@babylonjs/core 6.17.0 → 6.18.0

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.
Files changed (86) hide show
  1. package/Audio/audioEngine.d.ts +1 -1
  2. package/Audio/audioEngine.js +24 -13
  3. package/Audio/audioEngine.js.map +1 -1
  4. package/Bones/skeleton.d.ts +3 -1
  5. package/Bones/skeleton.js +11 -2
  6. package/Bones/skeleton.js.map +1 -1
  7. package/DeviceInput/webDeviceInputSystem.js +26 -1
  8. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  9. package/Engines/thinEngine.js +2 -2
  10. package/Engines/thinEngine.js.map +1 -1
  11. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +1 -0
  12. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  13. package/Materials/greasedLinePluginMaterial.d.ts +7 -2
  14. package/Materials/greasedLinePluginMaterial.js +46 -21
  15. package/Materials/greasedLinePluginMaterial.js.map +1 -1
  16. package/Meshes/Node/Blocks/Instances/instantiateBlock.d.ts +77 -0
  17. package/Meshes/Node/Blocks/Instances/instantiateBlock.js +169 -0
  18. package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -0
  19. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +6 -0
  20. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +74 -68
  21. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  22. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +11 -0
  23. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +94 -66
  24. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  25. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +6 -0
  26. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +68 -62
  27. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  28. package/Meshes/Node/Blocks/Set/setColorsBlock.d.ts +5 -0
  29. package/Meshes/Node/Blocks/Set/setColorsBlock.js +7 -0
  30. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  31. package/Meshes/Node/Blocks/Set/setNormalsBlock.d.ts +5 -0
  32. package/Meshes/Node/Blocks/Set/setNormalsBlock.js +7 -0
  33. package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
  34. package/Meshes/Node/Blocks/Set/setPositionsBlock.d.ts +5 -0
  35. package/Meshes/Node/Blocks/Set/setPositionsBlock.js +7 -0
  36. package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
  37. package/Meshes/Node/Blocks/Set/setTangentsBlock.d.ts +5 -0
  38. package/Meshes/Node/Blocks/Set/setTangentsBlock.js +7 -0
  39. package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
  40. package/Meshes/Node/Blocks/Set/setUVsBlock.d.ts +5 -0
  41. package/Meshes/Node/Blocks/Set/setUVsBlock.js +7 -0
  42. package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
  43. package/Meshes/Node/Blocks/Sources/meshBlock.d.ts +4 -0
  44. package/Meshes/Node/Blocks/Sources/meshBlock.js +6 -0
  45. package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
  46. package/Meshes/Node/Blocks/Teleport/teleportInBlock.js +1 -0
  47. package/Meshes/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  48. package/Meshes/Node/Blocks/computeNormalsBlock.js +3 -0
  49. package/Meshes/Node/Blocks/computeNormalsBlock.js.map +1 -1
  50. package/Meshes/Node/Blocks/geometryCollectionBlock.d.ts +76 -0
  51. package/Meshes/Node/Blocks/geometryCollectionBlock.js +163 -0
  52. package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -0
  53. package/Meshes/Node/Blocks/geometryInfoBlock.d.ts +43 -0
  54. package/Meshes/Node/Blocks/geometryInfoBlock.js +100 -0
  55. package/Meshes/Node/Blocks/geometryInfoBlock.js.map +1 -0
  56. package/Meshes/Node/Blocks/geometryInputBlock.js +2 -0
  57. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  58. package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +5 -1
  59. package/Meshes/Node/Enums/nodeGeometryContextualSources.js +4 -0
  60. package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
  61. package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.d.ts +5 -0
  62. package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.js.map +1 -1
  63. package/Meshes/Node/index.d.ts +3 -0
  64. package/Meshes/Node/index.js +3 -0
  65. package/Meshes/Node/index.js.map +1 -1
  66. package/Meshes/Node/nodeGeometry.d.ts +7 -0
  67. package/Meshes/Node/nodeGeometry.js +17 -0
  68. package/Meshes/Node/nodeGeometry.js.map +1 -1
  69. package/Meshes/Node/nodeGeometryBlock.d.ts +8 -3
  70. package/Meshes/Node/nodeGeometryBlock.js +24 -5
  71. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  72. package/Meshes/Node/nodeGeometryBuildState.d.ts +3 -1
  73. package/Meshes/Node/nodeGeometryBuildState.js +34 -12
  74. package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
  75. package/Meshes/mesh.vertexData.d.ts +4 -0
  76. package/Meshes/mesh.vertexData.js +4 -0
  77. package/Meshes/mesh.vertexData.js.map +1 -1
  78. package/Meshes/transformNode.js +7 -3
  79. package/Meshes/transformNode.js.map +1 -1
  80. package/Shaders/gpuRenderParticles.vertex.js +5 -5
  81. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  82. package/Shaders/particles.vertex.js +5 -5
  83. package/Shaders/particles.vertex.js.map +1 -1
  84. package/Sprites/sprite.js +4 -4
  85. package/Sprites/sprite.js.map +1 -1
  86. package/package.json +1 -1
@@ -16,6 +16,11 @@ export class InstantiateOnVerticesBlock extends NodeGeometryBlock {
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  constructor(name) {
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  super(name);
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  this._indexTranslation = null;
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+ /**
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+ * Gets or sets a boolean indicating that this block can evaluate context
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+ * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change
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+ */
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+ this.evaluateContext = true;
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  /**
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  * Gets or sets a boolean indicating if the block should remove duplicated positions
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  */
@@ -35,6 +40,13 @@ export class InstantiateOnVerticesBlock extends NodeGeometryBlock {
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  getExecutionIndex() {
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  return this._indexTranslation ? this._indexTranslation[this._currentIndex] : this._currentIndex;
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  }
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+ /**
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+ * Gets the current loop index in the current flow
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+ * @returns the current loop index
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+ */
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+ getExecutionLoopIndex() {
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+ return this._currentLoopIndex;
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+ }
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  /**
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  * Gets the current face index in the current flow
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  * @returns the current face index
@@ -86,83 +98,92 @@ export class InstantiateOnVerticesBlock extends NodeGeometryBlock {
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  return this._outputs[0];
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  }
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  _buildBlock(state) {
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- state.executionContext = this;
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- this._vertexData = this.geometry.getConnectedValue(state);
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- state.geometryContext = this._vertexData;
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- if (!this._vertexData || !this._vertexData.positions || !this.instance.isConnected) {
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- state.executionContext = null;
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- state.geometryContext = null;
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- this.output._storedValue = null;
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- return;
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- }
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- // Processing
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- let vertexCount = this._vertexData.positions.length / 3;
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- const additionalVertexData = [];
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- const currentPosition = new Vector3();
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- const alreadyDone = new Array();
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- let vertices = this._vertexData.positions;
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- if (this.removeDuplicatedPositions) {
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- this._indexTranslation = {};
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- for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {
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- const x = vertices[this._currentIndex * 3];
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- const y = vertices[this._currentIndex * 3 + 1];
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- const z = vertices[this._currentIndex * 3 + 2];
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- let found = false;
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- for (let index = 0; index < alreadyDone.length; index += 3) {
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- if (Math.abs(alreadyDone[index] - x) < Epsilon && Math.abs(alreadyDone[index + 1] - y) < Epsilon && Math.abs(alreadyDone[index + 2] - z) < Epsilon) {
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- found = true;
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- break;
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+ const func = (state) => {
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+ state.executionContext = this;
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+ this._vertexData = this.geometry.getConnectedValue(state);
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+ state.geometryContext = this._vertexData;
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+ if (!this._vertexData || !this._vertexData.positions || !this.instance.isConnected) {
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+ state.executionContext = null;
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+ state.geometryContext = null;
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+ this.output._storedValue = null;
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+ return;
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+ }
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+ // Processing
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+ let vertexCount = this._vertexData.positions.length / 3;
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+ const additionalVertexData = [];
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+ const currentPosition = new Vector3();
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+ const alreadyDone = new Array();
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+ let vertices = this._vertexData.positions;
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+ this._currentLoopIndex = 0;
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+ if (this.removeDuplicatedPositions) {
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+ this._indexTranslation = {};
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+ for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {
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+ const x = vertices[this._currentIndex * 3];
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+ const y = vertices[this._currentIndex * 3 + 1];
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+ const z = vertices[this._currentIndex * 3 + 2];
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+ let found = false;
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+ for (let index = 0; index < alreadyDone.length; index += 3) {
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+ if (Math.abs(alreadyDone[index] - x) < Epsilon && Math.abs(alreadyDone[index + 1] - y) < Epsilon && Math.abs(alreadyDone[index + 2] - z) < Epsilon) {
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+ found = true;
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+ break;
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+ }
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  }
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+ if (found) {
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+ continue;
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+ }
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+ this._indexTranslation[alreadyDone.length / 3] = this._currentIndex;
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+ alreadyDone.push(x, y, z);
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  }
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- if (found) {
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- continue;
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- }
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- this._indexTranslation[alreadyDone.length / 3] = this._currentIndex;
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- alreadyDone.push(x, y, z);
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+ vertices = alreadyDone;
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+ vertexCount = vertices.length / 3;
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  }
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- vertices = alreadyDone;
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- vertexCount = vertices.length / 3;
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- }
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- else {
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- this._indexTranslation = null;
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- }
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- for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {
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- const instanceGeometry = this.instance.getConnectedValue(state);
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- if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {
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- continue;
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+ else {
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+ this._indexTranslation = null;
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  }
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- const density = this.density.getConnectedValue(state);
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- if (density < 1) {
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- if (Math.random() > density) {
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+ for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {
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+ const instanceGeometry = this.instance.getConnectedValue(state);
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+ if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {
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  continue;
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  }
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+ const density = this.density.getConnectedValue(state);
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+ if (density < 1) {
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+ if (Math.random() > density) {
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+ continue;
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+ }
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+ }
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+ currentPosition.fromArray(vertices, this._currentIndex * 3);
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+ // Clone the instance
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+ const clone = instanceGeometry.clone();
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+ // Transform
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+ const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);
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+ const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;
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+ state._instantiate(clone, currentPosition, rotation, scaling, additionalVertexData);
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+ this._currentLoopIndex++;
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  }
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- currentPosition.fromArray(vertices, this._currentIndex * 3);
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- // Clone the instance
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- const clone = instanceGeometry.clone();
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- // Transform
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- const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);
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- const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;
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- state._instantiate(clone, currentPosition, rotation, scaling, additionalVertexData);
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- }
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- // Merge
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- if (additionalVertexData.length) {
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- if (additionalVertexData.length === 1) {
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- this._vertexData = additionalVertexData[0];
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- }
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- else {
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- // We do not merge the main one as user can use a merge node if wanted
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- const main = additionalVertexData.splice(0, 1)[0];
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- this._vertexData = main.merge(additionalVertexData, true, false, true, true);
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+ // Merge
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+ if (additionalVertexData.length) {
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+ if (additionalVertexData.length === 1) {
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+ this._vertexData = additionalVertexData[0];
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+ }
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+ else {
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+ // We do not merge the main one as user can use a merge node if wanted
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+ const main = additionalVertexData.splice(0, 1)[0];
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+ this._vertexData = main.merge(additionalVertexData, true, false, true, true);
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+ }
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  }
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- }
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+ return this._vertexData;
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+ };
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  // Storage
160
- this.output._storedValue = this._vertexData;
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- state.executionContext = null;
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- state.geometryContext = null;
177
+ if (this.evaluateContext) {
178
+ this.output._storedFunction = func;
179
+ }
180
+ else {
181
+ this.output._storedValue = func(state);
182
+ }
163
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  }
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  _dumpPropertiesCode() {
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- const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.removeDuplicatedPositions = ${this.removeDuplicatedPositions ? "true" : "false"};\n`;
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+ let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.removeDuplicatedPositions = ${this.removeDuplicatedPositions ? "true" : "false"};\n`;
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+ codeString += `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? "true" : "false"};\n`;
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  return codeString;
167
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  }
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  /**
@@ -172,13 +193,20 @@ export class InstantiateOnVerticesBlock extends NodeGeometryBlock {
172
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  serialize() {
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  const serializationObject = super.serialize();
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  serializationObject.removeDuplicatedPositions = this.removeDuplicatedPositions;
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+ serializationObject.evaluateContext = this.evaluateContext;
175
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  return serializationObject;
176
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  }
177
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  _deserialize(serializationObject) {
178
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  super._deserialize(serializationObject);
179
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  this.removeDuplicatedPositions = serializationObject.removeDuplicatedPositions;
202
+ if (serializationObject.evaluateContext !== undefined) {
203
+ this.evaluateContext = serializationObject.evaluateContext;
204
+ }
180
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  }
181
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  }
207
+ __decorate([
208
+ editableInPropertyPage("Evaluate context", PropertyTypeForEdition.Boolean, "ADVANCED", { notifiers: { rebuild: true } })
209
+ ], InstantiateOnVerticesBlock.prototype, "evaluateContext", void 0);
182
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  __decorate([
183
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  editableInPropertyPage("Remove duplicated positions", PropertyTypeForEdition.Boolean, "ADVANCED", { notifiers: { update: true } })
184
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  ], InstantiateOnVerticesBlock.prototype, "removeDuplicatedPositions", void 0);
@@ -1 +1 @@
1
- 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport { Epsilon } from \"../../../../Maths/math.constants\";\r\nimport type { Nullable } from \"../../../../types\";\r\n\r\n/**\r\n * Block used to instance geometry on every vertex of a geometry\r\n */\r\nexport class InstantiateOnVerticesBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n private _indexTranslation: Nullable<{ [key: number]: number }> = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the block should remove duplicated positions\r\n */\r\n @editableInPropertyPage(\"Remove duplicated positions\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public removeDuplicatedPositions = true;\r\n\r\n /**\r\n * Create a new InstantiateOnVerticesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\r\n this.registerInput(\"density\", NodeGeometryBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._indexTranslation ? this._indexTranslation[this._currentIndex] : this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InstantiateOnVerticesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get instance(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the density input component\r\n */\r\n public get density(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n state.executionContext = this;\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.geometryContext = this._vertexData;\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this.instance.isConnected) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n let vertexCount = this._vertexData.positions.length / 3;\r\n const additionalVertexData: VertexData[] = [];\r\n const currentPosition = new Vector3();\r\n const alreadyDone = new Array<number>();\r\n let vertices = this._vertexData.positions;\r\n\r\n if (this.removeDuplicatedPositions) {\r\n this._indexTranslation = {};\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const x = vertices[this._currentIndex * 3];\r\n const y = vertices[this._currentIndex * 3 + 1];\r\n const z = vertices[this._currentIndex * 3 + 2];\r\n let found = false;\r\n for (let index = 0; index < alreadyDone.length; index += 3) {\r\n if (Math.abs(alreadyDone[index] - x) < Epsilon && Math.abs(alreadyDone[index + 1] - y) < Epsilon && Math.abs(alreadyDone[index + 2] - z) < Epsilon) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (found) {\r\n continue;\r\n }\r\n this._indexTranslation[alreadyDone.length / 3] = this._currentIndex;\r\n alreadyDone.push(x, y, z);\r\n }\r\n\r\n vertices = alreadyDone;\r\n vertexCount = vertices.length / 3;\r\n } else {\r\n this._indexTranslation = null;\r\n }\r\n\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n\r\n const density = this.density.getConnectedValue(state);\r\n\r\n if (density < 1) {\r\n if (Math.random() > density) {\r\n continue;\r\n }\r\n }\r\n\r\n currentPosition.fromArray(vertices, this._currentIndex * 3);\r\n\r\n // Clone the instance\r\n const clone = instanceGeometry.clone();\r\n\r\n // Transform\r\n const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;\r\n state._instantiate(clone, currentPosition, rotation, scaling, additionalVertexData);\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n // Storage\r\n this.output._storedValue = this._vertexData;\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.removeDuplicatedPositions = ${this.removeDuplicatedPositions ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.removeDuplicatedPositions = this.removeDuplicatedPositions;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.removeDuplicatedPositions = serializationObject.removeDuplicatedPositions;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateOnVerticesBlock\", InstantiateOnVerticesBlock);\r\n"]}
1
+ 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport { Epsilon } from \"../../../../Maths/math.constants\";\r\nimport type { Nullable } from \"../../../../types\";\r\n\r\n/**\r\n * Block used to instance geometry on every vertex of a geometry\r\n */\r\nexport class InstantiateOnVerticesBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n private _currentLoopIndex: number;\r\n private _indexTranslation: Nullable<{ [key: number]: number }> = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the block should remove duplicated positions\r\n */\r\n @editableInPropertyPage(\"Remove duplicated positions\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public removeDuplicatedPositions = true;\r\n\r\n /**\r\n * Create a new InstantiateOnVerticesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\r\n this.registerInput(\"density\", NodeGeometryBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._indexTranslation ? this._indexTranslation[this._currentIndex] : this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentLoopIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InstantiateOnVerticesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get instance(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the density input component\r\n */\r\n public get density(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.executionContext = this;\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.geometryContext = this._vertexData;\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this.instance.isConnected) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n let vertexCount = this._vertexData.positions.length / 3;\r\n const additionalVertexData: VertexData[] = [];\r\n const currentPosition = new Vector3();\r\n const alreadyDone = new Array<number>();\r\n let vertices = this._vertexData.positions;\r\n this._currentLoopIndex = 0;\r\n\r\n if (this.removeDuplicatedPositions) {\r\n this._indexTranslation = {};\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const x = vertices[this._currentIndex * 3];\r\n const y = vertices[this._currentIndex * 3 + 1];\r\n const z = vertices[this._currentIndex * 3 + 2];\r\n let found = false;\r\n for (let index = 0; index < alreadyDone.length; index += 3) {\r\n if (Math.abs(alreadyDone[index] - x) < Epsilon && Math.abs(alreadyDone[index + 1] - y) < Epsilon && Math.abs(alreadyDone[index + 2] - z) < Epsilon) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (found) {\r\n continue;\r\n }\r\n this._indexTranslation[alreadyDone.length / 3] = this._currentIndex;\r\n alreadyDone.push(x, y, z);\r\n }\r\n\r\n vertices = alreadyDone;\r\n vertexCount = vertices.length / 3;\r\n } else {\r\n this._indexTranslation = null;\r\n }\r\n\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n\r\n const density = this.density.getConnectedValue(state);\r\n\r\n if (density < 1) {\r\n if (Math.random() > density) {\r\n continue;\r\n }\r\n }\r\n\r\n currentPosition.fromArray(vertices, this._currentIndex * 3);\r\n\r\n // Clone the instance\r\n const clone = instanceGeometry.clone();\r\n\r\n // Transform\r\n const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;\r\n state._instantiate(clone, currentPosition, rotation, scaling, additionalVertexData);\r\n this._currentLoopIndex++;\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n return this._vertexData;\r\n };\r\n\r\n // Storage\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.removeDuplicatedPositions = ${this.removeDuplicatedPositions ? \"true\" : \"false\"};\\n`;\r\n codeString += `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.removeDuplicatedPositions = this.removeDuplicatedPositions;\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.removeDuplicatedPositions = serializationObject.removeDuplicatedPositions;\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateOnVerticesBlock\", InstantiateOnVerticesBlock);\r\n"]}
@@ -8,6 +8,7 @@ import { Vector3 } from "../../../../Maths/math.vector";
8
8
  */
9
9
  export declare class InstantiateOnVolumeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {
10
10
  private _vertexData;
11
+ private _currentLoopIndex;
11
12
  private _currentPosition;
12
13
  private _vertex0;
13
14
  private _vertex1;
@@ -32,6 +33,11 @@ export declare class InstantiateOnVolumeBlock extends NodeGeometryBlock implemen
32
33
  * @returns the current face index
33
34
  */
34
35
  getExecutionFaceIndex(): number;
36
+ /**
37
+ * Gets the current loop index in the current flow
38
+ * @returns the current loop index
39
+ */
40
+ getExecutionLoopIndex(): number;
35
41
  /**
36
42
  * Gets the value associated with a contextual positions
37
43
  * @returns the value associated with the source
@@ -47,6 +47,13 @@ export class InstantiateOnVolumeBlock extends NodeGeometryBlock {
47
47
  getExecutionFaceIndex() {
48
48
  return 0;
49
49
  }
50
+ /**
51
+ * Gets the current loop index in the current flow
52
+ * @returns the current loop index
53
+ */
54
+ getExecutionLoopIndex() {
55
+ return this._currentLoopIndex;
56
+ }
50
57
  /**
51
58
  * Gets the value associated with a contextual positions
52
59
  * @returns the value associated with the source
@@ -98,80 +105,77 @@ export class InstantiateOnVolumeBlock extends NodeGeometryBlock {
98
105
  return this._outputs[0];
99
106
  }
100
107
  _buildBlock(state) {
101
- state.executionContext = this;
102
- this._vertexData = this.geometry.getConnectedValue(state);
103
- state.geometryContext = this._vertexData;
104
- if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {
105
- state.executionContext = null;
106
- state.geometryContext = null;
107
- this.output._storedValue = null;
108
- return;
109
- }
110
- // Processing
111
- let instanceGeometry = null;
112
- if (!this.evaluateContext) {
113
- instanceGeometry = this.instance.getConnectedValue(state);
114
- if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {
108
+ const func = (state) => {
109
+ state.executionContext = this;
110
+ this._vertexData = this.geometry.getConnectedValue(state);
111
+ state.geometryContext = this._vertexData;
112
+ if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {
115
113
  state.executionContext = null;
116
114
  state.geometryContext = null;
117
115
  this.output._storedValue = null;
118
116
  return;
119
117
  }
120
- }
121
- const instanceCount = this.count.getConnectedValue(state);
122
- const additionalVertexData = [];
123
- const boundingInfo = extractMinAndMax(this._vertexData.positions, 0, this._vertexData.positions.length / 3);
124
- const min = boundingInfo.minimum;
125
- const max = boundingInfo.maximum;
126
- const direction = new Vector3(1, 0, 0);
127
- const faceCount = this._vertexData.indices.length / 3;
128
- for (let index = 0; index < instanceCount; index++) {
129
- this._currentPosition.set(Math.random() * (max.x - min.x) + min.x, Math.random() * (max.y - min.y) + min.y, Math.random() * (max.z - min.z) + min.z);
130
- // Cast a ray from the random point in an arbitrary direction
131
- const ray = new Ray(this._currentPosition, direction);
132
- let intersectionCount = 0;
133
- for (let currentFaceIndex = 0; currentFaceIndex < faceCount; currentFaceIndex++) {
134
- // Extract face vertices
135
- this._vertex0.fromArray(this._vertexData.positions, this._vertexData.indices[currentFaceIndex * 3] * 3);
136
- this._vertex1.fromArray(this._vertexData.positions, this._vertexData.indices[currentFaceIndex * 3 + 1] * 3);
137
- this._vertex2.fromArray(this._vertexData.positions, this._vertexData.indices[currentFaceIndex * 3 + 2] * 3);
138
- const currentIntersectInfo = ray.intersectsTriangle(this._vertex0, this._vertex1, this._vertex2);
139
- if (currentIntersectInfo && currentIntersectInfo.distance > 0) {
140
- intersectionCount++;
118
+ // Processing
119
+ let instanceGeometry = null;
120
+ const instanceCount = this.count.getConnectedValue(state);
121
+ const additionalVertexData = [];
122
+ const boundingInfo = extractMinAndMax(this._vertexData.positions, 0, this._vertexData.positions.length / 3);
123
+ const min = boundingInfo.minimum;
124
+ const max = boundingInfo.maximum;
125
+ const direction = new Vector3(1, 0, 0);
126
+ const faceCount = this._vertexData.indices.length / 3;
127
+ this._currentLoopIndex = 0;
128
+ for (let index = 0; index < instanceCount; index++) {
129
+ this._currentPosition.set(Math.random() * (max.x - min.x) + min.x, Math.random() * (max.y - min.y) + min.y, Math.random() * (max.z - min.z) + min.z);
130
+ // Cast a ray from the random point in an arbitrary direction
131
+ const ray = new Ray(this._currentPosition, direction);
132
+ let intersectionCount = 0;
133
+ for (let currentFaceIndex = 0; currentFaceIndex < faceCount; currentFaceIndex++) {
134
+ // Extract face vertices
135
+ this._vertex0.fromArray(this._vertexData.positions, this._vertexData.indices[currentFaceIndex * 3] * 3);
136
+ this._vertex1.fromArray(this._vertexData.positions, this._vertexData.indices[currentFaceIndex * 3 + 1] * 3);
137
+ this._vertex2.fromArray(this._vertexData.positions, this._vertexData.indices[currentFaceIndex * 3 + 2] * 3);
138
+ const currentIntersectInfo = ray.intersectsTriangle(this._vertex0, this._vertex1, this._vertex2);
139
+ if (currentIntersectInfo && currentIntersectInfo.distance > 0) {
140
+ intersectionCount++;
141
+ }
141
142
  }
142
- }
143
- if (intersectionCount % 2 === 0) {
144
- // We are outside, try again
145
- index--;
146
- continue;
147
- }
148
- // Clone the instance
149
- if (this.evaluateContext) {
143
+ if (intersectionCount % 2 === 0) {
144
+ // We are outside, try again
145
+ index--;
146
+ continue;
147
+ }
148
+ // Clone the instance
150
149
  instanceGeometry = this.instance.getConnectedValue(state);
151
150
  if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {
152
151
  continue;
153
152
  }
153
+ const clone = instanceGeometry.clone();
154
+ const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);
155
+ const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;
156
+ state._instantiate(clone, this._currentPosition, rotation, scaling, additionalVertexData);
157
+ this._currentLoopIndex++;
154
158
  }
155
- const clone = instanceGeometry.clone();
156
- const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);
157
- const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;
158
- state._instantiate(clone, this._currentPosition, rotation, scaling, additionalVertexData);
159
- }
160
- // Merge
161
- if (additionalVertexData.length) {
162
- if (additionalVertexData.length === 1) {
163
- this._vertexData = additionalVertexData[0];
164
- }
165
- else {
166
- // We do not merge the main one as user can use a merge node if wanted
167
- const main = additionalVertexData.splice(0, 1)[0];
168
- this._vertexData = main.merge(additionalVertexData, true, false, true, true);
159
+ // Merge
160
+ if (additionalVertexData.length) {
161
+ if (additionalVertexData.length === 1) {
162
+ this._vertexData = additionalVertexData[0];
163
+ }
164
+ else {
165
+ // We do not merge the main one as user can use a merge node if wanted
166
+ const main = additionalVertexData.splice(0, 1)[0];
167
+ this._vertexData = main.merge(additionalVertexData, true, false, true, true);
168
+ }
169
169
  }
170
- }
170
+ return this._vertexData;
171
+ };
171
172
  // Storage
172
- this.output._storedValue = this._vertexData;
173
- state.executionContext = null;
174
- state.geometryContext = null;
173
+ if (this.evaluateContext) {
174
+ this.output._storedFunction = func;
175
+ }
176
+ else {
177
+ this.output._storedValue = func(state);
178
+ }
175
179
  }
176
180
  _dumpPropertiesCode() {
177
181
  const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? "true" : "false"};\n`;
@@ -188,7 +192,9 @@ export class InstantiateOnVolumeBlock extends NodeGeometryBlock {
188
192
  }
189
193
  _deserialize(serializationObject) {
190
194
  super._deserialize(serializationObject);
191
- this.evaluateContext = serializationObject.evaluateContext;
195
+ if (serializationObject.evaluateContext !== undefined) {
196
+ this.evaluateContext = serializationObject.evaluateContext;
197
+ }
192
198
  }
193
199
  }
194
200
  __decorate([
@@ -1 +1 @@
1
- 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Ray } from \"../../../../Culling/ray\";\r\nimport { extractMinAndMax } from \"../../../../Maths/math.functions\";\r\n\r\n/**\r\n * Block used to instance geometry inside a geometry\r\n */\r\nexport class InstantiateOnVolumeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentPosition = new Vector3();\r\n private _vertex0 = new Vector3();\r\n private _vertex1 = new Vector3();\r\n private _vertex2 = new Vector3();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new InstantiateOnVolumeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\r\n this.registerInput(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual positions\r\n * @returns the value associated with the source\r\n */\r\n public getOverridePositionsContextualValue() {\r\n return this._currentPosition;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InstantiateOnVolumeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get instance(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the count input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n state.executionContext = this;\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.geometryContext = this._vertexData;\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n let instanceGeometry: Nullable<VertexData> = null;\r\n if (!this.evaluateContext) {\r\n instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n }\r\n\r\n const instanceCount = this.count.getConnectedValue(state);\r\n const additionalVertexData: VertexData[] = [];\r\n const boundingInfo = extractMinAndMax(this._vertexData.positions!, 0, this._vertexData.positions!.length / 3);\r\n const min = boundingInfo.minimum;\r\n const max = boundingInfo.maximum;\r\n const direction = new Vector3(1, 0, 0);\r\n const faceCount = this._vertexData.indices.length / 3;\r\n\r\n for (let index = 0; index < instanceCount; index++) {\r\n this._currentPosition.set(Math.random() * (max.x - min.x) + min.x, Math.random() * (max.y - min.y) + min.y, Math.random() * (max.z - min.z) + min.z);\r\n\r\n // Cast a ray from the random point in an arbitrary direction\r\n const ray = new Ray(this._currentPosition, direction);\r\n\r\n let intersectionCount = 0;\r\n for (let currentFaceIndex = 0; currentFaceIndex < faceCount; currentFaceIndex++) {\r\n // Extract face vertices\r\n this._vertex0.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3] * 3);\r\n this._vertex1.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3 + 1] * 3);\r\n this._vertex2.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3 + 2] * 3);\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(this._vertex0, this._vertex1, this._vertex2);\r\n\r\n if (currentIntersectInfo && currentIntersectInfo.distance > 0) {\r\n intersectionCount++;\r\n }\r\n }\r\n\r\n if (intersectionCount % 2 === 0) {\r\n // We are outside, try again\r\n index--;\r\n continue;\r\n }\r\n\r\n // Clone the instance\r\n if (this.evaluateContext) {\r\n instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n }\r\n const clone = instanceGeometry!.clone();\r\n\r\n const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;\r\n state._instantiate(clone, this._currentPosition, rotation, scaling, additionalVertexData);\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n // Storage\r\n this.output._storedValue = this._vertexData;\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateOnVolumeBlock\", InstantiateOnVolumeBlock);\r\n"]}
1
+ 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Ray } from \"../../../../Culling/ray\";\r\nimport { extractMinAndMax } from \"../../../../Maths/math.functions\";\r\n\r\n/**\r\n * Block used to instance geometry inside a geometry\r\n */\r\nexport class InstantiateOnVolumeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentLoopIndex: number;\r\n private _currentPosition = new Vector3();\r\n private _vertex0 = new Vector3();\r\n private _vertex1 = new Vector3();\r\n private _vertex2 = new Vector3();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new InstantiateOnVolumeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\r\n this.registerInput(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentLoopIndex;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual positions\r\n * @returns the value associated with the source\r\n */\r\n public getOverridePositionsContextualValue() {\r\n return this._currentPosition;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InstantiateOnVolumeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get instance(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the count input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.executionContext = this;\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.geometryContext = this._vertexData;\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n let instanceGeometry: Nullable<VertexData> = null;\r\n const instanceCount = this.count.getConnectedValue(state);\r\n const additionalVertexData: VertexData[] = [];\r\n const boundingInfo = extractMinAndMax(this._vertexData.positions!, 0, this._vertexData.positions!.length / 3);\r\n const min = boundingInfo.minimum;\r\n const max = boundingInfo.maximum;\r\n const direction = new Vector3(1, 0, 0);\r\n const faceCount = this._vertexData.indices.length / 3;\r\n this._currentLoopIndex = 0;\r\n\r\n for (let index = 0; index < instanceCount; index++) {\r\n this._currentPosition.set(Math.random() * (max.x - min.x) + min.x, Math.random() * (max.y - min.y) + min.y, Math.random() * (max.z - min.z) + min.z);\r\n\r\n // Cast a ray from the random point in an arbitrary direction\r\n const ray = new Ray(this._currentPosition, direction);\r\n\r\n let intersectionCount = 0;\r\n for (let currentFaceIndex = 0; currentFaceIndex < faceCount; currentFaceIndex++) {\r\n // Extract face vertices\r\n this._vertex0.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3] * 3);\r\n this._vertex1.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3 + 1] * 3);\r\n this._vertex2.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3 + 2] * 3);\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(this._vertex0, this._vertex1, this._vertex2);\r\n\r\n if (currentIntersectInfo && currentIntersectInfo.distance > 0) {\r\n intersectionCount++;\r\n }\r\n }\r\n\r\n if (intersectionCount % 2 === 0) {\r\n // We are outside, try again\r\n index--;\r\n continue;\r\n }\r\n\r\n // Clone the instance\r\n instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n const clone = instanceGeometry!.clone();\r\n\r\n const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;\r\n state._instantiate(clone, this._currentPosition, rotation, scaling, additionalVertexData);\r\n this._currentLoopIndex++;\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n return this._vertexData;\r\n };\r\n\r\n // Storage\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateOnVolumeBlock\", InstantiateOnVolumeBlock);\r\n"]}
@@ -18,6 +18,11 @@ export declare class SetColorsBlock extends NodeGeometryBlock implements INodeGe
18
18
  * @returns the current index
19
19
  */
20
20
  getExecutionIndex(): number;
21
+ /**
22
+ * Gets the current loop index in the current flow
23
+ * @returns the current loop index
24
+ */
25
+ getExecutionLoopIndex(): number;
21
26
  /**
22
27
  * Gets the current face index in the current flow
23
28
  * @returns the current face index
@@ -22,6 +22,13 @@ export class SetColorsBlock extends NodeGeometryBlock {
22
22
  getExecutionIndex() {
23
23
  return this._currentIndex;
24
24
  }
25
+ /**
26
+ * Gets the current loop index in the current flow
27
+ * @returns the current loop index
28
+ */
29
+ getExecutionLoopIndex() {
30
+ return this._currentIndex;
31
+ }
25
32
  /**
26
33
  * Gets the current face index in the current flow
27
34
  * @returns the current face index
@@ -1 +1 @@
1
- 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector4 } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to set colors for a geometry\r\n */\r\nexport class SetColorsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Create a new SetColorsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"colors\", NodeGeometryBlockConnectionPointTypes.Vector4);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SetColorsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the colors input component\r\n */\r\n public get colors(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n state.executionContext = this;\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.geometryContext = this._vertexData;\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.colors.isConnected) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.colors) {\r\n this._vertexData.colors = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector4 = this.colors.getConnectedValue(state) as Vector4;\r\n if (tempVector4) {\r\n tempVector4.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n }\r\n }\r\n\r\n // Storage\r\n this.output._storedValue = this._vertexData;\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetColorsBlock\", SetColorsBlock);\r\n"]}
1
+ 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector4 } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to set colors for a geometry\r\n */\r\nexport class SetColorsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Create a new SetColorsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"colors\", NodeGeometryBlockConnectionPointTypes.Vector4);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SetColorsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the colors input component\r\n */\r\n public get colors(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n state.executionContext = this;\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.geometryContext = this._vertexData;\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.colors.isConnected) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.colors) {\r\n this._vertexData.colors = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector4 = this.colors.getConnectedValue(state) as Vector4;\r\n if (tempVector4) {\r\n tempVector4.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n }\r\n }\r\n\r\n // Storage\r\n this.output._storedValue = this._vertexData;\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetColorsBlock\", SetColorsBlock);\r\n"]}