@babylonjs/core 6.14.2 → 6.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/actionManager.js +8 -3
- package/Actions/actionManager.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +2 -1
- package/Behaviors/Cameras/framingBehavior.js +3 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/skeleton.js +1 -0
- package/Bones/skeleton.js.map +1 -1
- package/Compute/computeEffect.js +1 -1
- package/Compute/computeEffect.js.map +1 -1
- package/{Materials/Node/nodeMaterialDecorator.d.ts → Decorators/nodeDecorator.d.ts} +6 -7
- package/{Materials/Node/nodeMaterialDecorator.js → Decorators/nodeDecorator.js} +3 -3
- package/Decorators/nodeDecorator.js.map +1 -0
- package/Engines/Processors/shaderCodeNode.js +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +2 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +3 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +11 -10
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/nativeEngine.js +5 -4
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -0
- package/Engines/thinEngine.js +35 -4
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +12 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +34 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +29 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +1 -0
- package/FlowGraph/Blocks/Data/index.d.ts +1 -0
- package/FlowGraph/Blocks/Data/index.js +2 -0
- package/FlowGraph/Blocks/Data/index.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +23 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +51 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +20 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +29 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/index.d.ts +2 -0
- package/FlowGraph/Blocks/Event/index.js +3 -0
- package/FlowGraph/Blocks/Event/index.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +43 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +40 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +18 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +21 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/index.d.ts +2 -0
- package/FlowGraph/Blocks/Execution/index.js +3 -0
- package/FlowGraph/Blocks/Execution/index.js.map +1 -0
- package/FlowGraph/Blocks/index.d.ts +3 -0
- package/FlowGraph/Blocks/index.js +5 -0
- package/FlowGraph/Blocks/index.js.map +1 -0
- package/FlowGraph/flowGraph.d.ts +34 -0
- package/FlowGraph/flowGraph.js +54 -0
- package/FlowGraph/flowGraph.js.map +1 -0
- package/FlowGraph/flowGraphBlock.d.ts +33 -0
- package/FlowGraph/flowGraphBlock.js +39 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -0
- package/FlowGraph/flowGraphConnection.d.ts +38 -0
- package/FlowGraph/flowGraphConnection.js +40 -0
- package/FlowGraph/flowGraphConnection.js.map +1 -0
- package/FlowGraph/flowGraphDataConnection.d.ts +15 -0
- package/FlowGraph/flowGraphDataConnection.js +30 -0
- package/FlowGraph/flowGraphDataConnection.js.map +1 -0
- package/FlowGraph/flowGraphEventBlock.d.ts +20 -0
- package/FlowGraph/flowGraphEventBlock.js +15 -0
- package/FlowGraph/flowGraphEventBlock.js.map +1 -0
- package/FlowGraph/flowGraphExecutionBlock.d.ts +24 -0
- package/FlowGraph/flowGraphExecutionBlock.js +27 -0
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -0
- package/FlowGraph/flowGraphSignalConnection.d.ts +14 -0
- package/FlowGraph/flowGraphSignalConnection.js +22 -0
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +7 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -0
- package/FlowGraph/index.d.ts +6 -0
- package/FlowGraph/index.js +8 -0
- package/FlowGraph/index.js.map +1 -0
- package/Gizmos/lightGizmo.d.ts +5 -0
- package/Gizmos/lightGizmo.js +21 -7
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +6 -0
- package/Gizmos/planeRotationGizmo.js +5 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +8 -0
- package/Gizmos/rotationGizmo.js +15 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Layers/layer.js +1 -1
- package/Layers/layer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +4 -3
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +3 -1
- package/Lights/Shadows/shadowGenerator.js +4 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +1 -1
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.d.ts +1 -1
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.d.ts +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Loading/sceneLoader.js +2 -0
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -13
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +6 -6
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +16 -16
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +27 -27
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +8 -8
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +28 -28
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -5
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +15 -15
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +6 -6
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +13 -13
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +13 -13
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -5
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -3
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +11 -11
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +6 -6
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -9
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +47 -47
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +9 -9
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -14
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -4
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +8 -8
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/index.d.ts +2 -0
- package/Materials/Node/Blocks/Teleport/index.js +3 -0
- package/Materials/Node/Blocks/Teleport/index.js.map +1 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +42 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +83 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +59 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +122 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +5 -5
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -11
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +11 -11
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +39 -39
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +4 -4
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +7 -7
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +10 -10
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +5 -5
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +4 -4
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js +4 -4
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.js +1 -1
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +8 -8
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/lengthBlock.js +1 -1
- package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
- package/Materials/Node/Blocks/lerpBlock.js +1 -1
- package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
- package/Materials/Node/Blocks/maxBlock.js +1 -1
- package/Materials/Node/Blocks/maxBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +7 -7
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/minBlock.js +1 -1
- package/Materials/Node/Blocks/minBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +1 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/negateBlock.js +1 -1
- package/Materials/Node/Blocks/negateBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js +6 -6
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js +1 -1
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js +1 -1
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js +4 -4
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/replaceColorBlock.js +6 -6
- package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/scaleBlock.js +1 -1
- package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js +41 -41
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
- package/Materials/Node/Blocks/stepBlock.js +1 -1
- package/Materials/Node/Blocks/stepBlock.js.map +1 -1
- package/Materials/Node/Blocks/subtractBlock.js +1 -1
- package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.js +13 -14
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +17 -17
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
- package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.js +3 -4
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +155 -155
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/index.d.ts +1 -1
- package/Materials/Node/index.js +1 -1
- package/Materials/Node/index.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +50 -15
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +14 -2
- package/Materials/Node/nodeMaterialBlock.js +34 -11
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +36 -36
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -4
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/effect.js +1 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.d.ts +4 -0
- package/Materials/effectRenderer.js +8 -2
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/greasedLinePluginMaterial.d.ts +4 -0
- package/Materials/greasedLinePluginMaterial.js +12 -1
- package/Materials/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/materialPluginManager.js +5 -5
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.d.ts +4 -15
- package/Materials/meshDebugPluginMaterial.js +8 -29
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +5 -5
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +31 -0
- package/Meshes/Builders/boxBuilder.js +65 -1
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +3 -3
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +1 -1
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.d.ts +1 -1
- package/Meshes/Builders/linesBuilder.js +1 -1
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.js +1 -1
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.js +1 -1
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +85 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +210 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +68 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +186 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.d.ts +35 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.js +81 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.d.ts +31 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.js +58 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.d.ts +28 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js +53 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -0
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package/Bones/skeleton.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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{ Bone } from \"./bone\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Animatable } from \"../Animations/animatable\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { AnimationRange } from \"../Animations/animationRange\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n\r\n/**\r\n * Class used to handle skinning animations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\nexport class Skeleton implements IAnimatable {\r\n /**\r\n * Defines the list of child bones\r\n */\r\n public bones = new Array<Bone>();\r\n /**\r\n * Defines an estimate of the dimension of the skeleton at rest\r\n */\r\n public dimensionsAtRest: Vector3;\r\n /**\r\n * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)\r\n */\r\n public needInitialSkinMatrix = false;\r\n\r\n /**\r\n * Gets the list of animations attached to this skeleton\r\n */\r\n public animations: Array<Animation>;\r\n\r\n private _scene: Scene;\r\n private _isDirty = true;\r\n private _transformMatrices: Float32Array;\r\n private _transformMatrixTexture: Nullable<RawTexture>;\r\n private _meshesWithPoseMatrix = new Array<AbstractMesh>();\r\n private _animatables: IAnimatable[];\r\n private _identity = Matrix.Identity();\r\n private _synchronizedWithMesh: AbstractMesh;\r\n\r\n private _ranges: { [name: string]: Nullable<AnimationRange> } = {};\r\n\r\n private _absoluteTransformIsDirty = true;\r\n\r\n private _canUseTextureForBones = false;\r\n private _uniqueId = 0;\r\n\r\n /** @internal */\r\n public _numBonesWithLinkedTransformNode = 0;\r\n\r\n /** @internal */\r\n public _hasWaitingData: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Specifies if the skeleton should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n private _useTextureToStoreBoneMatrices = true;\r\n /**\r\n * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreBoneMatrices(): boolean {\r\n return this._useTextureToStoreBoneMatrices;\r\n }\r\n\r\n public set useTextureToStoreBoneMatrices(value: boolean) {\r\n this._useTextureToStoreBoneMatrices = value;\r\n this._markAsDirty();\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n // Events\r\n\r\n /**\r\n * An observable triggered before computing the skeleton's matrices\r\n */\r\n public onBeforeComputeObservable = new Observable<Skeleton>();\r\n\r\n /**\r\n * Gets a boolean indicating that the skeleton effectively stores matrices into a texture\r\n */\r\n public get isUsingTextureForMatrices() {\r\n return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones;\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this skeleton\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton\r\n * @param name defines the skeleton name\r\n * @param id defines the skeleton Id\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(\r\n /** defines the skeleton name */\r\n public name: string,\r\n /** defines the skeleton Id */\r\n public id: string,\r\n scene: Scene\r\n ) {\r\n this.bones = [];\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addSkeleton(this);\r\n\r\n //make sure it will recalculate the matrix next time prepare is called.\r\n this._isDirty = true;\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"Skeleton\";\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.bones.filter((b) => !b.getParent());\r\n }\r\n\r\n // Members\r\n /**\r\n * Gets the list of transform matrices to send to shaders (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a Float32Array containing matrices data\r\n */\r\n public getTransformMatrices(mesh: AbstractMesh): Float32Array {\r\n if (this.needInitialSkinMatrix) {\r\n if (!mesh._bonesTransformMatrices) {\r\n this.prepare();\r\n }\r\n\r\n return mesh._bonesTransformMatrices!;\r\n }\r\n\r\n if (!this._transformMatrices || this._isDirty) {\r\n this.prepare();\r\n }\r\n\r\n return this._transformMatrices;\r\n }\r\n\r\n /**\r\n * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a raw texture containing the data\r\n */\r\n public getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture> {\r\n if (this.needInitialSkinMatrix && mesh._transformMatrixTexture) {\r\n return mesh._transformMatrixTexture;\r\n }\r\n\r\n return this._transformMatrixTexture;\r\n }\r\n\r\n /**\r\n * Gets the current hosting scene\r\n * @returns a scene object\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Gets a string representing the current skeleton data\r\n * @param fullDetails defines a boolean indicating if we want a verbose version\r\n * @returns a string representing the current skeleton data\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = `Name: ${this.name}, nBones: ${this.bones.length}`;\r\n ret += `, nAnimationRanges: ${this._ranges ? Object.keys(this._ranges).length : \"none\"}`;\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n let first = true;\r\n for (const name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get bone's index searching by name\r\n * @param name defines bone's name to search for\r\n * @returns the indice of the bone. Returns -1 if not found\r\n */\r\n public getBoneIndexByName(name: string): number {\r\n for (let boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {\r\n if (this.bones[boneIndex].name === name) {\r\n return boneIndex;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Create a new animation range\r\n * @param name defines the name of the range\r\n * @param from defines the start key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range\r\n * @param deleteFrames defines if frames must be removed as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Gets a specific animation range\r\n * @param name defines the name of the range to look for\r\n * @returns the requested animation range or null if not found\r\n */\r\n public getAnimationRange(name: string): Nullable<AnimationRange> {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this skeleton\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable<AnimationRange>[] {\r\n const animationRanges: Nullable<AnimationRange>[] = [];\r\n let name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Copy animation range from a source skeleton.\r\n * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\r\n * @param source defines the source skeleton\r\n * @param name defines the name of the range to copy\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @returns true if operation was successful\r\n */\r\n public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean {\r\n if (this._ranges[name] || !source.getAnimationRange(name)) {\r\n return false;\r\n }\r\n let ret = true;\r\n const frameOffset = this._getHighestAnimationFrame() + 1;\r\n\r\n // make a dictionary of source skeleton's bones, so exact same order or doubly nested loop is not required\r\n const boneDict: { [key: string]: Bone } = {};\r\n const sourceBones = source.bones;\r\n let nBones: number;\r\n let i: number;\r\n for (i = 0, nBones = sourceBones.length; i < nBones; i++) {\r\n boneDict[sourceBones[i].name] = sourceBones[i];\r\n }\r\n\r\n if (this.bones.length !== sourceBones.length) {\r\n Logger.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${sourceBones.length}`);\r\n ret = false;\r\n }\r\n\r\n const skelDimensionsRatio = rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;\r\n\r\n for (i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n const boneName = this.bones[i].name;\r\n const sourceBone = boneDict[boneName];\r\n if (sourceBone) {\r\n ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);\r\n } else {\r\n Logger.Warn(\"copyAnimationRange: not same rig, missing source bone \" + boneName);\r\n ret = false;\r\n }\r\n }\r\n // do not call createAnimationRange(), since it also is done to bones, which was already done\r\n const range = source.getAnimationRange(name);\r\n if (range) {\r\n this._ranges[name] = new AnimationRange(name, range.from + frameOffset, range.to + frameOffset);\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Forces the skeleton to go to rest pose\r\n */\r\n public returnToRest(): void {\r\n for (const bone of this.bones) {\r\n if (bone._index !== -1) {\r\n bone.returnToRest();\r\n }\r\n }\r\n }\r\n\r\n private _getHighestAnimationFrame(): number {\r\n let ret = 0;\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n const highest = this.bones[i].animations[0].getHighestFrame();\r\n if (ret < highest) {\r\n ret = highest;\r\n }\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Begin a specific animation range\r\n * @param name defines the name of the range to start\r\n * @param loop defines if looping must be turned on (false by default)\r\n * @param speedRatio defines the speed ratio to apply (1 by default)\r\n * @param onAnimationEnd defines a callback which will be called when animation will end\r\n * @returns a new animatable\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable> {\r\n const range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\r\n * @param skeleton defines the Skeleton containing the animation range to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\r\n * @returns the original skeleton\r\n */\r\n public static MakeAnimationAdditive(skeleton: Skeleton, referenceFrame = 0, range: string): Nullable<Skeleton> {\r\n const rangeValue = skeleton.getAnimationRange(range);\r\n\r\n // We can't make a range additive if it doesn't exist\r\n if (!rangeValue) {\r\n return null;\r\n }\r\n\r\n // Find any current scene-level animatable belonging to the target that matches the range\r\n const sceneAnimatables = skeleton._scene.getAllAnimatablesByTarget(skeleton);\r\n let rangeAnimatable: Nullable<Animatable> = null;\r\n\r\n for (let index = 0; index < sceneAnimatables.length; index++) {\r\n const sceneAnimatable = sceneAnimatables[index];\r\n\r\n if (sceneAnimatable.fromFrame === rangeValue?.from && sceneAnimatable.toFrame === rangeValue?.to) {\r\n rangeAnimatable = sceneAnimatable;\r\n break;\r\n }\r\n }\r\n\r\n // Convert the animations belonging to the skeleton to additive keyframes\r\n const animatables = skeleton.getAnimatables();\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n const animations = animatable.animations;\r\n\r\n if (!animations) {\r\n continue;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < animations.length; animIndex++) {\r\n Animation.MakeAnimationAdditive(animations[animIndex], referenceFrame, range);\r\n }\r\n }\r\n\r\n // Mark the scene-level animatable as additive\r\n if (rangeAnimatable) {\r\n rangeAnimatable.isAdditive = true;\r\n }\r\n\r\n return skeleton;\r\n }\r\n\r\n /** @internal */\r\n public _markAsDirty(): void {\r\n this._isDirty = true;\r\n this._absoluteTransformIsDirty = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n this._meshesWithPoseMatrix.push(mesh);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n const index = this._meshesWithPoseMatrix.indexOf(mesh);\r\n\r\n if (index > -1) {\r\n this._meshesWithPoseMatrix.splice(index, 1);\r\n }\r\n }\r\n\r\n private _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void {\r\n this.onBeforeComputeObservable.notifyObservers(this);\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n bone._childUpdateId++;\r\n const parentBone = bone.getParent();\r\n\r\n if (parentBone) {\r\n bone.getLocalMatrix().multiplyToRef(parentBone.getFinalMatrix(), bone.getFinalMatrix());\r\n } else {\r\n if (initialSkinMatrix) {\r\n bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getFinalMatrix());\r\n } else {\r\n bone.getFinalMatrix().copyFrom(bone.getLocalMatrix());\r\n }\r\n }\r\n\r\n if (bone._index !== -1) {\r\n const mappedIndex = bone._index === null ? index : bone._index;\r\n bone.getAbsoluteInverseBindMatrix().multiplyToArray(bone.getFinalMatrix(), targetMatrix, mappedIndex * 16);\r\n }\r\n }\r\n\r\n this._identity.copyToArray(targetMatrix, this.bones.length * 16);\r\n }\r\n\r\n /**\r\n * Build all resources required to render a skeleton\r\n */\r\n public prepare(): void {\r\n // Update the local matrix of bones with linked transform nodes.\r\n if (this._numBonesWithLinkedTransformNode > 0) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode) {\r\n const node = bone._linkedTransformNode;\r\n bone.position = node.position;\r\n if (node.rotationQuaternion) {\r\n bone.rotationQuaternion = node.rotationQuaternion;\r\n } else {\r\n bone.rotation = node.rotation;\r\n }\r\n bone.scaling = node.scaling;\r\n }\r\n }\r\n }\r\n\r\n if (this.needInitialSkinMatrix) {\r\n for (const mesh of this._meshesWithPoseMatrix) {\r\n const poseMatrix = mesh.getPoseMatrix();\r\n\r\n let needsUpdate = this._isDirty;\r\n if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n needsUpdate = true;\r\n }\r\n\r\n if (!needsUpdate) {\r\n continue;\r\n }\r\n\r\n if (this._synchronizedWithMesh !== mesh) {\r\n this._synchronizedWithMesh = mesh;\r\n\r\n // Prepare bones\r\n for (const bone of this.bones) {\r\n if (!bone.getParent()) {\r\n const matrix = bone.getBindMatrix();\r\n matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);\r\n bone._updateAbsoluteBindMatrices(TmpVectors.Matrix[1]);\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n const textureWidth = (this.bones.length + 1) * 4;\r\n if (!mesh._transformMatrixTexture || mesh._transformMatrixTexture.getSize().width !== textureWidth) {\r\n if (mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.dispose();\r\n }\r\n\r\n mesh._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n mesh._bonesTransformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);\r\n\r\n if (this.isUsingTextureForMatrices && mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.update(mesh._bonesTransformMatrices);\r\n }\r\n }\r\n } else {\r\n if (!this._isDirty) {\r\n return;\r\n }\r\n\r\n if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n }\r\n\r\n this._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n this._transformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(this._transformMatrices, null);\r\n\r\n if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {\r\n this._transformMatrixTexture.update(this._transformMatrices);\r\n }\r\n }\r\n\r\n this._isDirty = false;\r\n }\r\n\r\n /**\r\n * Gets the list of animatables currently running for this skeleton\r\n * @returns an array of animatables\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n if (!this._animatables || this._animatables.length !== this.bones.length) {\r\n this._animatables = [];\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._animatables.push(this.bones[index]);\r\n }\r\n }\r\n\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Clone the current skeleton\r\n * @param name defines the name of the new skeleton\r\n * @param id defines the id of the new skeleton\r\n * @returns the new skeleton\r\n */\r\n public clone(name: string, id?: string): Skeleton {\r\n const result = new Skeleton(name, id || name, this._scene);\r\n\r\n result.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const source = this.bones[index];\r\n let parentBone = null;\r\n\r\n const parent = source.getParent();\r\n if (parent) {\r\n const parentIndex = this.bones.indexOf(parent);\r\n parentBone = result.bones[parentIndex];\r\n }\r\n\r\n const bone = new Bone(source.name, result, parentBone, source.getBindMatrix().clone(), source.getRestMatrix().clone());\r\n bone._index = source._index;\r\n\r\n if (source._linkedTransformNode) {\r\n bone.linkTransformNode(source._linkedTransformNode);\r\n }\r\n\r\n DeepCopier.DeepCopy(source.animations, bone.animations);\r\n }\r\n\r\n if (this._ranges) {\r\n result._ranges = {};\r\n for (const rangeName in this._ranges) {\r\n const range = this._ranges[rangeName];\r\n\r\n if (range) {\r\n result._ranges[rangeName] = range.clone();\r\n }\r\n }\r\n }\r\n\r\n this._isDirty = true;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Enable animation blending for this skeleton\r\n * @param blendingSpeed defines the blending speed to apply\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n */\r\n public enableBlending(blendingSpeed = 0.01) {\r\n this.bones.forEach((bone) => {\r\n bone.animations.forEach((animation: Animation) => {\r\n animation.enableBlending = true;\r\n animation.blendingSpeed = blendingSpeed;\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Releases all resources associated with the current skeleton\r\n */\r\n public dispose() {\r\n this._meshesWithPoseMatrix.length = 0;\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeSkeleton(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.skeletons.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.skeletons.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the skeleton in a JSON object\r\n * @returns a JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n\r\n if (this.dimensionsAtRest) {\r\n serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();\r\n }\r\n\r\n serializationObject.bones = [];\r\n\r\n serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n const parent = bone.getParent();\r\n\r\n const serializedBone: any = {\r\n parentBoneIndex: parent ? this.bones.indexOf(parent) : -1,\r\n index: bone.getIndex(),\r\n name: bone.name,\r\n id: bone.id,\r\n matrix: bone.getBindMatrix().toArray(),\r\n rest: bone.getRestMatrix().toArray(),\r\n linkedTransformNodeId: bone.getTransformNode()?.id,\r\n };\r\n\r\n serializationObject.bones.push(serializedBone);\r\n\r\n if (bone.length) {\r\n serializedBone.length = bone.length;\r\n }\r\n\r\n if (bone.metadata) {\r\n serializedBone.metadata = bone.metadata;\r\n }\r\n\r\n if (bone.animations && bone.animations.length > 0) {\r\n serializedBone.animation = bone.animations[0].serialize();\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (const name in this._ranges) {\r\n const source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n\r\n const range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton from serialized data\r\n * @param parsedSkeleton defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns a new skeleton\r\n */\r\n public static Parse(parsedSkeleton: any, scene: Scene): Skeleton {\r\n const skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);\r\n if (parsedSkeleton.dimensionsAtRest) {\r\n skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);\r\n }\r\n\r\n skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;\r\n\r\n let index: number;\r\n for (index = 0; index < parsedSkeleton.bones.length; index++) {\r\n const parsedBone = parsedSkeleton.bones[index];\r\n const parsedBoneIndex = parsedSkeleton.bones[index].index;\r\n let parentBone = null;\r\n if (parsedBone.parentBoneIndex > -1) {\r\n parentBone = skeleton.bones[parsedBone.parentBoneIndex];\r\n }\r\n\r\n const rest: Nullable<Matrix> = parsedBone.rest ? Matrix.FromArray(parsedBone.rest) : null;\r\n const bone = new Bone(parsedBone.name, skeleton, parentBone, Matrix.FromArray(parsedBone.matrix), rest, null, parsedBoneIndex);\r\n\r\n if (parsedBone.id !== undefined && parsedBone.id !== null) {\r\n bone.id = parsedBone.id;\r\n }\r\n\r\n if (parsedBone.length) {\r\n bone.length = parsedBone.length;\r\n }\r\n\r\n if (parsedBone.metadata) {\r\n bone.metadata = parsedBone.metadata;\r\n }\r\n\r\n if (parsedBone.animation) {\r\n bone.animations.push(Animation.Parse(parsedBone.animation));\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeId = parsedBone.linkedTransformNodeId;\r\n }\r\n }\r\n\r\n // placed after bones, so createAnimationRange can cascade down\r\n if (parsedSkeleton.ranges) {\r\n for (index = 0; index < parsedSkeleton.ranges.length; index++) {\r\n const data = parsedSkeleton.ranges[index];\r\n skeleton.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return skeleton;\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n */\r\n public computeAbsoluteMatrices(forceUpdate = false): void {\r\n if (this._absoluteTransformIsDirty || forceUpdate) {\r\n this.bones[0].computeAbsoluteMatrices();\r\n this._absoluteTransformIsDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n * @deprecated Please use computeAbsoluteMatrices instead\r\n */\r\n public computeAbsoluteTransforms(forceUpdate = false): void {\r\n this.computeAbsoluteMatrices(forceUpdate);\r\n }\r\n\r\n /**\r\n * Gets the root pose matrix\r\n * @returns a matrix\r\n */\r\n public getPoseMatrix(): Nullable<Matrix> {\r\n let poseMatrix: Nullable<Matrix> = null;\r\n\r\n if (this._meshesWithPoseMatrix.length > 0) {\r\n poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();\r\n }\r\n\r\n return poseMatrix;\r\n }\r\n\r\n /**\r\n * Sorts bones per internal index\r\n */\r\n public sortBones(): void {\r\n const bones = new Array<Bone>();\r\n const visited = new Array<boolean>(this.bones.length);\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._sortBones(index, bones, visited);\r\n }\r\n\r\n this.bones = bones;\r\n }\r\n\r\n private _sortBones(index: number, bones: Bone[], visited: boolean[]): void {\r\n if (visited[index]) {\r\n return;\r\n }\r\n\r\n visited[index] = true;\r\n\r\n const bone = this.bones[index];\r\n if (!bone) return;\r\n\r\n if (bone._index === undefined) {\r\n bone._index = index;\r\n }\r\n\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._sortBones(this.bones.indexOf(parentBone), bones, visited);\r\n }\r\n\r\n bones.push(bone);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for all bones in the skeleton.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n this.bones.forEach((b) => {\r\n b.setCurrentPoseAsRest();\r\n });\r\n }\r\n}\r\n"]}
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1
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+
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{ Bone } from \"./bone\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Animatable } from \"../Animations/animatable\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { AnimationRange } from \"../Animations/animationRange\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n\r\n/**\r\n * Class used to handle skinning animations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\nexport class Skeleton implements IAnimatable {\r\n /**\r\n * Defines the list of child bones\r\n */\r\n public bones = new Array<Bone>();\r\n /**\r\n * Defines an estimate of the dimension of the skeleton at rest\r\n */\r\n public dimensionsAtRest: Vector3;\r\n /**\r\n * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)\r\n */\r\n public needInitialSkinMatrix = false;\r\n\r\n /**\r\n * Gets the list of animations attached to this skeleton\r\n */\r\n public animations: Array<Animation>;\r\n\r\n private _scene: Scene;\r\n private _isDirty = true;\r\n private _transformMatrices: Float32Array;\r\n private _transformMatrixTexture: Nullable<RawTexture>;\r\n private _meshesWithPoseMatrix = new Array<AbstractMesh>();\r\n private _animatables: IAnimatable[];\r\n private _identity = Matrix.Identity();\r\n private _synchronizedWithMesh: AbstractMesh;\r\n\r\n private _ranges: { [name: string]: Nullable<AnimationRange> } = {};\r\n\r\n private _absoluteTransformIsDirty = true;\r\n\r\n private _canUseTextureForBones = false;\r\n private _uniqueId = 0;\r\n\r\n /** @internal */\r\n public _numBonesWithLinkedTransformNode = 0;\r\n\r\n /** @internal */\r\n public _hasWaitingData: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Specifies if the skeleton should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n private _useTextureToStoreBoneMatrices = true;\r\n /**\r\n * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreBoneMatrices(): boolean {\r\n return this._useTextureToStoreBoneMatrices;\r\n }\r\n\r\n public set useTextureToStoreBoneMatrices(value: boolean) {\r\n this._useTextureToStoreBoneMatrices = value;\r\n this._markAsDirty();\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n // Events\r\n\r\n /**\r\n * An observable triggered before computing the skeleton's matrices\r\n */\r\n public onBeforeComputeObservable = new Observable<Skeleton>();\r\n\r\n /**\r\n * Gets a boolean indicating that the skeleton effectively stores matrices into a texture\r\n */\r\n public get isUsingTextureForMatrices() {\r\n return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones;\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this skeleton\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton\r\n * @param name defines the skeleton name\r\n * @param id defines the skeleton Id\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(\r\n /** defines the skeleton name */\r\n public name: string,\r\n /** defines the skeleton Id */\r\n public id: string,\r\n scene: Scene\r\n ) {\r\n this.bones = [];\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addSkeleton(this);\r\n\r\n //make sure it will recalculate the matrix next time prepare is called.\r\n this._isDirty = true;\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"Skeleton\";\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.bones.filter((b) => !b.getParent());\r\n }\r\n\r\n // Members\r\n /**\r\n * Gets the list of transform matrices to send to shaders (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a Float32Array containing matrices data\r\n */\r\n public getTransformMatrices(mesh: AbstractMesh): Float32Array {\r\n if (this.needInitialSkinMatrix) {\r\n if (!mesh._bonesTransformMatrices) {\r\n this.prepare();\r\n }\r\n\r\n return mesh._bonesTransformMatrices!;\r\n }\r\n\r\n if (!this._transformMatrices || this._isDirty) {\r\n this.prepare();\r\n }\r\n\r\n return this._transformMatrices;\r\n }\r\n\r\n /**\r\n * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a raw texture containing the data\r\n */\r\n public getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture> {\r\n if (this.needInitialSkinMatrix && mesh._transformMatrixTexture) {\r\n return mesh._transformMatrixTexture;\r\n }\r\n\r\n return this._transformMatrixTexture;\r\n }\r\n\r\n /**\r\n * Gets the current hosting scene\r\n * @returns a scene object\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Gets a string representing the current skeleton data\r\n * @param fullDetails defines a boolean indicating if we want a verbose version\r\n * @returns a string representing the current skeleton data\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = `Name: ${this.name}, nBones: ${this.bones.length}`;\r\n ret += `, nAnimationRanges: ${this._ranges ? Object.keys(this._ranges).length : \"none\"}`;\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n let first = true;\r\n for (const name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get bone's index searching by name\r\n * @param name defines bone's name to search for\r\n * @returns the indice of the bone. Returns -1 if not found\r\n */\r\n public getBoneIndexByName(name: string): number {\r\n for (let boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {\r\n if (this.bones[boneIndex].name === name) {\r\n return boneIndex;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Create a new animation range\r\n * @param name defines the name of the range\r\n * @param from defines the start key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range\r\n * @param deleteFrames defines if frames must be removed as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Gets a specific animation range\r\n * @param name defines the name of the range to look for\r\n * @returns the requested animation range or null if not found\r\n */\r\n public getAnimationRange(name: string): Nullable<AnimationRange> {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this skeleton\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable<AnimationRange>[] {\r\n const animationRanges: Nullable<AnimationRange>[] = [];\r\n let name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Copy animation range from a source skeleton.\r\n * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\r\n * @param source defines the source skeleton\r\n * @param name defines the name of the range to copy\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @returns true if operation was successful\r\n */\r\n public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean {\r\n if (this._ranges[name] || !source.getAnimationRange(name)) {\r\n return false;\r\n }\r\n let ret = true;\r\n const frameOffset = this._getHighestAnimationFrame() + 1;\r\n\r\n // make a dictionary of source skeleton's bones, so exact same order or doubly nested loop is not required\r\n const boneDict: { [key: string]: Bone } = {};\r\n const sourceBones = source.bones;\r\n let nBones: number;\r\n let i: number;\r\n for (i = 0, nBones = sourceBones.length; i < nBones; i++) {\r\n boneDict[sourceBones[i].name] = sourceBones[i];\r\n }\r\n\r\n if (this.bones.length !== sourceBones.length) {\r\n Logger.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${sourceBones.length}`);\r\n ret = false;\r\n }\r\n\r\n const skelDimensionsRatio = rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;\r\n\r\n for (i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n const boneName = this.bones[i].name;\r\n const sourceBone = boneDict[boneName];\r\n if (sourceBone) {\r\n ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);\r\n } else {\r\n Logger.Warn(\"copyAnimationRange: not same rig, missing source bone \" + boneName);\r\n ret = false;\r\n }\r\n }\r\n // do not call createAnimationRange(), since it also is done to bones, which was already done\r\n const range = source.getAnimationRange(name);\r\n if (range) {\r\n this._ranges[name] = new AnimationRange(name, range.from + frameOffset, range.to + frameOffset);\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Forces the skeleton to go to rest pose\r\n */\r\n public returnToRest(): void {\r\n for (const bone of this.bones) {\r\n if (bone._index !== -1) {\r\n bone.returnToRest();\r\n }\r\n }\r\n }\r\n\r\n private _getHighestAnimationFrame(): number {\r\n let ret = 0;\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n const highest = this.bones[i].animations[0].getHighestFrame();\r\n if (ret < highest) {\r\n ret = highest;\r\n }\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Begin a specific animation range\r\n * @param name defines the name of the range to start\r\n * @param loop defines if looping must be turned on (false by default)\r\n * @param speedRatio defines the speed ratio to apply (1 by default)\r\n * @param onAnimationEnd defines a callback which will be called when animation will end\r\n * @returns a new animatable\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable> {\r\n const range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\r\n * @param skeleton defines the Skeleton containing the animation range to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\r\n * @returns the original skeleton\r\n */\r\n public static MakeAnimationAdditive(skeleton: Skeleton, referenceFrame = 0, range: string): Nullable<Skeleton> {\r\n const rangeValue = skeleton.getAnimationRange(range);\r\n\r\n // We can't make a range additive if it doesn't exist\r\n if (!rangeValue) {\r\n return null;\r\n }\r\n\r\n // Find any current scene-level animatable belonging to the target that matches the range\r\n const sceneAnimatables = skeleton._scene.getAllAnimatablesByTarget(skeleton);\r\n let rangeAnimatable: Nullable<Animatable> = null;\r\n\r\n for (let index = 0; index < sceneAnimatables.length; index++) {\r\n const sceneAnimatable = sceneAnimatables[index];\r\n\r\n if (sceneAnimatable.fromFrame === rangeValue?.from && sceneAnimatable.toFrame === rangeValue?.to) {\r\n rangeAnimatable = sceneAnimatable;\r\n break;\r\n }\r\n }\r\n\r\n // Convert the animations belonging to the skeleton to additive keyframes\r\n const animatables = skeleton.getAnimatables();\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n const animations = animatable.animations;\r\n\r\n if (!animations) {\r\n continue;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < animations.length; animIndex++) {\r\n Animation.MakeAnimationAdditive(animations[animIndex], referenceFrame, range);\r\n }\r\n }\r\n\r\n // Mark the scene-level animatable as additive\r\n if (rangeAnimatable) {\r\n rangeAnimatable.isAdditive = true;\r\n }\r\n\r\n return skeleton;\r\n }\r\n\r\n /** @internal */\r\n public _markAsDirty(): void {\r\n this._isDirty = true;\r\n this._absoluteTransformIsDirty = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n this._meshesWithPoseMatrix.push(mesh);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n const index = this._meshesWithPoseMatrix.indexOf(mesh);\r\n\r\n if (index > -1) {\r\n this._meshesWithPoseMatrix.splice(index, 1);\r\n }\r\n }\r\n\r\n private _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void {\r\n this.onBeforeComputeObservable.notifyObservers(this);\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n bone._childUpdateId++;\r\n const parentBone = bone.getParent();\r\n\r\n if (parentBone) {\r\n bone.getLocalMatrix().multiplyToRef(parentBone.getFinalMatrix(), bone.getFinalMatrix());\r\n } else {\r\n if (initialSkinMatrix) {\r\n bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getFinalMatrix());\r\n } else {\r\n bone.getFinalMatrix().copyFrom(bone.getLocalMatrix());\r\n }\r\n }\r\n\r\n if (bone._index !== -1) {\r\n const mappedIndex = bone._index === null ? index : bone._index;\r\n bone.getAbsoluteInverseBindMatrix().multiplyToArray(bone.getFinalMatrix(), targetMatrix, mappedIndex * 16);\r\n }\r\n }\r\n\r\n this._identity.copyToArray(targetMatrix, this.bones.length * 16);\r\n }\r\n\r\n /**\r\n * Build all resources required to render a skeleton\r\n */\r\n public prepare(): void {\r\n // Update the local matrix of bones with linked transform nodes.\r\n if (this._numBonesWithLinkedTransformNode > 0) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode) {\r\n const node = bone._linkedTransformNode;\r\n bone.position = node.position;\r\n if (node.rotationQuaternion) {\r\n bone.rotationQuaternion = node.rotationQuaternion;\r\n } else {\r\n bone.rotation = node.rotation;\r\n }\r\n bone.scaling = node.scaling;\r\n }\r\n }\r\n }\r\n\r\n if (this.needInitialSkinMatrix) {\r\n for (const mesh of this._meshesWithPoseMatrix) {\r\n const poseMatrix = mesh.getPoseMatrix();\r\n\r\n let needsUpdate = this._isDirty;\r\n if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n needsUpdate = true;\r\n }\r\n\r\n if (!needsUpdate) {\r\n continue;\r\n }\r\n\r\n if (this._synchronizedWithMesh !== mesh) {\r\n this._synchronizedWithMesh = mesh;\r\n\r\n // Prepare bones\r\n for (const bone of this.bones) {\r\n if (!bone.getParent()) {\r\n const matrix = bone.getBindMatrix();\r\n matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);\r\n bone._updateAbsoluteBindMatrices(TmpVectors.Matrix[1]);\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n const textureWidth = (this.bones.length + 1) * 4;\r\n if (!mesh._transformMatrixTexture || mesh._transformMatrixTexture.getSize().width !== textureWidth) {\r\n if (mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.dispose();\r\n }\r\n\r\n mesh._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n mesh._bonesTransformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);\r\n\r\n if (this.isUsingTextureForMatrices && mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.update(mesh._bonesTransformMatrices);\r\n }\r\n }\r\n } else {\r\n if (!this._isDirty) {\r\n return;\r\n }\r\n\r\n if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n }\r\n\r\n this._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n this._transformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(this._transformMatrices, null);\r\n\r\n if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {\r\n this._transformMatrixTexture.update(this._transformMatrices);\r\n }\r\n }\r\n\r\n this._isDirty = false;\r\n }\r\n\r\n /**\r\n * Gets the list of animatables currently running for this skeleton\r\n * @returns an array of animatables\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n if (!this._animatables || this._animatables.length !== this.bones.length) {\r\n this._animatables = [];\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._animatables.push(this.bones[index]);\r\n }\r\n }\r\n\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Clone the current skeleton\r\n * @param name defines the name of the new skeleton\r\n * @param id defines the id of the new skeleton\r\n * @returns the new skeleton\r\n */\r\n public clone(name: string, id?: string): Skeleton {\r\n const result = new Skeleton(name, id || name, this._scene);\r\n\r\n result.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const source = this.bones[index];\r\n let parentBone = null;\r\n\r\n const parent = source.getParent();\r\n if (parent) {\r\n const parentIndex = this.bones.indexOf(parent);\r\n parentBone = result.bones[parentIndex];\r\n }\r\n\r\n const bone = new Bone(source.name, result, parentBone, source.getBindMatrix().clone(), source.getRestMatrix().clone());\r\n bone._index = source._index;\r\n\r\n if (source._linkedTransformNode) {\r\n bone.linkTransformNode(source._linkedTransformNode);\r\n }\r\n\r\n DeepCopier.DeepCopy(source.animations, bone.animations);\r\n }\r\n\r\n if (this._ranges) {\r\n result._ranges = {};\r\n for (const rangeName in this._ranges) {\r\n const range = this._ranges[rangeName];\r\n\r\n if (range) {\r\n result._ranges[rangeName] = range.clone();\r\n }\r\n }\r\n }\r\n\r\n this._isDirty = true;\r\n\r\n result.prepare();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Enable animation blending for this skeleton\r\n * @param blendingSpeed defines the blending speed to apply\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n */\r\n public enableBlending(blendingSpeed = 0.01) {\r\n this.bones.forEach((bone) => {\r\n bone.animations.forEach((animation: Animation) => {\r\n animation.enableBlending = true;\r\n animation.blendingSpeed = blendingSpeed;\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Releases all resources associated with the current skeleton\r\n */\r\n public dispose() {\r\n this._meshesWithPoseMatrix.length = 0;\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeSkeleton(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.skeletons.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.skeletons.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the skeleton in a JSON object\r\n * @returns a JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n\r\n if (this.dimensionsAtRest) {\r\n serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();\r\n }\r\n\r\n serializationObject.bones = [];\r\n\r\n serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n const parent = bone.getParent();\r\n\r\n const serializedBone: any = {\r\n parentBoneIndex: parent ? this.bones.indexOf(parent) : -1,\r\n index: bone.getIndex(),\r\n name: bone.name,\r\n id: bone.id,\r\n matrix: bone.getBindMatrix().toArray(),\r\n rest: bone.getRestMatrix().toArray(),\r\n linkedTransformNodeId: bone.getTransformNode()?.id,\r\n };\r\n\r\n serializationObject.bones.push(serializedBone);\r\n\r\n if (bone.length) {\r\n serializedBone.length = bone.length;\r\n }\r\n\r\n if (bone.metadata) {\r\n serializedBone.metadata = bone.metadata;\r\n }\r\n\r\n if (bone.animations && bone.animations.length > 0) {\r\n serializedBone.animation = bone.animations[0].serialize();\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (const name in this._ranges) {\r\n const source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n\r\n const range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton from serialized data\r\n * @param parsedSkeleton defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns a new skeleton\r\n */\r\n public static Parse(parsedSkeleton: any, scene: Scene): Skeleton {\r\n const skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);\r\n if (parsedSkeleton.dimensionsAtRest) {\r\n skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);\r\n }\r\n\r\n skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;\r\n\r\n let index: number;\r\n for (index = 0; index < parsedSkeleton.bones.length; index++) {\r\n const parsedBone = parsedSkeleton.bones[index];\r\n const parsedBoneIndex = parsedSkeleton.bones[index].index;\r\n let parentBone = null;\r\n if (parsedBone.parentBoneIndex > -1) {\r\n parentBone = skeleton.bones[parsedBone.parentBoneIndex];\r\n }\r\n\r\n const rest: Nullable<Matrix> = parsedBone.rest ? Matrix.FromArray(parsedBone.rest) : null;\r\n const bone = new Bone(parsedBone.name, skeleton, parentBone, Matrix.FromArray(parsedBone.matrix), rest, null, parsedBoneIndex);\r\n\r\n if (parsedBone.id !== undefined && parsedBone.id !== null) {\r\n bone.id = parsedBone.id;\r\n }\r\n\r\n if (parsedBone.length) {\r\n bone.length = parsedBone.length;\r\n }\r\n\r\n if (parsedBone.metadata) {\r\n bone.metadata = parsedBone.metadata;\r\n }\r\n\r\n if (parsedBone.animation) {\r\n bone.animations.push(Animation.Parse(parsedBone.animation));\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeId = parsedBone.linkedTransformNodeId;\r\n }\r\n }\r\n\r\n // placed after bones, so createAnimationRange can cascade down\r\n if (parsedSkeleton.ranges) {\r\n for (index = 0; index < parsedSkeleton.ranges.length; index++) {\r\n const data = parsedSkeleton.ranges[index];\r\n skeleton.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return skeleton;\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n */\r\n public computeAbsoluteMatrices(forceUpdate = false): void {\r\n if (this._absoluteTransformIsDirty || forceUpdate) {\r\n this.bones[0].computeAbsoluteMatrices();\r\n this._absoluteTransformIsDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n * @deprecated Please use computeAbsoluteMatrices instead\r\n */\r\n public computeAbsoluteTransforms(forceUpdate = false): void {\r\n this.computeAbsoluteMatrices(forceUpdate);\r\n }\r\n\r\n /**\r\n * Gets the root pose matrix\r\n * @returns a matrix\r\n */\r\n public getPoseMatrix(): Nullable<Matrix> {\r\n let poseMatrix: Nullable<Matrix> = null;\r\n\r\n if (this._meshesWithPoseMatrix.length > 0) {\r\n poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();\r\n }\r\n\r\n return poseMatrix;\r\n }\r\n\r\n /**\r\n * Sorts bones per internal index\r\n */\r\n public sortBones(): void {\r\n const bones = new Array<Bone>();\r\n const visited = new Array<boolean>(this.bones.length);\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._sortBones(index, bones, visited);\r\n }\r\n\r\n this.bones = bones;\r\n }\r\n\r\n private _sortBones(index: number, bones: Bone[], visited: boolean[]): void {\r\n if (visited[index]) {\r\n return;\r\n }\r\n\r\n visited[index] = true;\r\n\r\n const bone = this.bones[index];\r\n if (!bone) return;\r\n\r\n if (bone._index === undefined) {\r\n bone._index = index;\r\n }\r\n\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._sortBones(this.bones.indexOf(parentBone), bones, visited);\r\n }\r\n\r\n bones.push(bone);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for all bones in the skeleton.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n this.bones.forEach((b) => {\r\n b.setCurrentPoseAsRest();\r\n });\r\n }\r\n}\r\n"]}
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package/Compute/computeEffect.js
CHANGED
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@@ -312,7 +312,7 @@ export class ComputeEffect {
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312
312
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this._compilationError = e.message;
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// Let's go through fallbacks then
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Logger.Error("Unable to compile compute effect:");
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315
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-
Logger.Error("Defines:\
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+
Logger.Error("Defines:\n" + this.defines);
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316
316
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if (ComputeEffect.LogShaderCodeOnCompilationError) {
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let lineErrorVertex = null, code = null;
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318
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if ((_a = this._pipelineContext) === null || _a === void 0 ? void 0 : _a._getComputeShaderCode()) {
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@@ -1 +1 @@
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1
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-
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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: Engine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: any, options: IComputeEffectCreationOptions, engine: Engine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: any;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument ? hostDocument.getElementById(baseName.computeElement) : null;\r\n\r\n if (!computeSource) {\r\n computeSource = baseName.computeElement;\r\n }\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedCommputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedCommputeCode = options.processFinalCode(migratedCommputeCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedCommputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, () => {\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>): [Nullable<string>, Nullable<string>] {\r\n const regexp = /COMPUTE SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in compute code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = e.message;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null,\r\n code = null;\r\n if (this._pipelineContext?._getComputeShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getComputeShaderCode(), this._compilationError);\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: Engine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: any, options: IComputeEffectCreationOptions, engine: Engine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: any;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument ? hostDocument.getElementById(baseName.computeElement) : null;\r\n\r\n if (!computeSource) {\r\n computeSource = baseName.computeElement;\r\n }\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedCommputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedCommputeCode = options.processFinalCode(migratedCommputeCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedCommputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, () => {\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>): [Nullable<string>, Nullable<string>] {\r\n const regexp = /COMPUTE SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in compute code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = e.message;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null,\r\n code = null;\r\n if (this._pipelineContext?._getComputeShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getComputeShaderCode(), this._compilationError);\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
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import type { Scene } from "
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import type { NodeMaterialBlock } from "./nodeMaterialBlock";
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/**
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* Enum defining the type of properties that can be edited in the property pages in the
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* Enum defining the type of properties that can be edited in the property pages in the node editor
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export declare enum PropertyTypeForEdition {
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/** the preview should be updated */
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callback?: (scene: Scene, block: any) => boolean | undefined | void;
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/** a callback to validate the property. Returns true if the property is ok, else false. If false, the rebuild/update/callback events won't be called */
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onValidation?: (block:
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/** list of the options for a variable of type list */
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PropertyTypeForEdition[PropertyTypeForEdition["List"] = 4] = "List";
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//# sourceMappingURL=
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{"version":3,"file":"nodeDecorator.js","sourceRoot":"","sources":["../../../../dev/core/src/Decorators/nodeDecorator.ts"],"names":[],"mappings":"AAEA;;GAEG;AACH,MAAM,CAAN,IAAY,sBAWX;AAXD,WAAY,sBAAsB;IAC9B,4BAA4B;IAC5B,yEAAO,CAAA;IACP,0BAA0B;IAC1B,qEAAK,CAAA;IACL,wBAAwB;IACxB,iEAAG,CAAA;IACH,4BAA4B;IAC5B,yEAAO,CAAA;IACP,mCAAmC;IACnC,mEAAI,CAAA;AACR,CAAC,EAXW,sBAAsB,KAAtB,sBAAsB,QAWjC;AAqDD;;;;;;GAMG;AACH,MAAM,UAAU,sBAAsB,CAClC,WAAmB,EACnB,eAAuC,sBAAsB,CAAC,OAAO,EACrE,YAAoB,YAAY,EAChC,OAAiC;IAEjC,OAAO,CAAC,MAAW,EAAE,WAAmB,EAAE,EAAE;QACxC,IAAI,SAAS,GAAqC,MAAM,CAAC,UAAU,CAAC;QACpE,IAAI,CAAC,SAAS,EAAE;YACZ,SAAS,GAAG,EAAE,CAAC;YACf,MAAM,CAAC,UAAU,GAAG,SAAS,CAAC;SACjC;QACD,SAAS,CAAC,IAAI,CAAC;YACX,YAAY,EAAE,WAAW;YACzB,WAAW,EAAE,WAAW;YACxB,IAAI,EAAE,YAAY;YAClB,SAAS,EAAE,SAAS;YACpB,OAAO,EAAE,OAAO,aAAP,OAAO,cAAP,OAAO,GAAI,EAAE;SACzB,CAAC,CAAC;IACP,CAAC,CAAC;AACN,CAAC","sourcesContent":["import type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Enum defining the type of properties that can be edited in the property pages in the node editor\r\n */\r\nexport enum PropertyTypeForEdition {\r\n /** property is a boolean */\r\n Boolean,\r\n /** property is a float */\r\n Float,\r\n /** property is a int */\r\n Int,\r\n /** property is a Vector2 */\r\n Vector2,\r\n /** property is a list of values */\r\n List,\r\n}\r\n\r\n/**\r\n * Interface that defines an option in a variable of type list\r\n */\r\nexport interface IEditablePropertyListOption {\r\n /** label of the option */\r\n label: string;\r\n /** value of the option */\r\n value: number;\r\n}\r\n\r\n/**\r\n * Interface that defines the options available for an editable property\r\n */\r\nexport interface IEditablePropertyOption {\r\n /** min value */\r\n min?: number;\r\n /** max value */\r\n max?: number;\r\n /** notifiers: indicates which actions to take when the property is changed */\r\n notifiers?: {\r\n /** the entity should be rebuilt */\r\n rebuild?: boolean;\r\n /** the preview should be updated */\r\n update?: boolean;\r\n /** the onPreviewCommandActivated observer of the preview manager should be triggered */\r\n activatePreviewCommand?: boolean;\r\n /** a callback to trigger */\r\n callback?: (scene: Scene, block: any) => boolean | undefined | void;\r\n /** a callback to validate the property. Returns true if the property is ok, else false. If false, the rebuild/update/callback events won't be called */\r\n onValidation?: (block: any, propertyName: string) => boolean;\r\n };\r\n /** list of the options for a variable of type list */\r\n options?: IEditablePropertyListOption[];\r\n}\r\n\r\n/**\r\n * Interface that describes an editable property\r\n */\r\nexport interface IPropertyDescriptionForEdition {\r\n /** name of the property */\r\n propertyName: string;\r\n /** display name of the property */\r\n displayName: string;\r\n /** type of the property */\r\n type: PropertyTypeForEdition;\r\n /** group of the property - all properties with the same group value will be displayed in a specific section */\r\n groupName: string;\r\n /** options for the property */\r\n options: IEditablePropertyOption;\r\n}\r\n\r\n/**\r\n * Decorator that flags a property in a node block as being editable\r\n * @param displayName\r\n * @param propertyType\r\n * @param groupName\r\n * @param options\r\n */\r\nexport function editableInPropertyPage(\r\n displayName: string,\r\n propertyType: PropertyTypeForEdition = PropertyTypeForEdition.Boolean,\r\n groupName: string = \"PROPERTIES\",\r\n options?: IEditablePropertyOption\r\n) {\r\n return (target: any, propertyKey: string) => {\r\n let propStore: IPropertyDescriptionForEdition[] = target._propStore;\r\n if (!propStore) {\r\n propStore = [];\r\n target._propStore = propStore;\r\n }\r\n propStore.push({\r\n propertyName: propertyKey,\r\n displayName: displayName,\r\n type: propertyType,\r\n groupName: groupName,\r\n options: options ?? {},\r\n });\r\n };\r\n}\r\n"]}
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-
{"version":3,"file":"shaderCodeNode.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Processors/shaderCodeNode.ts"],"names":[],"mappings":"AAEA,MAAM,2BAA2B,GAAG,WAAW,CAAC;AAChD,MAAM,yBAAyB,GAAG,SAAS,CAAC;AAE5C,gBAAgB;AAChB,MAAM,OAAO,cAAc;IAA3B;QAEI,aAAQ,GAAqB,EAAE,CAAC;IAoFpC,CAAC;IAhFG,6DAA6D;IAC7D,OAAO,CAAC,aAAwC;QAC5C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,OAAO,CAAC,aAAwC,EAAE,OAA0B;;QACxE,IAAI,MAAM,GAAG,EAAE,CAAC;QAChB,IAAI,IAAI,CAAC,IAAI,EAAE;YACX,IAAI,KAAK,GAAW,IAAI,CAAC,IAAI,CAAC;YAC9B,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;YACpC,IAAI,SAAS,EAAE;gBACX,+GAA+G;gBAC/G,IAAI,SAAS,CAAC,aAAa,EAAE;oBACzB,KAAK,GAAG,SAAS,CAAC,aAAa,CAAC,KAAK,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;iBACzF;gBAED,MAAM,gBAAgB,GAAG,MAAA,MAAA,OAAO,CAAC,SAAS,0CAAE,oBAAoB,mCAAI,2BAA2B,CAAC;gBAChG,MAAM,cAAc,GAChB,OAAO,CAAC,UAAU,KAAI,MAAA,OAAO,CAAC,SAAS,0CAAE,0BAA0B,CAAA;oBAC/D,CAAC,CAAC,MAAA,OAAO,CAAC,SAAS,0CAAE,0BAA0B;oBAC/C,CAAC,CAAC,CAAC,OAAO,CAAC,UAAU,KAAI,MAAA,OAAO,CAAC,SAAS,0CAAE,wBAAwB,CAAA;wBACpE,CAAC,CAAC,MAAA,OAAO,CAAC,SAAS,0CAAE,wBAAwB;wBAC7C,CAAC,CAAC,yBAAyB,CAAC;gBAEpC,IAAI,CAAC,OAAO,CAAC,UAAU,IAAI,SAAS,CAAC,kBAAkB,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,gBAAgB,CAAC,EAAE;oBAC/F,KAAK,GAAG,SAAS,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;iBAC7F;qBAAM,IACH,SAAS,CAAC,gBAAgB;oBAC1B,CAAC,CAAA,MAAA,SAAS,CAAC,YAAY,0DAAG,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC,SAAS,CAAC,YAAY,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,cAAc,CAAC,CAAC,CAAC,EAChI;oBACE,KAAK,GAAG,SAAS,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;iBAC/G;qBAAM,IAAI,SAAS,CAAC,gBAAgB,IAAI,SAAS,CAAC,aAAa,IAAI,SAAS,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;oBACzG,IAAI,CAAC,OAAO,CAAC,qCAAqC,EAAE;wBAChD,KAAK,GAAG,SAAS,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;qBAC/G;iBACJ;qBAAM,IAAI,SAAS,CAAC,sBAAsB,IAAI,SAAS,CAAC,mBAAmB,IAAI,SAAS,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;oBAC3H,IAAI,CAAC,OAAO,CAAC,qCAAqC,EAAE;wBAChD,KAAK,GAAG,SAAS,CAAC,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;wBACnG,OAAO,CAAC,qCAAqC,GAAG,IAAI,CAAC;qBACxD;iBACJ;qBAAM,IAAI,SAAS,CAAC,gBAAgB,IAAI,SAAS,CAAC,aAAa,IAAI,SAAS,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;oBACzG,KAAK,GAAG,SAAS,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;iBAC/G;qBAAM,IAAI,CAAC,SAAS,CAAC,gBAAgB,IAAI,SAAS,CAAC,sBAAsB,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC,qCAAqC,EAAE;oBAC9J,MAAM,KAAK,GAAG,wDAAwD,CAAC;oBAEvE,IAAI,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;wBACvB,UAAU;wBACV,IAAI,SAAS,CAAC,gBAAgB,EAAE;4BAC5B,KAAK,GAAG,SAAS,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;yBAC/G;qBACJ;yBAAM;wBACH,iBAAiB;wBACjB,IAAI,SAAS,CAAC,sBAAsB,EAAE;4BAClC,KAAK,GAAG,SAAS,CAAC,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;4BACnG,OAAO,CAAC,qCAAqC,GAAG,IAAI,CAAC;yBACxD;qBACJ;iBACJ;gBAED,IAAI,OAAO,CAAC,qCAAqC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE;oBAChF,OAAO,CAAC,qCAAqC,GAAG,KAAK,CAAC;oBACtD,IAAI,SAAS,CAAC,2BAA2B,EAAE;wBACvC,KAAK,GAAG,SAAS,CAAC,2BAA2B,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;qBAC3G;iBACJ;aACJ;YAED,MAAM,IAAI,KAAK,GAAG,
|
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1
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+
{"version":3,"file":"shaderCodeNode.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Processors/shaderCodeNode.ts"],"names":[],"mappings":"AAEA,MAAM,2BAA2B,GAAG,WAAW,CAAC;AAChD,MAAM,yBAAyB,GAAG,SAAS,CAAC;AAE5C,gBAAgB;AAChB,MAAM,OAAO,cAAc;IAA3B;QAEI,aAAQ,GAAqB,EAAE,CAAC;IAoFpC,CAAC;IAhFG,6DAA6D;IAC7D,OAAO,CAAC,aAAwC;QAC5C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,OAAO,CAAC,aAAwC,EAAE,OAA0B;;QACxE,IAAI,MAAM,GAAG,EAAE,CAAC;QAChB,IAAI,IAAI,CAAC,IAAI,EAAE;YACX,IAAI,KAAK,GAAW,IAAI,CAAC,IAAI,CAAC;YAC9B,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;YACpC,IAAI,SAAS,EAAE;gBACX,+GAA+G;gBAC/G,IAAI,SAAS,CAAC,aAAa,EAAE;oBACzB,KAAK,GAAG,SAAS,CAAC,aAAa,CAAC,KAAK,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;iBACzF;gBAED,MAAM,gBAAgB,GAAG,MAAA,MAAA,OAAO,CAAC,SAAS,0CAAE,oBAAoB,mCAAI,2BAA2B,CAAC;gBAChG,MAAM,cAAc,GAChB,OAAO,CAAC,UAAU,KAAI,MAAA,OAAO,CAAC,SAAS,0CAAE,0BAA0B,CAAA;oBAC/D,CAAC,CAAC,MAAA,OAAO,CAAC,SAAS,0CAAE,0BAA0B;oBAC/C,CAAC,CAAC,CAAC,OAAO,CAAC,UAAU,KAAI,MAAA,OAAO,CAAC,SAAS,0CAAE,wBAAwB,CAAA;wBACpE,CAAC,CAAC,MAAA,OAAO,CAAC,SAAS,0CAAE,wBAAwB;wBAC7C,CAAC,CAAC,yBAAyB,CAAC;gBAEpC,IAAI,CAAC,OAAO,CAAC,UAAU,IAAI,SAAS,CAAC,kBAAkB,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,gBAAgB,CAAC,EAAE;oBAC/F,KAAK,GAAG,SAAS,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;iBAC7F;qBAAM,IACH,SAAS,CAAC,gBAAgB;oBAC1B,CAAC,CAAA,MAAA,SAAS,CAAC,YAAY,0DAAG,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC,SAAS,CAAC,YAAY,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,cAAc,CAAC,CAAC,CAAC,EAChI;oBACE,KAAK,GAAG,SAAS,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;iBAC/G;qBAAM,IAAI,SAAS,CAAC,gBAAgB,IAAI,SAAS,CAAC,aAAa,IAAI,SAAS,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;oBACzG,IAAI,CAAC,OAAO,CAAC,qCAAqC,EAAE;wBAChD,KAAK,GAAG,SAAS,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;qBAC/G;iBACJ;qBAAM,IAAI,SAAS,CAAC,sBAAsB,IAAI,SAAS,CAAC,mBAAmB,IAAI,SAAS,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;oBAC3H,IAAI,CAAC,OAAO,CAAC,qCAAqC,EAAE;wBAChD,KAAK,GAAG,SAAS,CAAC,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;wBACnG,OAAO,CAAC,qCAAqC,GAAG,IAAI,CAAC;qBACxD;iBACJ;qBAAM,IAAI,SAAS,CAAC,gBAAgB,IAAI,SAAS,CAAC,aAAa,IAAI,SAAS,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;oBACzG,KAAK,GAAG,SAAS,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;iBAC/G;qBAAM,IAAI,CAAC,SAAS,CAAC,gBAAgB,IAAI,SAAS,CAAC,sBAAsB,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC,qCAAqC,EAAE;oBAC9J,MAAM,KAAK,GAAG,wDAAwD,CAAC;oBAEvE,IAAI,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;wBACvB,UAAU;wBACV,IAAI,SAAS,CAAC,gBAAgB,EAAE;4BAC5B,KAAK,GAAG,SAAS,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,aAAa,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;yBAC/G;qBACJ;yBAAM;wBACH,iBAAiB;wBACjB,IAAI,SAAS,CAAC,sBAAsB,EAAE;4BAClC,KAAK,GAAG,SAAS,CAAC,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;4BACnG,OAAO,CAAC,qCAAqC,GAAG,IAAI,CAAC;yBACxD;qBACJ;iBACJ;gBAED,IAAI,OAAO,CAAC,qCAAqC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE;oBAChF,OAAO,CAAC,qCAAqC,GAAG,KAAK,CAAC;oBACtD,IAAI,SAAS,CAAC,2BAA2B,EAAE;wBACvC,KAAK,GAAG,SAAS,CAAC,2BAA2B,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,iBAAiB,CAAC,CAAC;qBAC3G;iBACJ;aACJ;YAED,MAAM,IAAI,KAAK,GAAG,IAAI,CAAC;SAC1B;QAED,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,KAAK,EAAE,EAAE;YAC5B,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC;QACpD,CAAC,CAAC,CAAC;QAEH,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,aAAa,CAAC,IAAI,CAAC,mBAAmB,CAAC,GAAG,IAAI,CAAC,qBAAqB,IAAI,MAAM,CAAC;SAClF;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;CACJ","sourcesContent":["import type { ProcessingOptions } from \"./shaderProcessingOptions\";\r\n\r\nconst defaultAttributeKeywordName = \"attribute\";\r\nconst defaultVaryingKeywordName = \"varying\";\r\n\r\n/** @internal */\r\nexport class ShaderCodeNode {\r\n line: string;\r\n children: ShaderCodeNode[] = [];\r\n additionalDefineKey?: string;\r\n additionalDefineValue?: string;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n isValid(preprocessors: { [key: string]: string }): boolean {\r\n return true;\r\n }\r\n\r\n process(preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n let result = \"\";\r\n if (this.line) {\r\n let value: string = this.line;\r\n const processor = options.processor;\r\n if (processor) {\r\n // This must be done before other replacements to avoid mistakenly changing something that was already changed.\r\n if (processor.lineProcessor) {\r\n value = processor.lineProcessor(value, options.isFragment, options.processingContext);\r\n }\r\n\r\n const attributeKeyword = options.processor?.attributeKeywordName ?? defaultAttributeKeywordName;\r\n const varyingKeyword =\r\n options.isFragment && options.processor?.varyingFragmentKeywordName\r\n ? options.processor?.varyingFragmentKeywordName\r\n : !options.isFragment && options.processor?.varyingVertexKeywordName\r\n ? options.processor?.varyingVertexKeywordName\r\n : defaultVaryingKeywordName;\r\n\r\n if (!options.isFragment && processor.attributeProcessor && this.line.startsWith(attributeKeyword)) {\r\n value = processor.attributeProcessor(this.line, preprocessors, options.processingContext);\r\n } else if (\r\n processor.varyingProcessor &&\r\n (processor.varyingCheck?.(this.line, options.isFragment) || (!processor.varyingCheck && this.line.startsWith(varyingKeyword)))\r\n ) {\r\n value = processor.varyingProcessor(this.line, options.isFragment, preprocessors, options.processingContext);\r\n } else if (processor.uniformProcessor && processor.uniformRegexp && processor.uniformRegexp.test(this.line)) {\r\n if (!options.lookForClosingBracketForUniformBuffer) {\r\n value = processor.uniformProcessor(this.line, options.isFragment, preprocessors, options.processingContext);\r\n }\r\n } else if (processor.uniformBufferProcessor && processor.uniformBufferRegexp && processor.uniformBufferRegexp.test(this.line)) {\r\n if (!options.lookForClosingBracketForUniformBuffer) {\r\n value = processor.uniformBufferProcessor(this.line, options.isFragment, options.processingContext);\r\n options.lookForClosingBracketForUniformBuffer = true;\r\n }\r\n } else if (processor.textureProcessor && processor.textureRegexp && processor.textureRegexp.test(this.line)) {\r\n value = processor.textureProcessor(this.line, options.isFragment, preprocessors, options.processingContext);\r\n } else if ((processor.uniformProcessor || processor.uniformBufferProcessor) && this.line.startsWith(\"uniform\") && !options.lookForClosingBracketForUniformBuffer) {\r\n const regex = /uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/;\r\n\r\n if (regex.test(this.line)) {\r\n // uniform\r\n if (processor.uniformProcessor) {\r\n value = processor.uniformProcessor(this.line, options.isFragment, preprocessors, options.processingContext);\r\n }\r\n } else {\r\n // Uniform buffer\r\n if (processor.uniformBufferProcessor) {\r\n value = processor.uniformBufferProcessor(this.line, options.isFragment, options.processingContext);\r\n options.lookForClosingBracketForUniformBuffer = true;\r\n }\r\n }\r\n }\r\n\r\n if (options.lookForClosingBracketForUniformBuffer && this.line.indexOf(\"}\") !== -1) {\r\n options.lookForClosingBracketForUniformBuffer = false;\r\n if (processor.endOfUniformBufferProcessor) {\r\n value = processor.endOfUniformBufferProcessor(this.line, options.isFragment, options.processingContext);\r\n }\r\n }\r\n }\r\n\r\n result += value + \"\\n\";\r\n }\r\n\r\n this.children.forEach((child) => {\r\n result += child.process(preprocessors, options);\r\n });\r\n\r\n if (this.additionalDefineKey) {\r\n preprocessors[this.additionalDefineKey] = this.additionalDefineValue || \"true\";\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
|
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@@ -22,13 +22,14 @@ export class WebGL2ShaderProcessor {
|
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22
22
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// Replace instructions
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23
|
code = code.replace(/texture2D\s*\(/g, "texture(");
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if (isFragment) {
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+
const hasOutput = code.search(/layout *\(location *= *0\) *out/g) !== -1;
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26
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code = code.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
|
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27
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code = code.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
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code = code.replace(/textureCube\s*\(/g, "texture(");
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code = code.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
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29
30
|
code = code.replace(/gl_FragColor/g, "glFragColor");
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31
|
code = code.replace(/gl_FragData/g, "glFragData");
|
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31
|
-
code = code.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "layout(location = 0) out vec4 glFragColor;\n") + "void main(");
|
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32
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+
code = code.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension || hasOutput ? "" : "layout(location = 0) out vec4 glFragColor;\n") + "void main(");
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33
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}
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|
else {
|
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35
|
const hasMultiviewExtension = defines.indexOf("#define MULTIVIEW") !== -1;
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"webGL2ShaderProcessors.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGL/webGL2ShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAGhE,MAAM,YAAY,GAAG,0BAA0B,CAAC;AAEhD,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IAAlC;QACW,mBAAc,GAAG,cAAc,CAAC,IAAI,CAAC;
|
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1
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+
{"version":3,"file":"webGL2ShaderProcessors.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGL/webGL2ShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAGhE,MAAM,YAAY,GAAG,0BAA0B,CAAC;AAEhD,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IAAlC;QACW,mBAAc,GAAG,cAAc,CAAC,IAAI,CAAC;IA0ChD,CAAC;IAxCU,kBAAkB,CAAC,SAAiB;QACvC,OAAO,SAAS,CAAC,OAAO,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;IAChD,CAAC;IAEM,YAAY,CAAC,OAAe,EAAE,WAAoB;QACrD,OAAO,YAAY,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IACtC,CAAC;IAEM,gBAAgB,CAAC,OAAe,EAAE,UAAmB;QACxD,OAAO,OAAO,CAAC,OAAO,CAAC,SAAS,EAAE,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;IACjE,CAAC;IAEM,aAAa,CAAC,IAAY,EAAE,OAAiB,EAAE,UAAmB;QACrE,MAAM,uBAAuB,GAAG,IAAI,CAAC,MAAM,CAAC,0CAA0C,CAAC,KAAK,CAAC,CAAC,CAAC;QAE/F,oBAAoB;QACpB,MAAM,KAAK,GAAG,gJAAgJ,CAAC;QAC/J,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;QAE/B,uBAAuB;QACvB,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,EAAE,UAAU,CAAC,CAAC;QACnD,IAAI,UAAU,EAAE;YACZ,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,kCAAkC,CAAC,KAAK,CAAC,CAAC,CAAC;YAEzE,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,aAAa,CAAC,CAAC;YAC5D,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,yBAAyB,EAAE,aAAa,CAAC,CAAC;YAC9D,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,UAAU,CAAC,CAAC;YACrD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,EAAE,cAAc,CAAC,CAAC;YACxD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,aAAa,CAAC,CAAC;YACpD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,YAAY,CAAC,CAAC;YAClD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC,uBAAuB,IAAI,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,8CAA8C,CAAC,GAAG,YAAY,CAAC,CAAC;SAC1J;aAAM;YACH,MAAM,qBAAqB,GAAG,OAAO,CAAC,OAAO,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC,CAAC;YAC1E,IAAI,qBAAqB,EAAE;gBACvB,OAAO,sEAAsE,GAAG,IAAI,CAAC;aACxF;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\n\r\nconst varyingRegex = /(flat\\s)?\\s*varying\\s*.*/;\r\n\r\n/** @internal */\r\nexport class WebGL2ShaderProcessor implements IShaderProcessor {\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n public attributeProcessor(attribute: string) {\r\n return attribute.replace(\"attribute\", \"in\");\r\n }\r\n\r\n public varyingCheck(varying: string, _isFragment: boolean) {\r\n return varyingRegex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean) {\r\n return varying.replace(\"varying\", isFragment ? \"in\" : \"out\");\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean) {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
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