@babylonjs/core 6.26.0 → 6.27.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Collisions/intersectionInfo.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.d.ts +3 -4
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +5 -6
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +22 -0
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +26 -0
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -0
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.d.ts +3 -5
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js +5 -6
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +3 -4
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +5 -6
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
- package/FlowGraph/flowGraphConnection.d.ts +1 -1
- package/FlowGraph/flowGraphConnection.js +2 -1
- package/FlowGraph/flowGraphConnection.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +10 -0
- package/FlowGraph/flowGraphContext.js +14 -0
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphDataConnection.js.map +1 -1
- package/FlowGraph/flowGraphRichTypes.js.map +1 -1
- package/FlowGraph/flowGraphSignalConnection.js +1 -0
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Loading/loadingScreen.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +16 -0
- package/Materials/Background/backgroundMaterial.js +44 -0
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +0 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +6 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +10 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +27 -5
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mergeGeometryBlock.js +16 -4
- package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
- package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.d.ts +5 -0
- package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.js.map +1 -1
- package/Meshes/Node/nodeGeometryBuildState.js +3 -0
- package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
- package/Meshes/csg.js.map +1 -1
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/meshSimplification.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/fileTools.js.map +1 -1
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -1
- package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -1
- package/Physics/v1/physicsEngine.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/bloomEffect.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +6 -2
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -0
- package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/backgroundUboDeclaration.js +1 -8
- package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrHelperFunctions.js +1 -3
- package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
- package/Shaders/background.fragment.js +11 -1
- package/Shaders/background.fragment.js.map +1 -1
- package/Shaders/default.fragment.js +0 -1
- package/Shaders/default.fragment.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/features/WebXRDepthSensing.js.map +1 -1
- package/XR/features/WebXRLayers.js.map +1 -1
- package/XR/features/WebXRMeshDetector.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/features/WebXRPlaneDetector.js.map +1 -1
- package/XR/features/WebXRSpaceWarp.js.map +1 -1
- package/XR/native/nativeXRRenderTarget.js.map +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRManagedOutputCanvas.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
- package/XR/webXRWebGLLayer.js.map +1 -1
- package/assetContainer.js.map +1 -1
- package/package.json +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 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 accumulatedCount -= instancePerFace;\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"]}
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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 { Vector2, 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 _currentUV = new Vector2();\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 private _uv0 = new Vector2();\r\n private _uv1 = new Vector2();\r\n private _uv2 = new Vector2();\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 value associated with a contextual UV1 se\r\n * @returns the value associated with the source\r\n */\r\n public getOverrideUVs1ContextualValue() {\r\n return this._currentUV;\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 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 const faceID0 = this._vertexData.indices[this._currentFaceIndex * 3];\r\n const faceID1 = this._vertexData.indices[this._currentFaceIndex * 3 + 1];\r\n const faceID2 = this._vertexData.indices[this._currentFaceIndex * 3 + 2];\r\n\r\n // Extract face vertices\r\n this._vertex0.fromArray(this._vertexData.positions, faceID0 * 3);\r\n this._vertex1.fromArray(this._vertexData.positions, faceID1 * 3);\r\n this._vertex2.fromArray(this._vertexData.positions, faceID2 * 3);\r\n\r\n if (this._vertexData.uvs) {\r\n this._uv0.fromArray(this._vertexData.uvs, faceID0 * 2);\r\n this._uv1.fromArray(this._vertexData.uvs, faceID1 * 2);\r\n this._uv2.fromArray(this._vertexData.uvs, faceID2 * 2);\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 if (this._vertexData.uvs) {\r\n this._currentUV.set(s * this._uv0.x + t * this._uv1.x + u * this._uv2.x, s * this._uv0.y + t * this._uv1.y + u * this._uv2.y);\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 accumulatedCount -= instancePerFace;\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"]}
|
|
@@ -73,16 +73,28 @@ export class MergeGeometryBlock extends NodeGeometryBlock {
|
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|
73
73
|
let vertexData = this.geometry0.getConnectedValue(state);
|
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74
74
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const additionalVertexData = [];
|
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75
75
|
if (this.geometry1.isConnected) {
|
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76
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-
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76
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+
const data = this.geometry1.getConnectedValue(state);
|
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77
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+
if (data) {
|
|
78
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+
additionalVertexData.push(data);
|
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79
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+
}
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77
80
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}
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78
81
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if (this.geometry2.isConnected) {
|
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79
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-
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82
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+
const data = this.geometry2.getConnectedValue(state);
|
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83
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+
if (data) {
|
|
84
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+
additionalVertexData.push(data);
|
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85
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+
}
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80
86
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}
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81
87
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if (this.geometry3.isConnected) {
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82
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-
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88
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+
const data = this.geometry3.getConnectedValue(state);
|
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89
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+
if (data) {
|
|
90
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+
additionalVertexData.push(data);
|
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91
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+
}
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83
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}
|
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84
93
|
if (this.geometry4.isConnected) {
|
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85
|
-
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94
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+
const data = this.geometry4.getConnectedValue(state);
|
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95
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+
if (data) {
|
|
96
|
+
additionalVertexData.push(data);
|
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97
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+
}
|
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86
98
|
}
|
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87
99
|
if (additionalVertexData.length && vertexData) {
|
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88
100
|
vertexData = vertexData.merge(additionalVertexData, true, false, true, true);
|
|
@@ -1 +1 @@
|
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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 { VertexData } from \"../../../Meshes/mesh.vertexData\";\r\nimport type { NodeGeometryBuildState } from \"../nodeGeometryBuildState\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to merge several geometries\r\n */\r\nexport class MergeGeometryBlock extends NodeGeometryBlock {\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 = false;\r\n\r\n /**\r\n * Create a new MergeGeometryBlock\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(\"geometry0\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"geometry1\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry2\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry3\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry4\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\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 \"MergeGeometryBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry0 input component\r\n */\r\n public get geometry0(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the geometry1 input component\r\n */\r\n public get geometry1(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry2 input component\r\n */\r\n public get geometry2(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the geometry3 input component\r\n */\r\n public get geometry3(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the geometry4 input component\r\n */\r\n public get geometry4(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n let vertexData = this.geometry0.getConnectedValue(state) as VertexData;\r\n const additionalVertexData: VertexData[] = [];\r\n\r\n if (this.geometry1.isConnected) {\r\n const data = this.geometry1.getConnectedValue(state);\r\n if (data) {\r\n additionalVertexData.push(data);\r\n }\r\n }\r\n if (this.geometry2.isConnected) {\r\n const data = this.geometry2.getConnectedValue(state);\r\n if (data) {\r\n additionalVertexData.push(data);\r\n }\r\n }\r\n if (this.geometry3.isConnected) {\r\n const data = this.geometry3.getConnectedValue(state);\r\n if (data) {\r\n additionalVertexData.push(data);\r\n }\r\n }\r\n if (this.geometry4.isConnected) {\r\n const data = this.geometry4.getConnectedValue(state);\r\n if (data) {\r\n additionalVertexData.push(data);\r\n }\r\n }\r\n\r\n if (additionalVertexData.length && vertexData) {\r\n vertexData = vertexData.merge(additionalVertexData, true, false, true, true);\r\n }\r\n return vertexData;\r\n };\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 this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MergeGeometryBlock\", MergeGeometryBlock);\r\n"]}
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@@ -27,4 +27,9 @@ export interface INodeGeometryExecutionContext {
|
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27
27
|
* @returns the value associated with the source
|
|
28
28
|
*/
|
|
29
29
|
getOverrideNormalsContextualValue?(): any;
|
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30
|
+
/**
|
|
31
|
+
* Gets the value associated with a contextual UV1 set
|
|
32
|
+
* @returns the value associated with the source
|
|
33
|
+
*/
|
|
34
|
+
getOverrideUVs1ContextualValue?(): any;
|
|
30
35
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"nodeGeometryExecutionContext.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Meshes/Node/Interfaces/nodeGeometryExecutionContext.ts"],"names":[],"mappings":"","sourcesContent":["/**\r\n * Interface used to convey context through execution nodes\r\n */\r\nexport interface INodeGeometryExecutionContext {\r\n /**\r\n * Gets the current vertex index in the current flow\r\n * @returns the current index\r\n */\r\n getExecutionIndex(): number;\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n getExecutionFaceIndex(): number;\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n getExecutionLoopIndex(): number;\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 getOverridePositionsContextualValue?(): any;\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 getOverrideNormalsContextualValue?(): any;\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"nodeGeometryExecutionContext.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Meshes/Node/Interfaces/nodeGeometryExecutionContext.ts"],"names":[],"mappings":"","sourcesContent":["/**\r\n * Interface used to convey context through execution nodes\r\n */\r\nexport interface INodeGeometryExecutionContext {\r\n /**\r\n * Gets the current vertex index in the current flow\r\n * @returns the current index\r\n */\r\n getExecutionIndex(): number;\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n getExecutionFaceIndex(): number;\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n getExecutionLoopIndex(): number;\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 getOverridePositionsContextualValue?(): any;\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 getOverrideNormalsContextualValue?(): any;\r\n\r\n /**\r\n * Gets the value associated with a contextual UV1 set\r\n * @returns the value associated with the source\r\n */\r\n getOverrideUVs1ContextualValue?(): any;\r\n}\r\n"]}
|
|
@@ -124,6 +124,9 @@ export class NodeGeometryBuildState {
|
|
|
124
124
|
}
|
|
125
125
|
return Vector4.FromArray(this.geometryContext.tangents, index * 4);
|
|
126
126
|
case NodeGeometryContextualSources.UV:
|
|
127
|
+
if (this.executionContext.getOverrideUVs1ContextualValue) {
|
|
128
|
+
return this.executionContext.getOverrideUVs1ContextualValue();
|
|
129
|
+
}
|
|
127
130
|
if (!this.geometryContext || !this.geometryContext.uvs) {
|
|
128
131
|
return Vector2.Zero();
|
|
129
132
|
}
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|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../../types\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\nimport type { NodeGeometryConnectionPoint } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryContextualSources } from \"./Enums/nodeGeometryContextualSources\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { INodeGeometryExecutionContext } from \"./Interfaces/nodeGeometryExecutionContext\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { INodeGeometryInstancingContext } from \"./Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Class used to store node based geometry build state\r\n */\r\nexport class NodeGeometryBuildState {\r\n private _rotationMatrix = new Matrix();\r\n private _scalingMatrix = new Matrix();\r\n private _positionMatrix = new Matrix();\r\n private _scalingRotationMatrix = new Matrix();\r\n private _transformMatrix = new Matrix();\r\n private _tempVector3 = new Vector3();\r\n\r\n /** Gets or sets the list of non connected mandatory inputs */\r\n public notConnectedNonOptionalInputs: NodeGeometryConnectionPoint[] = [];\r\n /** Gets or sets the list of non contextual inputs having no contextudal data */\r\n public noContextualData: NodeGeometryContextualSources[] = [];\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose: boolean;\r\n /** Gets or sets the vertex data */\r\n public vertexData: Nullable<VertexData> = null;\r\n\r\n private _geometryContext: Nullable<VertexData> = null;\r\n private _executionContext: Nullable<INodeGeometryExecutionContext> = null;\r\n private _instancingContext: Nullable<INodeGeometryInstancingContext> = null;\r\n\r\n private _geometryContextStack: Array<Nullable<VertexData>> = [];\r\n private _executionContextStack: Array<Nullable<INodeGeometryExecutionContext>> = [];\r\n private _instancingContextStack: Array<Nullable<INodeGeometryInstancingContext>> = [];\r\n\r\n /** Gets or sets the geometry context */\r\n public get geometryContext() {\r\n return this._geometryContext;\r\n }\r\n\r\n /** Gets or sets the execution context */\r\n public get executionContext() {\r\n return this._executionContext;\r\n }\r\n\r\n /** Gets or sets the instancing context */\r\n public get instancingContext() {\r\n return this._instancingContext;\r\n }\r\n\r\n /**\r\n * Push the new active geometry context\r\n * @param geometryContext defines the geometry context\r\n */\r\n public pushGeometryContext(geometryContext: VertexData) {\r\n this._geometryContext = geometryContext;\r\n this._geometryContextStack.push(this._geometryContext);\r\n }\r\n\r\n /**\r\n * Push the new active execution context\r\n * @param executionContext defines the execution context\r\n */\r\n public pushExecutionContext(executionContext: INodeGeometryExecutionContext) {\r\n this._executionContext = executionContext;\r\n this._executionContextStack.push(this._executionContext);\r\n }\r\n\r\n /**\r\n * Push the new active instancing context\r\n * @param instancingContext defines the instancing context\r\n */\r\n public pushInstancingContext(instancingContext: INodeGeometryInstancingContext) {\r\n this._instancingContext = instancingContext;\r\n this._instancingContextStack.push(this._instancingContext);\r\n }\r\n\r\n /**\r\n * Remove current geometry context and restore the previous one\r\n */\r\n public restoreGeometryContext() {\r\n this._geometryContextStack.pop();\r\n this._geometryContext = this._geometryContextStack.length > 0 ? this._geometryContextStack[this._geometryContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Remove current execution context and restore the previous one\r\n */\r\n public restoreExecutionContext() {\r\n this._executionContextStack.pop();\r\n this._executionContext = this._executionContextStack.length > 0 ? this._executionContextStack[this._executionContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Remove current isntancing context and restore the previous one\r\n */\r\n public restoreInstancingContext() {\r\n this._instancingContextStack.pop();\r\n this._instancingContext = this._instancingContextStack.length > 0 ? this._instancingContextStack[this._instancingContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual source\r\n * @param source Source of the contextual value\r\n * @param skipWarning Do not store the warning for reporting if true\r\n * @returns the value associated with the source\r\n */\r\n public getContextualValue(source: NodeGeometryContextualSources, skipWarning = false) {\r\n if (!this.executionContext) {\r\n if (!skipWarning) {\r\n this.noContextualData.push(source);\r\n }\r\n return null;\r\n }\r\n\r\n const index = this.executionContext.getExecutionIndex();\r\n\r\n switch (source) {\r\n case NodeGeometryContextualSources.Positions:\r\n if (this.executionContext.getOverridePositionsContextualValue) {\r\n return this.executionContext.getOverridePositionsContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.positions) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.positions as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Normals:\r\n if (this.executionContext.getOverrideNormalsContextualValue) {\r\n return this.executionContext.getOverrideNormalsContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.normals) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.normals as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Colors:\r\n if (!this.geometryContext || !this.geometryContext.colors) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.colors as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.Tangents:\r\n if (!this.geometryContext || !this.geometryContext.tangents) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.tangents as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.UV:\r\n if (!this.geometryContext || !this.geometryContext.uvs) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV2:\r\n if (!this.geometryContext || !this.geometryContext.uvs2) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs2 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV3:\r\n if (!this.geometryContext || !this.geometryContext.uvs3) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs3 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV4:\r\n if (!this.geometryContext || !this.geometryContext.uvs4) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs4 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV5:\r\n if (!this.geometryContext || !this.geometryContext.uvs5) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs5 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV6:\r\n if (!this.geometryContext || !this.geometryContext.uvs6) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs6 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.VertexID:\r\n return index;\r\n case NodeGeometryContextualSources.FaceID:\r\n return this.executionContext.getExecutionFaceIndex();\r\n case NodeGeometryContextualSources.LoopID:\r\n return this.executionContext.getExecutionLoopIndex();\r\n case NodeGeometryContextualSources.InstanceID:\r\n return this.instancingContext ? this.instancingContext.getInstanceIndex() : 0;\r\n case NodeGeometryContextualSources.GeometryID:\r\n return !this.geometryContext ? 0 : this.geometryContext.uniqueId;\r\n case NodeGeometryContextualSources.CollectionID: {\r\n if (!this.geometryContext || !this.geometryContext.metadata) {\r\n return 0;\r\n }\r\n return this.geometryContext.metadata.collectionId || 0;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt a value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @returns the adapted value\r\n */\r\n adapt(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes) {\r\n const value = source.getConnectedValue(this) || 0;\r\n\r\n if (source.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt an input value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @param defaultValue defines the default value to use if not connected\r\n * @returns the adapted value\r\n */\r\n adaptInput(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes, defaultValue: any) {\r\n if (!source.isConnected) {\r\n return source.value || defaultValue;\r\n }\r\n\r\n const value = source.getConnectedValue(this);\r\n\r\n if (source._connectedPoint?.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n */\r\n public emitErrors() {\r\n let errorMessage = \"\";\r\n\r\n for (const notConnectedInput of this.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n\r\n for (const source of this.noContextualData) {\r\n errorMessage += `Contextual input ${NodeGeometryContextualSources[source]} has no context to pull data from (must be connected to a setXXX block or a instantiateXXX block).\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n throw \"Build of NodeGeometry failed:\\n\" + errorMessage;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _instantiate(clone: VertexData, currentPosition: Vector3, rotation: Vector3, scaling: Vector3, additionalVertexData: VertexData[]) {\r\n // Transform\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, this._scalingMatrix);\r\n Matrix.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, this._rotationMatrix);\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n\r\n this._scalingMatrix.multiplyToRef(this._rotationMatrix, this._scalingRotationMatrix);\r\n this._scalingRotationMatrix.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._scalingRotationMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n\r\n /** @internal */\r\n public _instantiateWithMatrix(clone: VertexData, transform: Matrix, additionalVertexData: VertexData[]) {\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, transform, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, transform, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n\r\n /** @internal */\r\n public _instantiateWithPositionAndMatrix(clone: VertexData, currentPosition: Vector3, transform: Matrix, additionalVertexData: VertexData[]) {\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n transform.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n}\r\n"]}
|
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1
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+
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type { Nullable } from \"../../types\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\nimport type { NodeGeometryConnectionPoint } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryContextualSources } from \"./Enums/nodeGeometryContextualSources\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { INodeGeometryExecutionContext } from \"./Interfaces/nodeGeometryExecutionContext\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { INodeGeometryInstancingContext } from \"./Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Class used to store node based geometry build state\r\n */\r\nexport class NodeGeometryBuildState {\r\n private _rotationMatrix = new Matrix();\r\n private _scalingMatrix = new Matrix();\r\n private _positionMatrix = new Matrix();\r\n private _scalingRotationMatrix = new Matrix();\r\n private _transformMatrix = new Matrix();\r\n private _tempVector3 = new Vector3();\r\n\r\n /** Gets or sets the list of non connected mandatory inputs */\r\n public notConnectedNonOptionalInputs: NodeGeometryConnectionPoint[] = [];\r\n /** Gets or sets the list of non contextual inputs having no contextudal data */\r\n public noContextualData: NodeGeometryContextualSources[] = [];\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose: boolean;\r\n /** Gets or sets the vertex data */\r\n public vertexData: Nullable<VertexData> = null;\r\n\r\n private _geometryContext: Nullable<VertexData> = null;\r\n private _executionContext: Nullable<INodeGeometryExecutionContext> = null;\r\n private _instancingContext: Nullable<INodeGeometryInstancingContext> = null;\r\n\r\n private _geometryContextStack: Array<Nullable<VertexData>> = [];\r\n private _executionContextStack: Array<Nullable<INodeGeometryExecutionContext>> = [];\r\n private _instancingContextStack: Array<Nullable<INodeGeometryInstancingContext>> = [];\r\n\r\n /** Gets or sets the geometry context */\r\n public get geometryContext() {\r\n return this._geometryContext;\r\n }\r\n\r\n /** Gets or sets the execution context */\r\n public get executionContext() {\r\n return this._executionContext;\r\n }\r\n\r\n /** Gets or sets the instancing context */\r\n public get instancingContext() {\r\n return this._instancingContext;\r\n }\r\n\r\n /**\r\n * Push the new active geometry context\r\n * @param geometryContext defines the geometry context\r\n */\r\n public pushGeometryContext(geometryContext: VertexData) {\r\n this._geometryContext = geometryContext;\r\n this._geometryContextStack.push(this._geometryContext);\r\n }\r\n\r\n /**\r\n * Push the new active execution context\r\n * @param executionContext defines the execution context\r\n */\r\n public pushExecutionContext(executionContext: INodeGeometryExecutionContext) {\r\n this._executionContext = executionContext;\r\n this._executionContextStack.push(this._executionContext);\r\n }\r\n\r\n /**\r\n * Push the new active instancing context\r\n * @param instancingContext defines the instancing context\r\n */\r\n public pushInstancingContext(instancingContext: INodeGeometryInstancingContext) {\r\n this._instancingContext = instancingContext;\r\n this._instancingContextStack.push(this._instancingContext);\r\n }\r\n\r\n /**\r\n * Remove current geometry context and restore the previous one\r\n */\r\n public restoreGeometryContext() {\r\n this._geometryContextStack.pop();\r\n this._geometryContext = this._geometryContextStack.length > 0 ? this._geometryContextStack[this._geometryContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Remove current execution context and restore the previous one\r\n */\r\n public restoreExecutionContext() {\r\n this._executionContextStack.pop();\r\n this._executionContext = this._executionContextStack.length > 0 ? this._executionContextStack[this._executionContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Remove current isntancing context and restore the previous one\r\n */\r\n public restoreInstancingContext() {\r\n this._instancingContextStack.pop();\r\n this._instancingContext = this._instancingContextStack.length > 0 ? this._instancingContextStack[this._instancingContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual source\r\n * @param source Source of the contextual value\r\n * @param skipWarning Do not store the warning for reporting if true\r\n * @returns the value associated with the source\r\n */\r\n public getContextualValue(source: NodeGeometryContextualSources, skipWarning = false) {\r\n if (!this.executionContext) {\r\n if (!skipWarning) {\r\n this.noContextualData.push(source);\r\n }\r\n return null;\r\n }\r\n\r\n const index = this.executionContext.getExecutionIndex();\r\n\r\n switch (source) {\r\n case NodeGeometryContextualSources.Positions:\r\n if (this.executionContext.getOverridePositionsContextualValue) {\r\n return this.executionContext.getOverridePositionsContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.positions) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.positions as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Normals:\r\n if (this.executionContext.getOverrideNormalsContextualValue) {\r\n return this.executionContext.getOverrideNormalsContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.normals) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.normals as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Colors:\r\n if (!this.geometryContext || !this.geometryContext.colors) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.colors as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.Tangents:\r\n if (!this.geometryContext || !this.geometryContext.tangents) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.tangents as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.UV:\r\n if (this.executionContext.getOverrideUVs1ContextualValue) {\r\n return this.executionContext.getOverrideUVs1ContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.uvs) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV2:\r\n if (!this.geometryContext || !this.geometryContext.uvs2) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs2 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV3:\r\n if (!this.geometryContext || !this.geometryContext.uvs3) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs3 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV4:\r\n if (!this.geometryContext || !this.geometryContext.uvs4) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs4 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV5:\r\n if (!this.geometryContext || !this.geometryContext.uvs5) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs5 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV6:\r\n if (!this.geometryContext || !this.geometryContext.uvs6) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs6 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.VertexID:\r\n return index;\r\n case NodeGeometryContextualSources.FaceID:\r\n return this.executionContext.getExecutionFaceIndex();\r\n case NodeGeometryContextualSources.LoopID:\r\n return this.executionContext.getExecutionLoopIndex();\r\n case NodeGeometryContextualSources.InstanceID:\r\n return this.instancingContext ? this.instancingContext.getInstanceIndex() : 0;\r\n case NodeGeometryContextualSources.GeometryID:\r\n return !this.geometryContext ? 0 : this.geometryContext.uniqueId;\r\n case NodeGeometryContextualSources.CollectionID: {\r\n if (!this.geometryContext || !this.geometryContext.metadata) {\r\n return 0;\r\n }\r\n return this.geometryContext.metadata.collectionId || 0;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt a value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @returns the adapted value\r\n */\r\n adapt(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes) {\r\n const value = source.getConnectedValue(this) || 0;\r\n\r\n if (source.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt an input value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @param defaultValue defines the default value to use if not connected\r\n * @returns the adapted value\r\n */\r\n adaptInput(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes, defaultValue: any) {\r\n if (!source.isConnected) {\r\n return source.value || defaultValue;\r\n }\r\n\r\n const value = source.getConnectedValue(this);\r\n\r\n if (source._connectedPoint?.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n */\r\n public emitErrors() {\r\n let errorMessage = \"\";\r\n\r\n for (const notConnectedInput of this.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n\r\n for (const source of this.noContextualData) {\r\n errorMessage += `Contextual input ${NodeGeometryContextualSources[source]} has no context to pull data from (must be connected to a setXXX block or a instantiateXXX block).\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n throw \"Build of NodeGeometry failed:\\n\" + errorMessage;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _instantiate(clone: VertexData, currentPosition: Vector3, rotation: Vector3, scaling: Vector3, additionalVertexData: VertexData[]) {\r\n // Transform\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, this._scalingMatrix);\r\n Matrix.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, this._rotationMatrix);\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n\r\n this._scalingMatrix.multiplyToRef(this._rotationMatrix, this._scalingRotationMatrix);\r\n this._scalingRotationMatrix.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._scalingRotationMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n\r\n /** @internal */\r\n public _instantiateWithMatrix(clone: VertexData, transform: Matrix, additionalVertexData: VertexData[]) {\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, transform, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, transform, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n\r\n /** @internal */\r\n public _instantiateWithPositionAndMatrix(clone: VertexData, currentPosition: Vector3, transform: Matrix, additionalVertexData: VertexData[]) {\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n transform.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n}\r\n"]}
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