceof Mesh && this.meshes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof TransformNode && this.transformNodes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Light && this.lights.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Camera && this.cameras.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * For every node in the scene, check if its parent node is also in the scene.\r\n */\r\n private _isValidHierarchy() {\r\n for (const node of this.meshes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.transformNodes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.lights) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.cameras) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n return true;\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 if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.InstantiateModelsToScene: The Asset Container hierarchy is not valid.\");\r\n }\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 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 const nodesToSort: TransformNode[] = [];\r\n const idsOnSortList = new Set<number>();\r\n\r\n for (const transformNode of this.transformNodes) {\r\n if (transformNode.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, transformNode, localOptions.predicate);\r\n }\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n if (mesh.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, mesh, localOptions.predicate);\r\n }\r\n }\r\n\r\n // Topologically sort nodes by parenting/instancing relationships so that all resources are in place\r\n // when a given node is instantiated.\r\n const sortedNodes = this._topologicalSort(nodesToSort);\r\n\r\n const onNewCreated = (source: TransformNode, clone: TransformNode) => {\r\n onClone(source, clone);\r\n\r\n if (source.parent) {\r\n const replicatedParentId = conversionMap[source.parent.uniqueId];\r\n const replicatedParent = storeMap[replicatedParentId];\r\n\r\n if (replicatedParent) {\r\n clone.parent = replicatedParent;\r\n } else {\r\n clone.parent = source.parent;\r\n }\r\n }\r\n\r\n clone.position.copyFrom(source.position);\r\n clone.rotation.copyFrom(source.rotation);\r\n clone.scaling.copyFrom(source.scaling);\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 if (clone.parent === null) {\r\n result.rootNodes.push(clone);\r\n }\r\n };\r\n\r\n sortedNodes.forEach((node) => {\r\n if (node.getClassName() === \"InstancedMesh\") {\r\n const instancedNode = node as InstancedMesh;\r\n const sourceMesh = instancedNode.sourceMesh;\r\n const replicatedSourceId = conversionMap[sourceMesh.uniqueId];\r\n const replicatedSource = typeof replicatedSourceId === \"number\" ? storeMap[replicatedSourceId] : sourceMesh;\r\n const replicatedInstancedNode = replicatedSource.createInstance(instancedNode.name);\r\n onNewCreated(instancedNode, replicatedInstancedNode);\r\n } else {\r\n // Mesh or TransformNode\r\n let canInstance = true;\r\n if (node.getClassName() === \"TransformNode\" || (node as Mesh).skeleton || (node as Mesh).getTotalVertices() === 0) {\r\n // Transform nodes, skinned meshes, and meshes with no vertices can never be instanced!\r\n canInstance = false;\r\n } else if (localOptions.doNotInstantiate) {\r\n if (typeof localOptions.doNotInstantiate === \"function\") {\r\n canInstance = !localOptions.doNotInstantiate(node);\r\n } else {\r\n canInstance = !localOptions.doNotInstantiate;\r\n }\r\n }\r\n const replicatedNode = canInstance ? (node as Mesh).createInstance(`instance of ${node.name}`) : node.clone(`Clone of ${node.name}`, null, true);\r\n if (!replicatedNode) {\r\n throw new Error(`Could not clone or instantiate node on Asset Container ${node.name}`);\r\n }\r\n onNewCreated(node, replicatedNode);\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 if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.addAllToScene: The Asset Container hierarchy is not valid.\");\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 if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.removeAllFromScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\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 this.morphTargetManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.morphTargetManagers.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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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 { 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 { InstancedMesh } from \"./Meshes/instancedMesh\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { Tools } from \"./Misc/tools\";\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 * Disposes the instantiated entries from the scene\r\n */\r\n public dispose() {\r\n this.rootNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.rootNodes.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}\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 * Given a list of nodes, return a topological sorting of them.\r\n * @param nodes\r\n */\r\n private _topologicalSort(nodes: TransformNode[]): TransformNode[] {\r\n const nodesUidMap = new Map<number, TransformNode>();\r\n\r\n for (const node of nodes) {\r\n nodesUidMap.set(node.uniqueId, node);\r\n }\r\n\r\n const dependencyGraph = {\r\n dependsOn: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes it depends on\r\n dependedBy: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes that depend on it\r\n };\r\n\r\n // Build the dependency graph given the list of nodes\r\n\r\n // First pass: Initialize the empty dependency graph\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n dependencyGraph.dependsOn.set(nodeId, new Set<number>());\r\n dependencyGraph.dependedBy.set(nodeId, new Set<number>());\r\n }\r\n\r\n // Second pass: Populate the dependency graph. We assume that we\r\n // don't need to check for cycles here, as the scene graph cannot\r\n // contain cycles. Our graph also already contains all transitive\r\n // dependencies because getDescendants returns the transitive\r\n // dependencies by default.\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n const dependsOn = dependencyGraph.dependsOn.get(nodeId)!;\r\n if (node instanceof InstancedMesh) {\r\n const masterMesh = node.sourceMesh;\r\n if (nodesUidMap.has(masterMesh.uniqueId)) {\r\n dependsOn.add(masterMesh.uniqueId);\r\n dependencyGraph.dependedBy.get(masterMesh.uniqueId)!.add(nodeId);\r\n }\r\n }\r\n const dependedBy = dependencyGraph.dependedBy.get(nodeId)!;\r\n\r\n for (const child of node.getDescendants()) {\r\n const childId = child.uniqueId;\r\n if (nodesUidMap.has(childId)) {\r\n dependedBy.add(childId);\r\n\r\n const childDependsOn = dependencyGraph.dependsOn.get(childId)!;\r\n childDependsOn.add(nodeId);\r\n }\r\n }\r\n }\r\n\r\n // Third pass: Topological sort\r\n const sortedNodes: TransformNode[] = [];\r\n\r\n // First: Find all nodes that have no dependencies\r\n const leaves: TransformNode[] = [];\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n if (dependencyGraph.dependsOn.get(nodeId)!.size === 0) {\r\n leaves.push(node);\r\n nodesUidMap.delete(nodeId);\r\n }\r\n }\r\n\r\n const visitList = leaves;\r\n while (visitList.length > 0) {\r\n const nodeToVisit = visitList.shift()!;\r\n\r\n sortedNodes.push(nodeToVisit);\r\n\r\n // Remove the node from the dependency graph\r\n // When a node is visited, we know that dependsOn is empty.\r\n // So we only need to remove the node from dependedBy.\r\n const dependedByVisitedNode = dependencyGraph.dependedBy.get(nodeToVisit.uniqueId)!;\r\n // Array.from(x.values()) is to make the TS compiler happy\r\n for (const dependedByVisitedNodeId of Array.from(dependedByVisitedNode.values())) {\r\n const dependsOnDependedByVisitedNode = dependencyGraph.dependsOn.get(dependedByVisitedNodeId)!;\r\n dependsOnDependedByVisitedNode.delete(nodeToVisit.uniqueId);\r\n\r\n if (dependsOnDependedByVisitedNode.size === 0 && nodesUidMap.get(dependedByVisitedNodeId)) {\r\n visitList.push(nodesUidMap.get(dependedByVisitedNodeId)!);\r\n nodesUidMap.delete(dependedByVisitedNodeId);\r\n }\r\n }\r\n }\r\n\r\n if (nodesUidMap.size > 0) {\r\n console.error(\"SceneSerializer._topologicalSort: There were unvisited nodes:\");\r\n nodesUidMap.forEach((node) => console.error(node.name));\r\n }\r\n\r\n return sortedNodes;\r\n }\r\n\r\n private _addNodeAndDescendantsToList(list: Node[], addedIds: Set<number>, rootNode?: Node, predicate?: (entity: any) => boolean) {\r\n if (!rootNode || (predicate && !predicate(rootNode)) || addedIds.has(rootNode.uniqueId)) {\r\n return;\r\n }\r\n\r\n list.push(rootNode);\r\n addedIds.add(rootNode.uniqueId);\r\n\r\n for (const child of rootNode.getDescendants(true)) {\r\n this._addNodeAndDescendantsToList(list, addedIds, child, predicate);\r\n }\r\n }\r\n\r\n /**\r\n * Check if a specific node is contained in this asset container.\r\n * @param node\r\n */\r\n private _isNodeInContainer(node: Node) {\r\n if (node instanceof Mesh && this.meshes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof TransformNode && this.transformNodes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Light && this.lights.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Camera && this.cameras.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * For every node in the scene, check if its parent node is also in the scene.\r\n */\r\n private _isValidHierarchy() {\r\n for (const node of this.meshes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.transformNodes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.lights) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.cameras) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n return true;\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 if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.InstantiateModelsToScene: The Asset Container hierarchy is not valid.\");\r\n }\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 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 const nodesToSort: TransformNode[] = [];\r\n const idsOnSortList = new Set<number>();\r\n\r\n for (const transformNode of this.transformNodes) {\r\n if (transformNode.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, transformNode, localOptions.predicate);\r\n }\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n if (mesh.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, mesh, localOptions.predicate);\r\n }\r\n }\r\n\r\n // Topologically sort nodes by parenting/instancing relationships so that all resources are in place\r\n // when a given node is instantiated.\r\n const sortedNodes = this._topologicalSort(nodesToSort);\r\n\r\n const onNewCreated = (source: TransformNode, clone: TransformNode) => {\r\n onClone(source, clone);\r\n\r\n if (source.parent) {\r\n const replicatedParentId = conversionMap[source.parent.uniqueId];\r\n const replicatedParent = storeMap[replicatedParentId];\r\n\r\n if (replicatedParent) {\r\n clone.parent = replicatedParent;\r\n } else {\r\n clone.parent = source.parent;\r\n }\r\n }\r\n\r\n clone.position.copyFrom(source.position);\r\n clone.rotation.copyFrom(source.rotation);\r\n clone.scaling.copyFrom(source.scaling);\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 if (clone.parent === null) {\r\n result.rootNodes.push(clone);\r\n }\r\n };\r\n\r\n sortedNodes.forEach((node) => {\r\n if (node.getClassName() === \"InstancedMesh\") {\r\n const instancedNode = node as InstancedMesh;\r\n const sourceMesh = instancedNode.sourceMesh;\r\n const replicatedSourceId = conversionMap[sourceMesh.uniqueId];\r\n const replicatedSource = typeof replicatedSourceId === \"number\" ? storeMap[replicatedSourceId] : sourceMesh;\r\n const replicatedInstancedNode = replicatedSource.createInstance(instancedNode.name);\r\n onNewCreated(instancedNode, replicatedInstancedNode);\r\n } else {\r\n // Mesh or TransformNode\r\n let canInstance = true;\r\n if (node.getClassName() === \"TransformNode\" || (node as Mesh).skeleton || (node as Mesh).getTotalVertices() === 0) {\r\n // Transform nodes, skinned meshes, and meshes with no vertices can never be instanced!\r\n canInstance = false;\r\n } else if (localOptions.doNotInstantiate) {\r\n if (typeof localOptions.doNotInstantiate === \"function\") {\r\n canInstance = !localOptions.doNotInstantiate(node);\r\n } else {\r\n canInstance = !localOptions.doNotInstantiate;\r\n }\r\n }\r\n const replicatedNode = canInstance ? (node as Mesh).createInstance(`instance of ${node.name}`) : node.clone(`Clone of ${node.name}`, null, true);\r\n if (!replicatedNode) {\r\n throw new Error(`Could not clone or instantiate node on Asset Container ${node.name}`);\r\n }\r\n onNewCreated(node, replicatedNode);\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 || 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 if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.addAllToScene: The Asset Container hierarchy is not valid.\");\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 if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.removeAllFromScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\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 this.morphTargetManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.morphTargetManagers.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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