@babylonjs/core 6.20.0 → 6.20.2
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/Animations/animation.d.ts +51 -3
- package/Animations/animation.js +92 -106
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +60 -8
- package/Animations/animationGroup.js +132 -29
- package/Animations/animationGroup.js.map +1 -1
- package/Engines/Extensions/engine.query.js +1 -1
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -2
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -0
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +3 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +18 -6
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +2 -1
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/nativeEngine.js +1 -1
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +6 -1
- package/Engines/renderTargetWrapper.js +3 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +5 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +4 -0
- package/Materials/Node/nodeMaterial.js +30 -20
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/effect.js +4 -4
- package/Materials/effect.js.map +1 -1
- package/Maths/math.vector.d.ts +2 -1
- package/Maths/math.vector.js +5 -4
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBlock.js +5 -2
- package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +10 -6
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +10 -6
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +10 -6
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/alignBlock.js +1 -1
- package/Meshes/Node/Blocks/Matrices/alignBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.js +9 -6
- package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js +9 -6
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js +7 -4
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js +9 -6
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js +9 -6
- package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.js +4 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Teleport/teleportInBlock.js +1 -0
- package/Meshes/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js +1 -0
- package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Meshes/Node/Blocks/debugBlock.js +1 -0
- package/Meshes/Node/Blocks/debugBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryCollectionBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInputBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js +2 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
- package/Meshes/Node/Blocks/matrixComposeBlock.js +4 -1
- package/Meshes/Node/Blocks/matrixComposeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mergeGeometryBlock.js +1 -0
- package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/noiseBlock.js +1 -1
- package/Meshes/Node/Blocks/noiseBlock.js.map +1 -1
- package/Meshes/Node/Blocks/randomBlock.d.ts +12 -0
- package/Meshes/Node/Blocks/randomBlock.js +42 -1
- package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js +5 -0
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.d.ts +8 -3
- package/Meshes/Node/nodeGeometryBlock.js +18 -10
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBuildState.d.ts +37 -3
- package/Meshes/Node/nodeGeometryBuildState.js +64 -6
- package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
- package/Meshes/linesMesh.js +2 -2
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js +28 -26
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +1 -0
- package/Physics/v2/physicsBody.js +5 -0
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsShape.d.ts +1 -0
- package/Physics/v2/physicsShape.js +5 -0
- package/Physics/v2/physicsShape.js.map +1 -1
- package/Probes/reflectionProbe.d.ts +2 -1
- package/Probes/reflectionProbe.js +4 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +3 -0
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/package.json +1 -1
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@@ -107,8 +107,8 @@ export class InstantiateBlock extends NodeGeometryBlock {
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}
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_buildBlock(state) {
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const func = (state) => {
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state.
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state.
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state.pushExecutionContext(this);
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state.pushInstancingContext(this);
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// Processing
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const iterationCount = this.count.getConnectedValue(state);
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const additionalVertexData = [];
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@@ -142,6 +142,8 @@ export class InstantiateBlock extends NodeGeometryBlock {
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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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state.restoreExecutionContext();
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state.restoreInstancingContext();
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return this._vertexData;
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};
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// Storage
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@@ -149,6 +151,7 @@ export class InstantiateBlock extends NodeGeometryBlock {
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this.output._storedFunction = func;
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}
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else {
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this.output._storedFunction = null;
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this.output._storedValue = func(state);
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}
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}
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@@ -1 +1 @@
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1
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-
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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 \"core/Decorators/nodeDecorator\";\r\nimport type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Block used to instantiate a geometry inside a loop\r\n */\r\nexport class InstantiateBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext, INodeGeometryInstancingContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\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 InstantiateBlock\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(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 1);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"position\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\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 instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentIndex;\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 \"InstantiateBlock\";\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[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\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[4];\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[5];\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 state.instancingContext = this;\r\n\r\n // Processing\r\n const iterationCount = this.count.getConnectedValue(state);\r\n const additionalVertexData: VertexData[] = [];\r\n\r\n for (this._currentIndex = 0; this._currentIndex < iterationCount; 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 // Clone the instance\r\n const clone = instanceGeometry.clone();\r\n\r\n // Transform\r\n if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithMatrix(clone, transform, additionalVertexData);\r\n } else {\r\n const position = this.position.getConnectedValue(state) || Vector3.ZeroReadOnly;\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, position, rotation, scaling, additionalVertexData);\r\n }\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 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.InstantiateBlock\", InstantiateBlock);\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 \"core/Decorators/nodeDecorator\";\r\nimport type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Block used to instantiate a geometry inside a loop\r\n */\r\nexport class InstantiateBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext, INodeGeometryInstancingContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\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 InstantiateBlock\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(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 1);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"position\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\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 instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentIndex;\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 \"InstantiateBlock\";\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[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\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[4];\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[5];\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.pushExecutionContext(this);\r\n state.pushInstancingContext(this);\r\n\r\n // Processing\r\n const iterationCount = this.count.getConnectedValue(state);\r\n const additionalVertexData: VertexData[] = [];\r\n\r\n for (this._currentIndex = 0; this._currentIndex < iterationCount; 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 // Clone the instance\r\n const clone = instanceGeometry.clone();\r\n\r\n // Transform\r\n if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithMatrix(clone, transform, additionalVertexData);\r\n } else {\r\n const position = this.position.getConnectedValue(state) || Vector3.ZeroReadOnly;\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, position, rotation, scaling, additionalVertexData);\r\n }\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 state.restoreExecutionContext();\r\n state.restoreInstancingContext();\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._storedFunction = null;\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.InstantiateBlock\", InstantiateBlock);\r\n"]}
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@@ -131,14 +131,14 @@ export class InstantiateOnFacesBlock extends NodeGeometryBlock {
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131
131
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}
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132
132
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_buildBlock(state) {
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133
133
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const func = (state) => {
|
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-
state.
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-
state.
|
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+
state.pushExecutionContext(this);
|
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+
state.pushInstancingContext(this);
|
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136
|
this._vertexData = this.geometry.getConnectedValue(state);
|
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-
state.
|
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+
state.pushGeometryContext(this._vertexData);
|
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|
if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {
|
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-
state.
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-
state.
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-
state.
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+
state.restoreExecutionContext();
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state.restoreInstancingContext();
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state.restoreGeometryContext();
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this.output._storedValue = null;
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return;
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}
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@@ -207,6 +207,9 @@ export class InstantiateOnFacesBlock extends NodeGeometryBlock {
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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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state.restoreExecutionContext();
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state.restoreInstancingContext();
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state.restoreGeometryContext();
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return this._vertexData;
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};
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// Storage
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@@ -214,6 +217,7 @@ export class InstantiateOnFacesBlock extends NodeGeometryBlock {
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this.output._storedFunction = func;
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}
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else {
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+
this.output._storedFunction = null;
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this.output._storedValue = func(state);
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}
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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 type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Block used to instance geometry on every face of a geometry\r\n */\r\nexport class InstantiateOnFacesBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext, INodeGeometryInstancingContext {\r\n private _vertexData: VertexData;\r\n private _currentFaceIndex: number;\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 private _tempVector0 = new Vector3();\r\n private _tempVector1 = 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 InstantiateOnFacesBlock\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(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\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 instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentLoopIndex;\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 this._currentFaceIndex;\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 value associated with a contextual normals\r\n * @returns the value associated with the source\r\n */\r\n public getOverrideNormalsContextualValue() {\r\n this._vertex1.subtractToRef(this._vertex0, this._tempVector0);\r\n this._vertex2.subtractToRef(this._vertex1, this._tempVector1);\r\n this._tempVector0.normalize();\r\n this._tempVector1.normalize();\r\n return Vector3.Cross(this._tempVector1, this._tempVector0);\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 \"InstantiateOnFacesBlock\";\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 count input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\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[4];\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[5];\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 state.instancingContext = 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 state.instancingContext = 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 faceCount = this._vertexData.indices.length / 3;\r\n const instancePerFace = instanceCount / faceCount;\r\n let accumulatedCount = 0;\r\n const additionalVertexData: VertexData[] = [];\r\n let totalDone = 0;\r\n this._currentLoopIndex = 0;\r\n\r\n for (this._currentFaceIndex = 0; this._currentFaceIndex < faceCount; this._currentFaceIndex++) {\r\n // Extract face vertices\r\n this._vertex0.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3] * 3);\r\n this._vertex1.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 1] * 3);\r\n this._vertex2.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 2] * 3);\r\n\r\n accumulatedCount += instancePerFace;\r\n const countPerFace = (accumulatedCount | 0) - totalDone;\r\n\r\n if (countPerFace < 1) {\r\n continue;\r\n }\r\n\r\n for (let faceDispatchCount = 0; faceDispatchCount < countPerFace; faceDispatchCount++) {\r\n if (totalDone >= instanceCount) {\r\n break;\r\n }\r\n\r\n // Get random point on face\r\n let x = Math.random();\r\n let y = Math.random();\r\n\r\n if (x > y) {\r\n const temp = x;\r\n x = y;\r\n y = temp;\r\n }\r\n const s = x;\r\n const t = y - x;\r\n const u = 1 - s - t;\r\n\r\n this._currentPosition.set(\r\n s * this._vertex0.x + t * this._vertex1.x + u * this._vertex2.x,\r\n s * this._vertex0.y + t * this._vertex1.y + u * this._vertex2.y,\r\n s * this._vertex0.z + t * this._vertex1.z + u * this._vertex2.z\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 if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithPositionAndMatrix(clone, this._currentPosition, transform, additionalVertexData);\r\n } else {\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 totalDone++;\r\n this._currentLoopIndex++;\r\n }\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 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 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.InstantiateOnFacesBlock\", InstantiateOnFacesBlock);\r\n"]}
|
|
1
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+
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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 type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Block used to instance geometry on every face of a geometry\r\n */\r\nexport class InstantiateOnFacesBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext, INodeGeometryInstancingContext {\r\n private _vertexData: VertexData;\r\n private _currentFaceIndex: number;\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 private _tempVector0 = new Vector3();\r\n private _tempVector1 = 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 InstantiateOnFacesBlock\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(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\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 instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentLoopIndex;\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 this._currentFaceIndex;\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 value associated with a contextual normals\r\n * @returns the value associated with the source\r\n */\r\n public getOverrideNormalsContextualValue() {\r\n this._vertex1.subtractToRef(this._vertex0, this._tempVector0);\r\n this._vertex2.subtractToRef(this._vertex1, this._tempVector1);\r\n this._tempVector0.normalize();\r\n this._tempVector1.normalize();\r\n return Vector3.Cross(this._tempVector1, this._tempVector0);\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 \"InstantiateOnFacesBlock\";\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 count input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\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[4];\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[5];\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.pushExecutionContext(this);\r\n state.pushInstancingContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n state.restoreGeometryContext();\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 faceCount = this._vertexData.indices.length / 3;\r\n const instancePerFace = instanceCount / faceCount;\r\n let accumulatedCount = 0;\r\n const additionalVertexData: VertexData[] = [];\r\n let totalDone = 0;\r\n this._currentLoopIndex = 0;\r\n\r\n for (this._currentFaceIndex = 0; this._currentFaceIndex < faceCount; this._currentFaceIndex++) {\r\n // Extract face vertices\r\n this._vertex0.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3] * 3);\r\n this._vertex1.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 1] * 3);\r\n this._vertex2.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 2] * 3);\r\n\r\n accumulatedCount += instancePerFace;\r\n const countPerFace = (accumulatedCount | 0) - totalDone;\r\n\r\n if (countPerFace < 1) {\r\n continue;\r\n }\r\n\r\n for (let faceDispatchCount = 0; faceDispatchCount < countPerFace; faceDispatchCount++) {\r\n if (totalDone >= instanceCount) {\r\n break;\r\n }\r\n\r\n // Get random point on face\r\n let x = Math.random();\r\n let y = Math.random();\r\n\r\n if (x > y) {\r\n const temp = x;\r\n x = y;\r\n y = temp;\r\n }\r\n const s = x;\r\n const t = y - x;\r\n const u = 1 - s - t;\r\n\r\n this._currentPosition.set(\r\n s * this._vertex0.x + t * this._vertex1.x + u * this._vertex2.x,\r\n s * this._vertex0.y + t * this._vertex1.y + u * this._vertex2.y,\r\n s * this._vertex0.z + t * this._vertex1.z + u * this._vertex2.z\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 if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithPositionAndMatrix(clone, this._currentPosition, transform, additionalVertexData);\r\n } else {\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 totalDone++;\r\n this._currentLoopIndex++;\r\n }\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 state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n state.restoreGeometryContext();\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._storedFunction = null;\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.InstantiateOnFacesBlock\", InstantiateOnFacesBlock);\r\n"]}
|
|
@@ -113,14 +113,14 @@ export class InstantiateOnVerticesBlock extends NodeGeometryBlock {
|
|
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113
113
|
}
|
|
114
114
|
_buildBlock(state) {
|
|
115
115
|
const func = (state) => {
|
|
116
|
-
state.
|
|
117
|
-
state.
|
|
116
|
+
state.pushExecutionContext(this);
|
|
117
|
+
state.pushInstancingContext(this);
|
|
118
118
|
this._vertexData = this.geometry.getConnectedValue(state);
|
|
119
|
-
state.
|
|
119
|
+
state.pushGeometryContext(this._vertexData);
|
|
120
120
|
if (!this._vertexData || !this._vertexData.positions || !this.instance.isConnected) {
|
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state.
|
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state.
|
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state.
|
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state.restoreExecutionContext();
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state.restoreInstancingContext();
|
|
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state.restoreGeometryContext();
|
|
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124
|
this.output._storedValue = null;
|
|
125
125
|
return;
|
|
126
126
|
}
|
|
@@ -193,6 +193,9 @@ export class InstantiateOnVerticesBlock extends NodeGeometryBlock {
|
|
|
193
193
|
this._vertexData = main.merge(additionalVertexData, true, false, true, true);
|
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|
}
|
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}
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state.restoreGeometryContext();
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state.restoreExecutionContext();
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state.restoreInstancingContext();
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return this._vertexData;
|
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|
};
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|
// Storage
|
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@@ -200,6 +203,7 @@ export class InstantiateOnVerticesBlock extends NodeGeometryBlock {
|
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203
|
this.output._storedFunction = func;
|
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204
|
}
|
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else {
|
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this.output._storedFunction = null;
|
|
203
207
|
this.output._storedValue = func(state);
|
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|
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|
}
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@@ -1 +1 @@
|
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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\nimport type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\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, INodeGeometryInstancingContext {\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(\"density\", NodeGeometryBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\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 instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentLoopIndex;\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 density input component\r\n */\r\n public get density(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\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[4];\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[5];\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 state.instancingContext = 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 state.instancingContext = 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 if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithPositionAndMatrix(clone, currentPosition, transform, additionalVertexData);\r\n } else {\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 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"]}
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+
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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\nimport type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\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, INodeGeometryInstancingContext {\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(\"density\", NodeGeometryBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\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 instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentLoopIndex;\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 density input component\r\n */\r\n public get density(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\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[4];\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[5];\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.pushExecutionContext(this);\r\n state.pushInstancingContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this.instance.isConnected) {\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n state.restoreGeometryContext();\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 if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithPositionAndMatrix(clone, currentPosition, transform, additionalVertexData);\r\n } else {\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 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 state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\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._storedFunction = null;\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"]}
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@@ -120,14 +120,14 @@ export class InstantiateOnVolumeBlock extends NodeGeometryBlock {
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120
120
|
}
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|
121
121
|
_buildBlock(state) {
|
|
122
122
|
const func = (state) => {
|
|
123
|
-
state.
|
|
124
|
-
state.
|
|
123
|
+
state.pushExecutionContext(this);
|
|
124
|
+
state.pushInstancingContext(this);
|
|
125
125
|
this._vertexData = this.geometry.getConnectedValue(state);
|
|
126
|
-
state.
|
|
126
|
+
state.pushGeometryContext(this._vertexData);
|
|
127
127
|
if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {
|
|
128
|
-
state.
|
|
129
|
-
state.
|
|
130
|
-
state.
|
|
128
|
+
state.restoreExecutionContext();
|
|
129
|
+
state.restoreInstancingContext();
|
|
130
|
+
state.restoreGeometryContext();
|
|
131
131
|
this.output._storedValue = null;
|
|
132
132
|
return;
|
|
133
133
|
}
|
|
@@ -189,6 +189,9 @@ export class InstantiateOnVolumeBlock extends NodeGeometryBlock {
|
|
|
189
189
|
this._vertexData = main.merge(additionalVertexData, true, false, true, true);
|
|
190
190
|
}
|
|
191
191
|
}
|
|
192
|
+
state.restoreGeometryContext();
|
|
193
|
+
state.restoreExecutionContext();
|
|
194
|
+
state.restoreInstancingContext();
|
|
192
195
|
return this._vertexData;
|
|
193
196
|
};
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|
194
197
|
// Storage
|
|
@@ -196,6 +199,7 @@ export class InstantiateOnVolumeBlock extends NodeGeometryBlock {
|
|
|
196
199
|
this.output._storedFunction = func;
|
|
197
200
|
}
|
|
198
201
|
else {
|
|
202
|
+
this.output._storedFunction = null;
|
|
199
203
|
this.output._storedValue = func(state);
|
|
200
204
|
}
|
|
201
205
|
}
|
|
@@ -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\nimport type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Block used to instance geometry inside a geometry\r\n */\r\nexport class InstantiateOnVolumeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext, INodeGeometryInstancingContext {\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(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\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 instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentLoopIndex;\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 matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\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[3];\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[4];\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[5];\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 state.instancingContext = 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 state.instancingContext = 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 if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithPositionAndMatrix(clone, this._currentPosition, transform, additionalVertexData);\r\n } else {\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 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"]}
|
|
1
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+
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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\nimport type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Block used to instance geometry inside a geometry\r\n */\r\nexport class InstantiateOnVolumeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext, INodeGeometryInstancingContext {\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(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\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 instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentLoopIndex;\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 matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\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[3];\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[4];\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[5];\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.pushExecutionContext(this);\r\n state.pushInstancingContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n state.restoreGeometryContext();\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 if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithPositionAndMatrix(clone, this._currentPosition, transform, additionalVertexData);\r\n } else {\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 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 state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\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._storedFunction = null;\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"]}
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@@ -49,7 +49,7 @@ export class AlignBlock extends NodeGeometryBlock {
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const result = new Matrix();
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source.normalize();
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target.normalize();
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-
Matrix.RotationAlignToRef(source, target, result);
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+
Matrix.RotationAlignToRef(source, target, result, true);
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return result;
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};
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}
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@@ -1 +1 @@
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-
{"version":3,"file":"alignBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/alignBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAEhE;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAC7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QAChG,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;QAClG,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,MAAM,MAAM,GAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,KAAK,CAAa,CAAC,KAAK,EAAE,CAAC;YACzE,MAAM,MAAM,GAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,KAAK,CAAa,CAAC,KAAK,EAAE,CAAC;YACzE,MAAM,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;YAE5B,MAAM,CAAC,SAAS,EAAE,CAAC;YACnB,MAAM,CAAC,SAAS,EAAE,CAAC;YAEnB,MAAM,CAAC,kBAAkB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;
|
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1
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+
{"version":3,"file":"alignBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/alignBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAEhE;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAC7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QAChG,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;QAClG,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,MAAM,MAAM,GAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,KAAK,CAAa,CAAC,KAAK,EAAE,CAAC;YACzE,MAAM,MAAM,GAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,KAAK,CAAa,CAAC,KAAK,EAAE,CAAC;YACzE,MAAM,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;YAE5B,MAAM,CAAC,SAAS,EAAE,CAAC;YACnB,MAAM,CAAC,SAAS,EAAE,CAAC;YAEnB,MAAM,CAAC,kBAAkB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;YAExD,OAAO,MAAM,CAAC;QAClB,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { 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 { Matrix, Vector3 } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a align matrix\r\n */\r\nexport class AlignBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new AlignBlock\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(\"source\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Up());\r\n this.registerInput(\"target\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Left());\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\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 \"AlignBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the target input component\r\n */\r\n public get target(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n const source = (this.source.getConnectedValue(state) as Vector3).clone();\r\n const target = (this.target.getConnectedValue(state) as Vector3).clone();\r\n const result = new Matrix();\r\n\r\n source.normalize();\r\n target.normalize();\r\n\r\n Matrix.RotationAlignToRef(source, target, result, true);\r\n\r\n return result;\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AlignBlock\", AlignBlock);\r\n"]}
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@@ -70,18 +70,18 @@ export class SetColorsBlock extends NodeGeometryBlock {
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}
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_buildBlock(state) {
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const func = (state) => {
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-
state.
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+
state.pushExecutionContext(this);
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this._vertexData = this.geometry.getConnectedValue(state);
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state.
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state.pushGeometryContext(this._vertexData);
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if (!this._vertexData || !this._vertexData.positions) {
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state.
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state.
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state.restoreGeometryContext();
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state.restoreExecutionContext();
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this.output._storedValue = null;
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return;
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}
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if (!this.colors.isConnected) {
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state.
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state.
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+
state.restoreGeometryContext();
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state.restoreExecutionContext();
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this.output._storedValue = this._vertexData;
|
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return;
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}
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@@ -97,12 +97,15 @@ export class SetColorsBlock extends NodeGeometryBlock {
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}
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}
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// Storage
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state.restoreGeometryContext();
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state.restoreExecutionContext();
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return this._vertexData;
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};
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if (this.evaluateContext) {
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this.output._storedFunction = func;
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}
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else {
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+
this.output._storedFunction = null;
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this.output._storedValue = func(state);
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}
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}
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