@babylonjs/core 6.0.0 → 6.2.0

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Files changed (75) hide show
  1. package/Animations/animatable.js +4 -0
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/runtimeAnimation.d.ts +0 -1
  4. package/Animations/runtimeAnimation.js +0 -1
  5. package/Animations/runtimeAnimation.js.map +1 -1
  6. package/Collisions/pickingInfo.js +24 -9
  7. package/Collisions/pickingInfo.js.map +1 -1
  8. package/Engines/Extensions/engine.cubeTexture.js +1 -1
  9. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  10. package/Engines/Extensions/engine.multiRender.js +1 -1
  11. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  12. package/Engines/Extensions/engine.rawTexture.js +1 -0
  13. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  14. package/Engines/engine.d.ts +97 -20
  15. package/Engines/thinEngine.d.ts +7 -1
  16. package/Engines/thinEngine.js +36 -19
  17. package/Engines/thinEngine.js.map +1 -1
  18. package/Gamepads/gamepadManager.js +2 -4
  19. package/Gamepads/gamepadManager.js.map +1 -1
  20. package/Layers/effectLayer.d.ts +15 -0
  21. package/Layers/effectLayer.js +21 -0
  22. package/Layers/effectLayer.js.map +1 -1
  23. package/Materials/Node/Blocks/index.d.ts +1 -0
  24. package/Materials/Node/Blocks/index.js +1 -0
  25. package/Materials/Node/Blocks/index.js.map +1 -1
  26. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +52 -0
  27. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +199 -0
  28. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -0
  29. package/Materials/Node/nodeMaterial.d.ts +1 -0
  30. package/Materials/Node/nodeMaterial.js +5 -1
  31. package/Materials/Node/nodeMaterial.js.map +1 -1
  32. package/Materials/Node/nodeMaterialConnectionPointCustomObject.d.ts +1 -1
  33. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js +3 -1
  34. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
  35. package/Materials/Textures/equiRectangularCubeTexture.d.ts +3 -1
  36. package/Materials/Textures/equiRectangularCubeTexture.js +3 -2
  37. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  38. package/Materials/Textures/hdrCubeTexture.d.ts +2 -1
  39. package/Materials/Textures/hdrCubeTexture.js +3 -2
  40. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  41. package/Materials/Textures/renderTargetTexture.js +1 -1
  42. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  43. package/Materials/material.js +1 -1
  44. package/Materials/material.js.map +1 -1
  45. package/Meshes/abstractMesh.js +4 -1
  46. package/Meshes/abstractMesh.js.map +1 -1
  47. package/Misc/HighDynamicRange/hdr.d.ts +1 -1
  48. package/Misc/HighDynamicRange/hdr.js +2 -2
  49. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  50. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -1
  51. package/Misc/HighDynamicRange/panoramaToCubemap.js +31 -23
  52. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  53. package/Misc/dumpTools.js +1 -1
  54. package/Misc/dumpTools.js.map +1 -1
  55. package/Misc/tools.d.ts +5 -4
  56. package/Misc/tools.js +35 -6
  57. package/Misc/tools.js.map +1 -1
  58. package/Physics/v2/Plugins/havokPlugin.d.ts +4 -4
  59. package/Physics/v2/Plugins/havokPlugin.js +23 -5
  60. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  61. package/Physics/v2/physicsAggregate.d.ts +5 -1
  62. package/Physics/v2/physicsAggregate.js +4 -4
  63. package/Physics/v2/physicsAggregate.js.map +1 -1
  64. package/Physics/v2/physicsBody.d.ts +7 -2
  65. package/Physics/v2/physicsBody.js +5 -1
  66. package/Physics/v2/physicsBody.js.map +1 -1
  67. package/Rendering/prePassRenderer.d.ts +2 -0
  68. package/Rendering/prePassRenderer.js +12 -1
  69. package/Rendering/prePassRenderer.js.map +1 -1
  70. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +1 -1
  71. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  72. package/Shaders/glowMapGeneration.fragment.js +2 -2
  73. package/Shaders/glowMapGeneration.fragment.js.map +1 -1
  74. package/package.json +1 -1
  75. package/readme.md +2 -6
@@ -1 +1 @@
1
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type { DeepImmutable, Nullable } from \"../types\";\r\nimport { Quaternion, Vector3, Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { _IAnimationState } from \"./animation\";\r\nimport { Animation } from \"./animation\";\r\nimport type { AnimationEvent } from \"./animationEvent\";\r\n\r\ndeclare type Animatable = import(\"./animatable\").Animatable;\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { IAnimationKey } from \"./animationKey\";\r\nimport { Size } from \"../Maths/math.size\";\r\n\r\n// Static values to help the garbage collector\r\n\r\n// Quaternion\r\nconst _staticOffsetValueQuaternion: DeepImmutable<Quaternion> = Object.freeze(new Quaternion(0, 0, 0, 0));\r\n\r\n// Vector3\r\nconst _staticOffsetValueVector3: DeepImmutable<Vector3> = Object.freeze(Vector3.Zero());\r\n\r\n// Vector2\r\nconst _staticOffsetValueVector2: DeepImmutable<Vector2> = Object.freeze(Vector2.Zero());\r\n\r\n// Size\r\nconst _staticOffsetValueSize: DeepImmutable<Size> = Object.freeze(Size.Zero());\r\n\r\n// Color3\r\nconst _staticOffsetValueColor3: DeepImmutable<Color3> = Object.freeze(Color3.Black());\r\n\r\n/**\r\n * Defines a runtime animation\r\n */\r\nexport class RuntimeAnimation {\r\n private _events = new Array<AnimationEvent>();\r\n\r\n /**\r\n * The current frame of the runtime animation\r\n */\r\n private _currentFrame: number = 0;\r\n\r\n /**\r\n * The animation used by the runtime animation\r\n */\r\n private _animation: Animation;\r\n\r\n /**\r\n * The target of the runtime animation\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * The initiating animatable\r\n */\r\n private _host: Animatable;\r\n\r\n /**\r\n * The original value of the runtime animation\r\n */\r\n private _originalValue = new Array<any>();\r\n\r\n /**\r\n * The original blend value of the runtime animation\r\n */\r\n private _originalBlendValue: Nullable<any> = null;\r\n\r\n /**\r\n * The offsets cache of the runtime animation\r\n */\r\n private _offsetsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * The high limits cache of the runtime animation\r\n */\r\n private _highLimitsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * Specifies if the runtime animation has been stopped\r\n */\r\n private _stopped = false;\r\n\r\n /**\r\n * The blending factor of the runtime animation\r\n */\r\n private _blendingFactor = 0;\r\n\r\n /**\r\n * The BabylonJS scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * The current value of the runtime animation\r\n */\r\n private _currentValue: Nullable<any> = null;\r\n\r\n /** @internal */\r\n public _animationState: _IAnimationState;\r\n\r\n /**\r\n * The active target of the runtime animation\r\n */\r\n private _activeTargets: any[];\r\n private _currentActiveTarget: Nullable<any> = null;\r\n private _directTarget: Nullable<any> = null;\r\n\r\n /**\r\n * The target path of the runtime animation\r\n */\r\n private _targetPath: string = \"\";\r\n\r\n /**\r\n * The weight of the runtime animation\r\n */\r\n private _weight = 1.0;\r\n\r\n /**\r\n * The ratio offset of the runtime animation\r\n */\r\n private _ratioOffset = 0;\r\n\r\n /**\r\n * The previous delay of the runtime animation\r\n */\r\n private _previousDelay: number = 0;\r\n\r\n /**\r\n * The previous ratio of the runtime animation\r\n */\r\n private _previousRatio: number = 0;\r\n\r\n private _enableBlending: boolean;\r\n\r\n private _keys: IAnimationKey[];\r\n private _minFrame: number;\r\n private _maxFrame: number;\r\n private _minValue: any;\r\n private _maxValue: any;\r\n private _targetIsArray = false;\r\n\r\n /**\r\n * Gets the current frame of the runtime animation\r\n */\r\n public get currentFrame(): number {\r\n return this._currentFrame;\r\n }\r\n\r\n /**\r\n * Gets the weight of the runtime animation\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Gets the current value of the runtime animation\r\n */\r\n public get currentValue(): any {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Gets or sets the target path of the runtime animation\r\n */\r\n public get targetPath(): string {\r\n return this._targetPath;\r\n }\r\n\r\n /**\r\n * Gets the actual target of the runtime animation\r\n */\r\n public get target(): any {\r\n return this._currentActiveTarget;\r\n }\r\n\r\n /**\r\n * Gets the additive state of the runtime animation\r\n */\r\n public get isAdditive(): boolean {\r\n return this._host && this._host.isAdditive;\r\n }\r\n\r\n /** @internal */\r\n public _onLoop: () => void;\r\n\r\n /**\r\n * Create a new RuntimeAnimation object\r\n * @param target defines the target of the animation\r\n * @param animation defines the source animation object\r\n * @param scene defines the hosting scene\r\n * @param host defines the initiating Animatable\r\n */\r\n public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) {\r\n this._animation = animation;\r\n this._target = target;\r\n this._scene = scene;\r\n this._host = host;\r\n this._activeTargets = [];\r\n\r\n animation._runtimeAnimations.push(this);\r\n\r\n // State\r\n this._animationState = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: this._getCorrectLoopMode(),\r\n };\r\n\r\n if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n this._animationState.workValue = Matrix.Zero();\r\n }\r\n\r\n // Limits\r\n this._keys = this._animation.getKeys();\r\n this._minFrame = this._keys[0].frame;\r\n this._maxFrame = this._keys[this._keys.length - 1].frame;\r\n this._minValue = this._keys[0].value;\r\n this._maxValue = this._keys[this._keys.length - 1].value;\r\n\r\n // Add a start key at frame 0 if missing\r\n if (this._minFrame !== 0) {\r\n const newKey = { frame: 0, value: this._minValue };\r\n this._keys.splice(0, 0, newKey);\r\n }\r\n\r\n // Check data\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n this._preparePath(target, index);\r\n this._getOriginalValues(index);\r\n index++;\r\n }\r\n this._targetIsArray = true;\r\n } else {\r\n this._preparePath(this._target);\r\n this._getOriginalValues();\r\n this._targetIsArray = false;\r\n this._directTarget = this._activeTargets[0];\r\n }\r\n\r\n // Cloning events locally\r\n const events = animation.getEvents();\r\n if (events && events.length > 0) {\r\n events.forEach((e) => {\r\n this._events.push(e._clone());\r\n });\r\n }\r\n\r\n this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;\r\n }\r\n\r\n private _preparePath(target: any, targetIndex = 0) {\r\n const targetPropertyPath = this._animation.targetPropertyPath;\r\n\r\n if (targetPropertyPath.length > 1) {\r\n let property = target[targetPropertyPath[0]];\r\n\r\n for (let index = 1; index < targetPropertyPath.length - 1; index++) {\r\n property = property[targetPropertyPath[index]];\r\n }\r\n\r\n this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];\r\n this._activeTargets[targetIndex] = property;\r\n } else {\r\n this._targetPath = targetPropertyPath[0];\r\n this._activeTargets[targetIndex] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the animation from the runtime animation\r\n */\r\n public get animation(): Animation {\r\n return this._animation;\r\n }\r\n\r\n /**\r\n * Resets the runtime animation to the beginning\r\n * @param restoreOriginal defines whether to restore the target property to the original value\r\n */\r\n public reset(restoreOriginal = false): void {\r\n if (restoreOriginal) {\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n if (this._originalValue[index] !== undefined) {\r\n this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);\r\n }\r\n index++;\r\n }\r\n } else {\r\n if (this._originalValue[0] !== undefined) {\r\n this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);\r\n }\r\n }\r\n }\r\n\r\n this._offsetsCache = {};\r\n this._highLimitsCache = {};\r\n this._currentFrame = 0;\r\n this._blendingFactor = 0;\r\n\r\n // Events\r\n for (let index = 0; index < this._events.length; index++) {\r\n this._events[index].isDone = false;\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if the runtime animation is stopped\r\n * @returns Boolean specifying if the runtime animation is stopped\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Disposes of the runtime animation\r\n * Note: No hard dispose should happen here as this method is skipped for performance reason (look at animatable.stop())\r\n */\r\n public dispose(): void {\r\n const index = this._animation.runtimeAnimations.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._animation.runtimeAnimations.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Apply the interpolated value to the target\r\n * @param currentValue defines the value computed by the animation\r\n * @param weight defines the weight to apply to this value (Defaults to 1.0)\r\n */\r\n public setValue(currentValue: any, weight: number) {\r\n if (this._targetIsArray) {\r\n for (let index = 0; index < this._target.length; index++) {\r\n const target = this._target[index];\r\n this._setValue(target, this._activeTargets[index], currentValue, weight, index);\r\n }\r\n return;\r\n }\r\n this._setValue(this._target, this._directTarget, currentValue, weight, 0);\r\n }\r\n\r\n private _getOriginalValues(targetIndex = 0) {\r\n let originalValue: any;\r\n const target = this._activeTargets[targetIndex];\r\n\r\n if (target.getRestPose && this._targetPath === \"_matrix\") {\r\n // For bones\r\n originalValue = target.getRestPose();\r\n } else {\r\n originalValue = target[this._targetPath];\r\n }\r\n\r\n if (originalValue && originalValue.clone) {\r\n this._originalValue[targetIndex] = originalValue.clone();\r\n } else {\r\n this._originalValue[targetIndex] = originalValue;\r\n }\r\n }\r\n\r\n private _setValue(target: any, destination: any, currentValue: any, weight: number, targetIndex: number): void {\r\n // Set value\r\n this._currentActiveTarget = destination;\r\n\r\n this._weight = weight;\r\n\r\n if (this._enableBlending && this._blendingFactor <= 1.0) {\r\n if (!this._originalBlendValue) {\r\n const originalValue = destination[this._targetPath];\r\n\r\n if (originalValue.clone) {\r\n this._originalBlendValue = originalValue.clone();\r\n } else {\r\n this._originalBlendValue = originalValue;\r\n }\r\n }\r\n\r\n if (this._originalBlendValue.m) {\r\n // Matrix\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (this._currentValue) {\r\n Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n } else {\r\n if (this._currentValue) {\r\n Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n }\r\n } else {\r\n this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n\r\n const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;\r\n this._blendingFactor += blendingSpeed;\r\n } else {\r\n if (!this._currentValue) {\r\n if (currentValue?.clone) {\r\n this._currentValue = currentValue.clone();\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else if (this._currentValue.copyFrom) {\r\n this._currentValue.copyFrom(currentValue);\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n }\r\n\r\n if (weight !== -1.0) {\r\n this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);\r\n } else {\r\n destination[this._targetPath] = this._currentValue;\r\n }\r\n\r\n if (target.markAsDirty) {\r\n target.markAsDirty(this._animation.targetProperty);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the loop pmode of the runtime animation\r\n * @returns Loop Mode\r\n */\r\n private _getCorrectLoopMode(): number | undefined {\r\n if (this._target && this._target.animationPropertiesOverride) {\r\n return this._target.animationPropertiesOverride.loopMode;\r\n }\r\n\r\n return this._animation.loopMode;\r\n }\r\n\r\n /**\r\n * Move the current animation to a given frame\r\n * @param frame defines the frame to move to\r\n */\r\n public goToFrame(frame: number): void {\r\n const keys = this._animation.getKeys();\r\n\r\n if (frame < keys[0].frame) {\r\n frame = keys[0].frame;\r\n } else if (frame > keys[keys.length - 1].frame) {\r\n frame = keys[keys.length - 1].frame;\r\n }\r\n\r\n // Need to reset animation events\r\n const events = this._events;\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset events in the future\r\n events[index].isDone = events[index].frame < frame;\r\n }\r\n }\r\n }\r\n\r\n this._currentFrame = frame;\r\n const currentValue = this._animation._interpolate(frame, this._animationState);\r\n\r\n this.setValue(currentValue, -1);\r\n }\r\n\r\n /**\r\n * @internal Internal use only\r\n */\r\n public _prepareForSpeedRatioChange(newSpeedRatio: number): void {\r\n const newRatio = (this._previousDelay * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0;\r\n\r\n this._ratioOffset = this._previousRatio - newRatio;\r\n }\r\n\r\n /**\r\n * Execute the current animation\r\n * @param delay defines the delay to add to the current frame\r\n * @param from defines the lower bound of the animation range\r\n * @param to defines the upper bound of the animation range\r\n * @param loop defines if the current animation must loop\r\n * @param speedRatio defines the current speed ratio\r\n * @param weight defines the weight of the animation (default is -1 so no weight)\r\n * @returns a boolean indicating if the animation is running\r\n */\r\n public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean {\r\n const animation = this._animation;\r\n const targetPropertyPath = animation.targetPropertyPath;\r\n if (!targetPropertyPath || targetPropertyPath.length < 1) {\r\n this._stopped = true;\r\n return false;\r\n }\r\n\r\n let returnValue = true;\r\n\r\n // Check limits\r\n if (from < this._minFrame || from > this._maxFrame) {\r\n from = this._minFrame;\r\n }\r\n if (to < this._minFrame || to > this._maxFrame) {\r\n to = this._maxFrame;\r\n }\r\n\r\n const range = to - from;\r\n let offsetValue: any;\r\n\r\n // Compute ratio which represents the frame delta between from and to\r\n const ratio = (delay * (animation.framePerSecond * speedRatio)) / 1000.0 + this._ratioOffset;\r\n let highLimitValue = 0;\r\n\r\n this._previousDelay = delay;\r\n this._previousRatio = ratio;\r\n\r\n if (!loop && to >= from && ratio >= range) {\r\n // If we are out of range and not looping get back to caller\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._maxValue);\r\n } else if (!loop && from >= to && ratio <= range) {\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._minValue);\r\n } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {\r\n const keyOffset = to.toString() + from.toString();\r\n if (!this._offsetsCache[keyOffset]) {\r\n this._animationState.repeatCount = 0;\r\n this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE;\r\n const fromValue = animation._interpolate(from, this._animationState);\r\n const toValue = animation._interpolate(to, this._animationState);\r\n\r\n this._animationState.loopMode = this._getCorrectLoopMode();\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n this._offsetsCache[keyOffset] = toValue - fromValue;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n this._highLimitsCache[keyOffset] = toValue;\r\n }\r\n\r\n highLimitValue = this._highLimitsCache[keyOffset];\r\n offsetValue = this._offsetsCache[keyOffset];\r\n }\r\n\r\n if (offsetValue === undefined) {\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n offsetValue = 0;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n offsetValue = _staticOffsetValueQuaternion;\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n offsetValue = _staticOffsetValueVector3;\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n offsetValue = _staticOffsetValueVector2;\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n offsetValue = _staticOffsetValueSize;\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n offsetValue = _staticOffsetValueColor3;\r\n }\r\n }\r\n\r\n // Compute value\r\n let currentFrame: number;\r\n\r\n if (this._host && this._host.syncRoot) {\r\n const syncRoot = this._host.syncRoot;\r\n const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);\r\n currentFrame = from + (to - from) * hostNormalizedFrame;\r\n } else {\r\n if ((ratio > 0 && from > to) || (ratio < 0 && from < to)) {\r\n currentFrame = returnValue && range !== 0 ? to + (ratio % range) : from;\r\n } else {\r\n currentFrame = returnValue && range !== 0 ? from + (ratio % range) : to;\r\n }\r\n }\r\n\r\n const events = this._events;\r\n\r\n // Reset event/state if looping\r\n if ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame)) {\r\n this._onLoop();\r\n\r\n // Need to reset animation events\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset event, the animation is looping\r\n events[index].isDone = false;\r\n }\r\n }\r\n\r\n this._animationState.key = speedRatio > 0 ? 0 : animation.getKeys().length - 1;\r\n }\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = range === 0 ? 0 : (ratio / range) >> 0;\r\n this._animationState.highLimitValue = highLimitValue;\r\n this._animationState.offsetValue = offsetValue;\r\n\r\n const currentValue = animation._interpolate(currentFrame, this._animationState);\r\n\r\n // Set value\r\n this.setValue(currentValue, weight);\r\n\r\n // Check events\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n // Make sure current frame has passed event frame and that event frame is within the current range\r\n // Also, handle both forward and reverse animations\r\n if (\r\n (range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||\r\n (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)\r\n ) {\r\n const event = events[index];\r\n if (!event.isDone) {\r\n // If event should be done only once, remove it.\r\n if (event.onlyOnce) {\r\n events.splice(index, 1);\r\n index--;\r\n }\r\n event.isDone = true;\r\n event.action(currentFrame);\r\n } // Don't do anything if the event has already be done.\r\n }\r\n }\r\n }\r\n\r\n if (!returnValue) {\r\n this._stopped = true;\r\n }\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
1
+ 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type { DeepImmutable, Nullable } from \"../types\";\r\nimport { Quaternion, Vector3, Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { _IAnimationState } from \"./animation\";\r\nimport { Animation } from \"./animation\";\r\nimport type { AnimationEvent } from \"./animationEvent\";\r\n\r\ndeclare type Animatable = import(\"./animatable\").Animatable;\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { IAnimationKey } from \"./animationKey\";\r\nimport { Size } from \"../Maths/math.size\";\r\n\r\n// Static values to help the garbage collector\r\n\r\n// Quaternion\r\nconst _staticOffsetValueQuaternion: DeepImmutable<Quaternion> = Object.freeze(new Quaternion(0, 0, 0, 0));\r\n\r\n// Vector3\r\nconst _staticOffsetValueVector3: DeepImmutable<Vector3> = Object.freeze(Vector3.Zero());\r\n\r\n// Vector2\r\nconst _staticOffsetValueVector2: DeepImmutable<Vector2> = Object.freeze(Vector2.Zero());\r\n\r\n// Size\r\nconst _staticOffsetValueSize: DeepImmutable<Size> = Object.freeze(Size.Zero());\r\n\r\n// Color3\r\nconst _staticOffsetValueColor3: DeepImmutable<Color3> = Object.freeze(Color3.Black());\r\n\r\n/**\r\n * Defines a runtime animation\r\n */\r\nexport class RuntimeAnimation {\r\n private _events = new Array<AnimationEvent>();\r\n\r\n /**\r\n * The current frame of the runtime animation\r\n */\r\n private _currentFrame: number = 0;\r\n\r\n /**\r\n * The animation used by the runtime animation\r\n */\r\n private _animation: Animation;\r\n\r\n /**\r\n * The target of the runtime animation\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * The initiating animatable\r\n */\r\n private _host: Animatable;\r\n\r\n /**\r\n * The original value of the runtime animation\r\n */\r\n private _originalValue = new Array<any>();\r\n\r\n /**\r\n * The original blend value of the runtime animation\r\n */\r\n private _originalBlendValue: Nullable<any> = null;\r\n\r\n /**\r\n * The offsets cache of the runtime animation\r\n */\r\n private _offsetsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * The high limits cache of the runtime animation\r\n */\r\n private _highLimitsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * Specifies if the runtime animation has been stopped\r\n */\r\n private _stopped = false;\r\n\r\n /**\r\n * The blending factor of the runtime animation\r\n */\r\n private _blendingFactor = 0;\r\n\r\n /**\r\n * The BabylonJS scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * The current value of the runtime animation\r\n */\r\n private _currentValue: Nullable<any> = null;\r\n\r\n /** @internal */\r\n public _animationState: _IAnimationState;\r\n\r\n /**\r\n * The active target of the runtime animation\r\n */\r\n private _activeTargets: any[];\r\n private _currentActiveTarget: Nullable<any> = null;\r\n private _directTarget: Nullable<any> = null;\r\n\r\n /**\r\n * The target path of the runtime animation\r\n */\r\n private _targetPath: string = \"\";\r\n\r\n /**\r\n * The weight of the runtime animation\r\n */\r\n private _weight = 1.0;\r\n\r\n /**\r\n * The ratio offset of the runtime animation\r\n */\r\n private _ratioOffset = 0;\r\n\r\n /**\r\n * The previous delay of the runtime animation\r\n */\r\n private _previousDelay: number = 0;\r\n\r\n /**\r\n * The previous ratio of the runtime animation\r\n */\r\n private _previousRatio: number = 0;\r\n\r\n private _enableBlending: boolean;\r\n\r\n private _keys: IAnimationKey[];\r\n private _minFrame: number;\r\n private _maxFrame: number;\r\n private _minValue: any;\r\n private _maxValue: any;\r\n private _targetIsArray = false;\r\n\r\n /**\r\n * Gets the current frame of the runtime animation\r\n */\r\n public get currentFrame(): number {\r\n return this._currentFrame;\r\n }\r\n\r\n /**\r\n * Gets the weight of the runtime animation\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Gets the current value of the runtime animation\r\n */\r\n public get currentValue(): any {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Gets or sets the target path of the runtime animation\r\n */\r\n public get targetPath(): string {\r\n return this._targetPath;\r\n }\r\n\r\n /**\r\n * Gets the actual target of the runtime animation\r\n */\r\n public get target(): any {\r\n return this._currentActiveTarget;\r\n }\r\n\r\n /**\r\n * Gets the additive state of the runtime animation\r\n */\r\n public get isAdditive(): boolean {\r\n return this._host && this._host.isAdditive;\r\n }\r\n\r\n /** @internal */\r\n public _onLoop: () => void;\r\n\r\n /**\r\n * Create a new RuntimeAnimation object\r\n * @param target defines the target of the animation\r\n * @param animation defines the source animation object\r\n * @param scene defines the hosting scene\r\n * @param host defines the initiating Animatable\r\n */\r\n public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) {\r\n this._animation = animation;\r\n this._target = target;\r\n this._scene = scene;\r\n this._host = host;\r\n this._activeTargets = [];\r\n\r\n animation._runtimeAnimations.push(this);\r\n\r\n // State\r\n this._animationState = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: this._getCorrectLoopMode(),\r\n };\r\n\r\n if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n this._animationState.workValue = Matrix.Zero();\r\n }\r\n\r\n // Limits\r\n this._keys = this._animation.getKeys();\r\n this._minFrame = this._keys[0].frame;\r\n this._maxFrame = this._keys[this._keys.length - 1].frame;\r\n this._minValue = this._keys[0].value;\r\n this._maxValue = this._keys[this._keys.length - 1].value;\r\n\r\n // Add a start key at frame 0 if missing\r\n if (this._minFrame !== 0) {\r\n const newKey = { frame: 0, value: this._minValue };\r\n this._keys.splice(0, 0, newKey);\r\n }\r\n\r\n // Check data\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n this._preparePath(target, index);\r\n this._getOriginalValues(index);\r\n index++;\r\n }\r\n this._targetIsArray = true;\r\n } else {\r\n this._preparePath(this._target);\r\n this._getOriginalValues();\r\n this._targetIsArray = false;\r\n this._directTarget = this._activeTargets[0];\r\n }\r\n\r\n // Cloning events locally\r\n const events = animation.getEvents();\r\n if (events && events.length > 0) {\r\n events.forEach((e) => {\r\n this._events.push(e._clone());\r\n });\r\n }\r\n\r\n this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;\r\n }\r\n\r\n private _preparePath(target: any, targetIndex = 0) {\r\n const targetPropertyPath = this._animation.targetPropertyPath;\r\n\r\n if (targetPropertyPath.length > 1) {\r\n let property = target[targetPropertyPath[0]];\r\n\r\n for (let index = 1; index < targetPropertyPath.length - 1; index++) {\r\n property = property[targetPropertyPath[index]];\r\n }\r\n\r\n this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];\r\n this._activeTargets[targetIndex] = property;\r\n } else {\r\n this._targetPath = targetPropertyPath[0];\r\n this._activeTargets[targetIndex] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the animation from the runtime animation\r\n */\r\n public get animation(): Animation {\r\n return this._animation;\r\n }\r\n\r\n /**\r\n * Resets the runtime animation to the beginning\r\n * @param restoreOriginal defines whether to restore the target property to the original value\r\n */\r\n public reset(restoreOriginal = false): void {\r\n if (restoreOriginal) {\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n if (this._originalValue[index] !== undefined) {\r\n this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);\r\n }\r\n index++;\r\n }\r\n } else {\r\n if (this._originalValue[0] !== undefined) {\r\n this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);\r\n }\r\n }\r\n }\r\n\r\n this._offsetsCache = {};\r\n this._highLimitsCache = {};\r\n this._currentFrame = 0;\r\n this._blendingFactor = 0;\r\n\r\n // Events\r\n for (let index = 0; index < this._events.length; index++) {\r\n this._events[index].isDone = false;\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if the runtime animation is stopped\r\n * @returns Boolean specifying if the runtime animation is stopped\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Disposes of the runtime animation\r\n */\r\n public dispose(): void {\r\n const index = this._animation.runtimeAnimations.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._animation.runtimeAnimations.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Apply the interpolated value to the target\r\n * @param currentValue defines the value computed by the animation\r\n * @param weight defines the weight to apply to this value (Defaults to 1.0)\r\n */\r\n public setValue(currentValue: any, weight: number) {\r\n if (this._targetIsArray) {\r\n for (let index = 0; index < this._target.length; index++) {\r\n const target = this._target[index];\r\n this._setValue(target, this._activeTargets[index], currentValue, weight, index);\r\n }\r\n return;\r\n }\r\n this._setValue(this._target, this._directTarget, currentValue, weight, 0);\r\n }\r\n\r\n private _getOriginalValues(targetIndex = 0) {\r\n let originalValue: any;\r\n const target = this._activeTargets[targetIndex];\r\n\r\n if (target.getRestPose && this._targetPath === \"_matrix\") {\r\n // For bones\r\n originalValue = target.getRestPose();\r\n } else {\r\n originalValue = target[this._targetPath];\r\n }\r\n\r\n if (originalValue && originalValue.clone) {\r\n this._originalValue[targetIndex] = originalValue.clone();\r\n } else {\r\n this._originalValue[targetIndex] = originalValue;\r\n }\r\n }\r\n\r\n private _setValue(target: any, destination: any, currentValue: any, weight: number, targetIndex: number): void {\r\n // Set value\r\n this._currentActiveTarget = destination;\r\n\r\n this._weight = weight;\r\n\r\n if (this._enableBlending && this._blendingFactor <= 1.0) {\r\n if (!this._originalBlendValue) {\r\n const originalValue = destination[this._targetPath];\r\n\r\n if (originalValue.clone) {\r\n this._originalBlendValue = originalValue.clone();\r\n } else {\r\n this._originalBlendValue = originalValue;\r\n }\r\n }\r\n\r\n if (this._originalBlendValue.m) {\r\n // Matrix\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (this._currentValue) {\r\n Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n } else {\r\n if (this._currentValue) {\r\n Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n }\r\n } else {\r\n this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n\r\n const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;\r\n this._blendingFactor += blendingSpeed;\r\n } else {\r\n if (!this._currentValue) {\r\n if (currentValue?.clone) {\r\n this._currentValue = currentValue.clone();\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else if (this._currentValue.copyFrom) {\r\n this._currentValue.copyFrom(currentValue);\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n }\r\n\r\n if (weight !== -1.0) {\r\n this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);\r\n } else {\r\n destination[this._targetPath] = this._currentValue;\r\n }\r\n\r\n if (target.markAsDirty) {\r\n target.markAsDirty(this._animation.targetProperty);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the loop pmode of the runtime animation\r\n * @returns Loop Mode\r\n */\r\n private _getCorrectLoopMode(): number | undefined {\r\n if (this._target && this._target.animationPropertiesOverride) {\r\n return this._target.animationPropertiesOverride.loopMode;\r\n }\r\n\r\n return this._animation.loopMode;\r\n }\r\n\r\n /**\r\n * Move the current animation to a given frame\r\n * @param frame defines the frame to move to\r\n */\r\n public goToFrame(frame: number): void {\r\n const keys = this._animation.getKeys();\r\n\r\n if (frame < keys[0].frame) {\r\n frame = keys[0].frame;\r\n } else if (frame > keys[keys.length - 1].frame) {\r\n frame = keys[keys.length - 1].frame;\r\n }\r\n\r\n // Need to reset animation events\r\n const events = this._events;\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset events in the future\r\n events[index].isDone = events[index].frame < frame;\r\n }\r\n }\r\n }\r\n\r\n this._currentFrame = frame;\r\n const currentValue = this._animation._interpolate(frame, this._animationState);\r\n\r\n this.setValue(currentValue, -1);\r\n }\r\n\r\n /**\r\n * @internal Internal use only\r\n */\r\n public _prepareForSpeedRatioChange(newSpeedRatio: number): void {\r\n const newRatio = (this._previousDelay * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0;\r\n\r\n this._ratioOffset = this._previousRatio - newRatio;\r\n }\r\n\r\n /**\r\n * Execute the current animation\r\n * @param delay defines the delay to add to the current frame\r\n * @param from defines the lower bound of the animation range\r\n * @param to defines the upper bound of the animation range\r\n * @param loop defines if the current animation must loop\r\n * @param speedRatio defines the current speed ratio\r\n * @param weight defines the weight of the animation (default is -1 so no weight)\r\n * @returns a boolean indicating if the animation is running\r\n */\r\n public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean {\r\n const animation = this._animation;\r\n const targetPropertyPath = animation.targetPropertyPath;\r\n if (!targetPropertyPath || targetPropertyPath.length < 1) {\r\n this._stopped = true;\r\n return false;\r\n }\r\n\r\n let returnValue = true;\r\n\r\n // Check limits\r\n if (from < this._minFrame || from > this._maxFrame) {\r\n from = this._minFrame;\r\n }\r\n if (to < this._minFrame || to > this._maxFrame) {\r\n to = this._maxFrame;\r\n }\r\n\r\n const range = to - from;\r\n let offsetValue: any;\r\n\r\n // Compute ratio which represents the frame delta between from and to\r\n const ratio = (delay * (animation.framePerSecond * speedRatio)) / 1000.0 + this._ratioOffset;\r\n let highLimitValue = 0;\r\n\r\n this._previousDelay = delay;\r\n this._previousRatio = ratio;\r\n\r\n if (!loop && to >= from && ratio >= range) {\r\n // If we are out of range and not looping get back to caller\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._maxValue);\r\n } else if (!loop && from >= to && ratio <= range) {\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._minValue);\r\n } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {\r\n const keyOffset = to.toString() + from.toString();\r\n if (!this._offsetsCache[keyOffset]) {\r\n this._animationState.repeatCount = 0;\r\n this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE;\r\n const fromValue = animation._interpolate(from, this._animationState);\r\n const toValue = animation._interpolate(to, this._animationState);\r\n\r\n this._animationState.loopMode = this._getCorrectLoopMode();\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n this._offsetsCache[keyOffset] = toValue - fromValue;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n this._highLimitsCache[keyOffset] = toValue;\r\n }\r\n\r\n highLimitValue = this._highLimitsCache[keyOffset];\r\n offsetValue = this._offsetsCache[keyOffset];\r\n }\r\n\r\n if (offsetValue === undefined) {\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n offsetValue = 0;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n offsetValue = _staticOffsetValueQuaternion;\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n offsetValue = _staticOffsetValueVector3;\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n offsetValue = _staticOffsetValueVector2;\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n offsetValue = _staticOffsetValueSize;\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n offsetValue = _staticOffsetValueColor3;\r\n }\r\n }\r\n\r\n // Compute value\r\n let currentFrame: number;\r\n\r\n if (this._host && this._host.syncRoot) {\r\n const syncRoot = this._host.syncRoot;\r\n const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);\r\n currentFrame = from + (to - from) * hostNormalizedFrame;\r\n } else {\r\n if ((ratio > 0 && from > to) || (ratio < 0 && from < to)) {\r\n currentFrame = returnValue && range !== 0 ? to + (ratio % range) : from;\r\n } else {\r\n currentFrame = returnValue && range !== 0 ? from + (ratio % range) : to;\r\n }\r\n }\r\n\r\n const events = this._events;\r\n\r\n // Reset event/state if looping\r\n if ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame)) {\r\n this._onLoop();\r\n\r\n // Need to reset animation events\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset event, the animation is looping\r\n events[index].isDone = false;\r\n }\r\n }\r\n\r\n this._animationState.key = speedRatio > 0 ? 0 : animation.getKeys().length - 1;\r\n }\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = range === 0 ? 0 : (ratio / range) >> 0;\r\n this._animationState.highLimitValue = highLimitValue;\r\n this._animationState.offsetValue = offsetValue;\r\n\r\n const currentValue = animation._interpolate(currentFrame, this._animationState);\r\n\r\n // Set value\r\n this.setValue(currentValue, weight);\r\n\r\n // Check events\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n // Make sure current frame has passed event frame and that event frame is within the current range\r\n // Also, handle both forward and reverse animations\r\n if (\r\n (range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||\r\n (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)\r\n ) {\r\n const event = events[index];\r\n if (!event.isDone) {\r\n // If event should be done only once, remove it.\r\n if (event.onlyOnce) {\r\n events.splice(index, 1);\r\n index--;\r\n }\r\n event.isDone = true;\r\n event.action(currentFrame);\r\n } // Don't do anything if the event has already be done.\r\n }\r\n }\r\n }\r\n\r\n if (!returnValue) {\r\n this._stopped = true;\r\n }\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
@@ -65,16 +65,25 @@ export class PickingInfo {
65
65
  if (!this.pickedMesh || (useVerticesNormals && !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind))) {
66
66
  return null;
67
67
  }
68
- const indices = this.pickedMesh.getIndices();
69
- if (!indices) {
70
- return null;
68
+ let indices = this.pickedMesh.getIndices();
69
+ if ((indices === null || indices === void 0 ? void 0 : indices.length) === 0) {
70
+ indices = null;
71
71
  }
72
72
  let result;
73
+ const tmp0 = TmpVectors.Vector3[0];
74
+ const tmp1 = TmpVectors.Vector3[1];
75
+ const tmp2 = TmpVectors.Vector3[2];
73
76
  if (useVerticesNormals) {
74
77
  const normals = this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);
75
- let normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
76
- let normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
77
- let normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
78
+ let normal0 = indices
79
+ ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3] * 3, tmp0)
80
+ : tmp0.copyFromFloats(normals[this.faceId * 3 * 3], normals[this.faceId * 3 * 3 + 1], normals[this.faceId * 3 * 3 + 2]);
81
+ let normal1 = indices
82
+ ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 1] * 3, tmp1)
83
+ : tmp1.copyFromFloats(normals[(this.faceId * 3 + 1) * 3], normals[(this.faceId * 3 + 1) * 3 + 1], normals[(this.faceId * 3 + 1) * 3 + 2]);
84
+ let normal2 = indices
85
+ ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 2] * 3, tmp2)
86
+ : tmp2.copyFromFloats(normals[(this.faceId * 3 + 2) * 3], normals[(this.faceId * 3 + 2) * 3 + 1], normals[(this.faceId * 3 + 2) * 3 + 2]);
78
87
  normal0 = normal0.scale(this.bu);
79
88
  normal1 = normal1.scale(this.bv);
80
89
  normal2 = normal2.scale(1.0 - this.bu - this.bv);
@@ -82,9 +91,15 @@ export class PickingInfo {
82
91
  }
83
92
  else {
84
93
  const positions = this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);
85
- const vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
86
- const vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
87
- const vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
94
+ const vertex1 = indices
95
+ ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3] * 3, tmp0)
96
+ : tmp0.copyFromFloats(positions[this.faceId * 3 * 3], positions[this.faceId * 3 * 3 + 1], positions[this.faceId * 3 * 3 + 2]);
97
+ const vertex2 = indices
98
+ ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 1] * 3, tmp1)
99
+ : tmp1.copyFromFloats(positions[(this.faceId * 3 + 1) * 3], positions[(this.faceId * 3 + 1) * 3 + 1], positions[(this.faceId * 3 + 1) * 3 + 2]);
100
+ const vertex3 = indices
101
+ ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 2] * 3, tmp2)
102
+ : tmp2.copyFromFloats(positions[(this.faceId * 3 + 2) * 3], positions[(this.faceId * 3 + 2) * 3 + 1], positions[(this.faceId * 3 + 2) * 3 + 2]);
88
103
  const p1p2 = vertex1.subtract(vertex2);
89
104
  const p3p2 = vertex3.subtract(vertex2);
90
105
  result = Vector3.Cross(p1p2, p3p2);
@@ -1 +1 @@
1
- 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type { Nullable, FloatArray } from \"../types\";\r\nimport { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Sprite } from \"../Sprites/sprite\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions\r\n */\r\nexport class PickingInfo {\r\n /**\r\n * If the pick collided with an object\r\n */\r\n public hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n public distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n public pickedPoint: Nullable<Vector3> = null;\r\n /**\r\n * The mesh corresponding the pick collision\r\n */\r\n public pickedMesh: Nullable<AbstractMesh> = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public faceId = -1;\r\n /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public subMeshFaceId = -1;\r\n /** Id of the submesh that was picked */\r\n public subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n public pickedSprite: Nullable<Sprite> = null;\r\n /** If we are picking a mesh with thin instance, this will give you the picked thin instance */\r\n public thinInstanceIndex = -1;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n public ray: Nullable<Ray> = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) as a \"near interaction\", this will be populated.\r\n */\r\n public originMesh: Nullable<AbstractMesh> = null;\r\n /**\r\n * The aim-space transform of the input used for picking, if it is an XR input source.\r\n */\r\n public aimTransform: Nullable<TransformNode> = null;\r\n /**\r\n * The grip-space transform of the input used for picking, if it is an XR input source.\r\n * Some XR sources, such as input coming from head mounted displays, do not have this.\r\n */\r\n public gripTransform: Nullable<TransformNode> = null;\r\n\r\n /**\r\n * Gets the normal corresponding to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map (default: true)\r\n * @returns The normal corresponding to the face the pick collided with\r\n * @remarks Note that the returned normal will always point towards the picking ray.\r\n */\r\n public getNormal(useWorldCoordinates = false, useVerticesNormals = true): Nullable<Vector3> {\r\n if (!this.pickedMesh || (useVerticesNormals && !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind))) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n let result: Vector3;\r\n\r\n if (useVerticesNormals) {\r\n const normals = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n let normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);\r\n let normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);\r\n let normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);\r\n\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n } else {\r\n const positions = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);\r\n const vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);\r\n const vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);\r\n\r\n const p1p2 = vertex1.subtract(vertex2);\r\n const p3p2 = vertex3.subtract(vertex2);\r\n\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n\r\n const transformNormalToWorld = (pickedMesh: AbstractMesh, n: Vector3) => {\r\n let wm = pickedMesh.getWorldMatrix();\r\n\r\n if (pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n\r\n Vector3.TransformNormalToRef(n, wm, n);\r\n };\r\n\r\n if (useWorldCoordinates) {\r\n transformNormalToWorld(this.pickedMesh, result);\r\n }\r\n\r\n if (this.ray) {\r\n const normalForDirectionChecking = TmpVectors.Vector3[0].copyFrom(result);\r\n\r\n if (!useWorldCoordinates) {\r\n // the normal has not been transformed to world space as part as the normal processing, so we must do it now\r\n transformNormalToWorld(this.pickedMesh, normalForDirectionChecking);\r\n }\r\n\r\n // Flip the normal if the picking ray is in the same direction.\r\n if (Vector3.Dot(normalForDirectionChecking, this.ray.direction) > 0) {\r\n result.negateInPlace();\r\n }\r\n }\r\n\r\n result.normalize();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates of where the pick occurred\r\n * @param uvSet The UV set to use to calculate the texture coordinates (default: VertexBuffer.UVKind)\r\n * @returns The vector containing the coordinates of the texture\r\n */\r\n public getTextureCoordinates(uvSet = VertexBuffer.UVKind): Nullable<Vector2> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(uvSet)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n const uvs = this.pickedMesh.getVerticesData(uvSet);\r\n if (!uvs) {\r\n return null;\r\n }\r\n\r\n let uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n let uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n let uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n }\r\n}\r\n"]}
1
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type { Nullable, FloatArray } from \"../types\";\r\nimport { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Sprite } from \"../Sprites/sprite\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions\r\n */\r\nexport class PickingInfo {\r\n /**\r\n * If the pick collided with an object\r\n */\r\n public hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n public distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n public pickedPoint: Nullable<Vector3> = null;\r\n /**\r\n * The mesh corresponding the pick collision\r\n */\r\n public pickedMesh: Nullable<AbstractMesh> = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public faceId = -1;\r\n /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public subMeshFaceId = -1;\r\n /** Id of the submesh that was picked */\r\n public subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n public pickedSprite: Nullable<Sprite> = null;\r\n /** If we are picking a mesh with thin instance, this will give you the picked thin instance */\r\n public thinInstanceIndex = -1;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n public ray: Nullable<Ray> = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) as a \"near interaction\", this will be populated.\r\n */\r\n public originMesh: Nullable<AbstractMesh> = null;\r\n /**\r\n * The aim-space transform of the input used for picking, if it is an XR input source.\r\n */\r\n public aimTransform: Nullable<TransformNode> = null;\r\n /**\r\n * The grip-space transform of the input used for picking, if it is an XR input source.\r\n * Some XR sources, such as input coming from head mounted displays, do not have this.\r\n */\r\n public gripTransform: Nullable<TransformNode> = null;\r\n\r\n /**\r\n * Gets the normal corresponding to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map (default: true)\r\n * @returns The normal corresponding to the face the pick collided with\r\n * @remarks Note that the returned normal will always point towards the picking ray.\r\n */\r\n public getNormal(useWorldCoordinates = false, useVerticesNormals = true): Nullable<Vector3> {\r\n if (!this.pickedMesh || (useVerticesNormals && !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind))) {\r\n return null;\r\n }\r\n\r\n let indices = this.pickedMesh.getIndices();\r\n\r\n if (indices?.length === 0) {\r\n indices = null;\r\n }\r\n\r\n let result: Vector3;\r\n\r\n const tmp0 = TmpVectors.Vector3[0];\r\n const tmp1 = TmpVectors.Vector3[1];\r\n const tmp2 = TmpVectors.Vector3[2];\r\n\r\n if (useVerticesNormals) {\r\n const normals = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n let normal0 = indices\r\n ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3] * 3, tmp0)\r\n : tmp0.copyFromFloats(normals[this.faceId * 3 * 3], normals[this.faceId * 3 * 3 + 1], normals[this.faceId * 3 * 3 + 2]);\r\n let normal1 = indices\r\n ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 1] * 3, tmp1)\r\n : tmp1.copyFromFloats(normals[(this.faceId * 3 + 1) * 3], normals[(this.faceId * 3 + 1) * 3 + 1], normals[(this.faceId * 3 + 1) * 3 + 2]);\r\n let normal2 = indices\r\n ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 2] * 3, tmp2)\r\n : tmp2.copyFromFloats(normals[(this.faceId * 3 + 2) * 3], normals[(this.faceId * 3 + 2) * 3 + 1], normals[(this.faceId * 3 + 2) * 3 + 2]);\r\n\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n } else {\r\n const positions = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const vertex1 = indices\r\n ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3] * 3, tmp0)\r\n : tmp0.copyFromFloats(positions[this.faceId * 3 * 3], positions[this.faceId * 3 * 3 + 1], positions[this.faceId * 3 * 3 + 2]);\r\n const vertex2 = indices\r\n ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 1] * 3, tmp1)\r\n : tmp1.copyFromFloats(positions[(this.faceId * 3 + 1) * 3], positions[(this.faceId * 3 + 1) * 3 + 1], positions[(this.faceId * 3 + 1) * 3 + 2]);\r\n const vertex3 = indices\r\n ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 2] * 3, tmp2)\r\n : tmp2.copyFromFloats(positions[(this.faceId * 3 + 2) * 3], positions[(this.faceId * 3 + 2) * 3 + 1], positions[(this.faceId * 3 + 2) * 3 + 2]);\r\n\r\n const p1p2 = vertex1.subtract(vertex2);\r\n const p3p2 = vertex3.subtract(vertex2);\r\n\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n\r\n const transformNormalToWorld = (pickedMesh: AbstractMesh, n: Vector3) => {\r\n let wm = pickedMesh.getWorldMatrix();\r\n\r\n if (pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n\r\n Vector3.TransformNormalToRef(n, wm, n);\r\n };\r\n\r\n if (useWorldCoordinates) {\r\n transformNormalToWorld(this.pickedMesh, result);\r\n }\r\n\r\n if (this.ray) {\r\n const normalForDirectionChecking = TmpVectors.Vector3[0].copyFrom(result);\r\n\r\n if (!useWorldCoordinates) {\r\n // the normal has not been transformed to world space as part as the normal processing, so we must do it now\r\n transformNormalToWorld(this.pickedMesh, normalForDirectionChecking);\r\n }\r\n\r\n // Flip the normal if the picking ray is in the same direction.\r\n if (Vector3.Dot(normalForDirectionChecking, this.ray.direction) > 0) {\r\n result.negateInPlace();\r\n }\r\n }\r\n\r\n result.normalize();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates of where the pick occurred\r\n * @param uvSet The UV set to use to calculate the texture coordinates (default: VertexBuffer.UVKind)\r\n * @returns The vector containing the coordinates of the texture\r\n */\r\n public getTextureCoordinates(uvSet = VertexBuffer.UVKind): Nullable<Vector2> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(uvSet)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n const uvs = this.pickedMesh.getVerticesData(uvSet);\r\n if (!uvs) {\r\n return null;\r\n }\r\n\r\n let uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n let uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n let uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n }\r\n}\r\n"]}
@@ -195,7 +195,7 @@ ThinEngine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipm
195
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  ];
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  this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
197
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  this._unpackFlipY(false);
198
- const internalFormat = format ? this._getInternalFormat(format, texture._useSRGBBuffer) : texture._useSRGBBuffer ? gl.SRGB8_ALPHA8 : gl.RGBA;
198
+ const internalFormat = format ? this._getInternalFormat(format, texture._useSRGBBuffer) : texture._useSRGBBuffer ? this._glSRGBExtensionValues.SRGB8_ALPHA8 : gl.RGBA;
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  let texelFormat = format ? this._getInternalFormat(format) : gl.RGBA;
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  if (texture._useSRGBBuffer && this.webGLVersion === 1) {
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  texelFormat = internalFormat;
@@ -1 +1 @@
1
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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { IInternalTextureLoader } from \"../../Materials/Textures/internalTextureLoader\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\nimport { Constants } from \"../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a depth stencil cube texture.\r\n * This is only available in WebGL 2.\r\n * @param size The size of face edge in the cube texture.\r\n * @param options The options defining the cube texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The cube texture\r\n */\r\n _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean | undefined,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n loaderOptions: any,\r\n useSRGBBuffer: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n _partialLoadFile(\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>\r\n ): void;\r\n\r\n /** @internal */\r\n _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @internal */\r\n _cascadeLoadImgs(\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /** @internal */\r\n _partialLoadImg(\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /**\r\n * @internal\r\n */\r\n _setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.isCube = true;\r\n\r\n if (this.webGLVersion === 1) {\r\n Logger.Error(\"Depth cube texture is not supported by WebGL 1.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n const gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = internalOptions.generateStencil;\r\n\r\n // Create the depth/stencil buffer\r\n for (let face = 0; face < 6; face++) {\r\n if (internalOptions.generateStencil) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype._partialLoadFile = function (\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const onload = (data: ArrayBuffer) => {\r\n loadedFiles[index] = data;\r\n (<any>loadedFiles)._internalCount++;\r\n\r\n if ((<any>loadedFiles)._internalCount === 6) {\r\n onfinish(loadedFiles);\r\n }\r\n };\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n if (onErrorCallBack && request) {\r\n onErrorCallBack(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(url, onload as (data: string | ArrayBuffer) => void, undefined, undefined, true, onerror);\r\n};\r\n\r\nThinEngine.prototype._cascadeLoadFiles = function (\r\n scene: Nullable<Scene>,\r\n onfinish: (images: ArrayBuffer[]) => void,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const loadedFiles: ArrayBuffer[] = [];\r\n (<any>loadedFiles)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadFile(files[index], index, loadedFiles, onfinish, onError);\r\n }\r\n};\r\n\r\nThinEngine.prototype._cascadeLoadImgs = function (\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const loadedImages: HTMLImageElement[] | ImageBitmap[] = [];\r\n (<any>loadedImages)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadImg(files[index], index, loadedImages, scene, texture, onfinish, onError, mimeType);\r\n }\r\n};\r\n\r\nThinEngine.prototype._partialLoadImg = function (\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const tokenPendingData = RandomGUID();\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n loadedImages[index] = img;\r\n (<any>loadedImages)._internalCount++;\r\n\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if ((<any>loadedImages)._internalCount === 6 && onfinish) {\r\n onfinish(texture, loadedImages);\r\n }\r\n };\r\n\r\n const onerror = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if (onErrorCallBack) {\r\n onErrorCallBack(message, exception);\r\n }\r\n };\r\n\r\n LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null, mimeType);\r\n if (scene) {\r\n scene.addPendingData(tokenPendingData);\r\n }\r\n};\r\n\r\nThinEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void {\r\n const gl = this._gl;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_LINEAR_LINEAR;\r\n\r\n if (loadMipmap && this.getCaps().textureMaxLevel && maxLevel !== undefined && maxLevel > 0) {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAX_LEVEL, maxLevel);\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n};\r\n\r\nThinEngine.prototype.createCubeTextureBase = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void> = null,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void> = null,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n texture._useSRGBBuffer = !!useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU || !!noMipmap);\r\n if (texture !== fallback) {\r\n texture.label = rootUrl.substring(0, 60); // default label, can be overriden by the caller\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n }\r\n\r\n const originalRootUrl = rootUrl;\r\n if (this._transformTextureUrl && !fallback) {\r\n rootUrl = this._transformTextureUrl(rootUrl);\r\n }\r\n\r\n const rootUrlWithoutUriParams = rootUrl.split(\"?\")[0];\r\n const lastDot = rootUrlWithoutUriParams.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? rootUrlWithoutUriParams.substring(lastDot).toLowerCase() : \"\";\r\n\r\n let loader: Nullable<IInternalTextureLoader> = null;\r\n for (const availableLoader of ThinEngine._TextureLoaders) {\r\n if (availableLoader.canLoad(extension)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n\r\n const onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (rootUrl === originalRootUrl) {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n } else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${rootUrl}, falling back to the ${originalRootUrl}`);\r\n this.createCubeTextureBase(\r\n originalRootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n texture,\r\n beforeLoadCubeDataCallback,\r\n imageHandler,\r\n useSRGBBuffer\r\n );\r\n }\r\n };\r\n\r\n if (loader) {\r\n const onloaddata = (data: ArrayBufferView | ArrayBufferView[]) => {\r\n if (beforeLoadCubeDataCallback) {\r\n beforeLoadCubeDataCallback(texture, data);\r\n }\r\n loader!.loadCubeData(data, texture, createPolynomials, onLoad, onError);\r\n };\r\n if (files && files.length === 6) {\r\n if (loader.supportCascades) {\r\n this._cascadeLoadFiles(scene, (images) => onloaddata(images.map((image) => new Uint8Array(image))), files, onError);\r\n } else {\r\n if (onError) {\r\n onError(\"Textures type does not support cascades.\");\r\n } else {\r\n Logger.Warn(\"Texture loader does not support cascades.\");\r\n }\r\n }\r\n } else {\r\n this._loadFile(rootUrl, (data) => onloaddata(new Uint8Array(data as ArrayBuffer)), undefined, undefined, true, onInternalError);\r\n }\r\n } else {\r\n if (!files) {\r\n throw new Error(\"Cannot load cubemap because files were not defined\");\r\n }\r\n\r\n this._cascadeLoadImgs(\r\n scene,\r\n texture,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n if (imageHandler) {\r\n imageHandler(texture, imgs);\r\n }\r\n },\r\n files,\r\n onError\r\n );\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n loaderOptions?: any,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const gl = this._gl;\r\n\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n (texture: InternalTexture) => this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true),\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const width = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize) : imgs[0].width;\r\n const height = width;\r\n\r\n const faces = [\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X,\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_Y,\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_Z,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_X,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,\r\n ];\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n const internalFormat = format ? this._getInternalFormat(format, texture._useSRGBBuffer) : texture._useSRGBBuffer ? gl.SRGB8_ALPHA8 : gl.RGBA;\r\n let texelFormat = format ? this._getInternalFormat(format) : gl.RGBA;\r\n\r\n if (texture._useSRGBBuffer && this.webGLVersion === 1) {\r\n texelFormat = internalFormat;\r\n }\r\n\r\n for (let index = 0; index < faces.length; index++) {\r\n if (imgs[index].width !== width || imgs[index].height !== height) {\r\n this._prepareWorkingCanvas();\r\n\r\n if (!this._workingCanvas || !this._workingContext) {\r\n Logger.Warn(\"Cannot create canvas to resize texture.\");\r\n return;\r\n }\r\n this._workingCanvas.width = width;\r\n this._workingCanvas.height = height;\r\n\r\n this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);\r\n gl.texImage2D(faces[index], 0, internalFormat, texelFormat, gl.UNSIGNED_BYTE, this._workingCanvas as TexImageSource);\r\n } else {\r\n gl.texImage2D(faces[index], 0, internalFormat, texelFormat, gl.UNSIGNED_BYTE, imgs[index]);\r\n }\r\n }\r\n\r\n if (!noMipmap) {\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n if (format) {\r\n texture.format = format;\r\n }\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n"]}
1
+ 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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { IInternalTextureLoader } from \"../../Materials/Textures/internalTextureLoader\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\nimport { Constants } from \"../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a depth stencil cube texture.\r\n * This is only available in WebGL 2.\r\n * @param size The size of face edge in the cube texture.\r\n * @param options The options defining the cube texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The cube texture\r\n */\r\n _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean | undefined,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n loaderOptions: any,\r\n useSRGBBuffer: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n _partialLoadFile(\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>\r\n ): void;\r\n\r\n /** @internal */\r\n _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @internal */\r\n _cascadeLoadImgs(\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /** @internal */\r\n _partialLoadImg(\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /**\r\n * @internal\r\n */\r\n _setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.isCube = true;\r\n\r\n if (this.webGLVersion === 1) {\r\n Logger.Error(\"Depth cube texture is not supported by WebGL 1.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n const gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = internalOptions.generateStencil;\r\n\r\n // Create the depth/stencil buffer\r\n for (let face = 0; face < 6; face++) {\r\n if (internalOptions.generateStencil) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype._partialLoadFile = function (\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const onload = (data: ArrayBuffer) => {\r\n loadedFiles[index] = data;\r\n (<any>loadedFiles)._internalCount++;\r\n\r\n if ((<any>loadedFiles)._internalCount === 6) {\r\n onfinish(loadedFiles);\r\n }\r\n };\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n if (onErrorCallBack && request) {\r\n onErrorCallBack(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(url, onload as (data: string | ArrayBuffer) => void, undefined, undefined, true, onerror);\r\n};\r\n\r\nThinEngine.prototype._cascadeLoadFiles = function (\r\n scene: Nullable<Scene>,\r\n onfinish: (images: ArrayBuffer[]) => void,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const loadedFiles: ArrayBuffer[] = [];\r\n (<any>loadedFiles)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadFile(files[index], index, loadedFiles, onfinish, onError);\r\n }\r\n};\r\n\r\nThinEngine.prototype._cascadeLoadImgs = function (\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const loadedImages: HTMLImageElement[] | ImageBitmap[] = [];\r\n (<any>loadedImages)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadImg(files[index], index, loadedImages, scene, texture, onfinish, onError, mimeType);\r\n }\r\n};\r\n\r\nThinEngine.prototype._partialLoadImg = function (\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const tokenPendingData = RandomGUID();\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n loadedImages[index] = img;\r\n (<any>loadedImages)._internalCount++;\r\n\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if ((<any>loadedImages)._internalCount === 6 && onfinish) {\r\n onfinish(texture, loadedImages);\r\n }\r\n };\r\n\r\n const onerror = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if (onErrorCallBack) {\r\n onErrorCallBack(message, exception);\r\n }\r\n };\r\n\r\n LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null, mimeType);\r\n if (scene) {\r\n scene.addPendingData(tokenPendingData);\r\n }\r\n};\r\n\r\nThinEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void {\r\n const gl = this._gl;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_LINEAR_LINEAR;\r\n\r\n if (loadMipmap && this.getCaps().textureMaxLevel && maxLevel !== undefined && maxLevel > 0) {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAX_LEVEL, maxLevel);\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n};\r\n\r\nThinEngine.prototype.createCubeTextureBase = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void> = null,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void> = null,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n texture._useSRGBBuffer = !!useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU || !!noMipmap);\r\n if (texture !== fallback) {\r\n texture.label = rootUrl.substring(0, 60); // default label, can be overriden by the caller\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n }\r\n\r\n const originalRootUrl = rootUrl;\r\n if (this._transformTextureUrl && !fallback) {\r\n rootUrl = this._transformTextureUrl(rootUrl);\r\n }\r\n\r\n const rootUrlWithoutUriParams = rootUrl.split(\"?\")[0];\r\n const lastDot = rootUrlWithoutUriParams.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? rootUrlWithoutUriParams.substring(lastDot).toLowerCase() : \"\";\r\n\r\n let loader: Nullable<IInternalTextureLoader> = null;\r\n for (const availableLoader of ThinEngine._TextureLoaders) {\r\n if (availableLoader.canLoad(extension)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n\r\n const onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (rootUrl === originalRootUrl) {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n } else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${rootUrl}, falling back to the ${originalRootUrl}`);\r\n this.createCubeTextureBase(\r\n originalRootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n texture,\r\n beforeLoadCubeDataCallback,\r\n imageHandler,\r\n useSRGBBuffer\r\n );\r\n }\r\n };\r\n\r\n if (loader) {\r\n const onloaddata = (data: ArrayBufferView | ArrayBufferView[]) => {\r\n if (beforeLoadCubeDataCallback) {\r\n beforeLoadCubeDataCallback(texture, data);\r\n }\r\n loader!.loadCubeData(data, texture, createPolynomials, onLoad, onError);\r\n };\r\n if (files && files.length === 6) {\r\n if (loader.supportCascades) {\r\n this._cascadeLoadFiles(scene, (images) => onloaddata(images.map((image) => new Uint8Array(image))), files, onError);\r\n } else {\r\n if (onError) {\r\n onError(\"Textures type does not support cascades.\");\r\n } else {\r\n Logger.Warn(\"Texture loader does not support cascades.\");\r\n }\r\n }\r\n } else {\r\n this._loadFile(rootUrl, (data) => onloaddata(new Uint8Array(data as ArrayBuffer)), undefined, undefined, true, onInternalError);\r\n }\r\n } else {\r\n if (!files) {\r\n throw new Error(\"Cannot load cubemap because files were not defined\");\r\n }\r\n\r\n this._cascadeLoadImgs(\r\n scene,\r\n texture,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n if (imageHandler) {\r\n imageHandler(texture, imgs);\r\n }\r\n },\r\n files,\r\n onError\r\n );\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n loaderOptions?: any,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const gl = this._gl;\r\n\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n (texture: InternalTexture) => this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true),\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const width = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize) : imgs[0].width;\r\n const height = width;\r\n\r\n const faces = [\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X,\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_Y,\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_Z,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_X,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,\r\n ];\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n const internalFormat = format ? this._getInternalFormat(format, texture._useSRGBBuffer) : texture._useSRGBBuffer ? this._glSRGBExtensionValues.SRGB8_ALPHA8 : gl.RGBA;\r\n let texelFormat = format ? this._getInternalFormat(format) : gl.RGBA;\r\n\r\n if (texture._useSRGBBuffer && this.webGLVersion === 1) {\r\n texelFormat = internalFormat;\r\n }\r\n\r\n for (let index = 0; index < faces.length; index++) {\r\n if (imgs[index].width !== width || imgs[index].height !== height) {\r\n this._prepareWorkingCanvas();\r\n\r\n if (!this._workingCanvas || !this._workingContext) {\r\n Logger.Warn(\"Cannot create canvas to resize texture.\");\r\n return;\r\n }\r\n this._workingCanvas.width = width;\r\n this._workingCanvas.height = height;\r\n\r\n this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);\r\n gl.texImage2D(faces[index], 0, internalFormat, texelFormat, gl.UNSIGNED_BYTE, this._workingCanvas as TexImageSource);\r\n } else {\r\n gl.texImage2D(faces[index], 0, internalFormat, texelFormat, gl.UNSIGNED_BYTE, imgs[index]);\r\n }\r\n }\r\n\r\n if (!noMipmap) {\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n if (format) {\r\n texture.format = format;\r\n }\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n"]}
@@ -332,7 +332,7 @@ ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rt
332
332
  const texture = rtWrapper.textures[i];
333
333
  const hardwareTexture = texture._hardwareTexture;
334
334
  const attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
335
- const colorRenderbuffer = this._createRenderBuffer(texture.width, texture.height, samples, -1 /* not used */, this._getRGBAMultiSampleBufferFormat(texture.type), attachment);
335
+ const colorRenderbuffer = this._createRenderBuffer(texture.width, texture.height, samples, -1 /* not used */, this._getRGBAMultiSampleBufferFormat(texture.type, texture.format), attachment);
336
336
  if (!colorRenderbuffer) {
337
337
  throw new Error("Unable to create multi sampled framebuffer");
338
338
  }