@babylonjs/core 6.3.1 → 6.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (49) hide show
  1. package/Audio/audioSceneComponent.js +2 -2
  2. package/Audio/audioSceneComponent.js.map +1 -1
  3. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +10 -1
  4. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  5. package/Debug/physicsViewer.d.ts +17 -0
  6. package/Debug/physicsViewer.js +153 -2
  7. package/Debug/physicsViewer.js.map +1 -1
  8. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -1
  9. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  10. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
  11. package/Engines/WebGPU/webgpuTextureHelper.js +28 -9
  12. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  13. package/Engines/engine.d.ts +5 -0
  14. package/Engines/engine.js +0 -1
  15. package/Engines/engine.js.map +1 -1
  16. package/Engines/thinEngine.js +2 -2
  17. package/Engines/thinEngine.js.map +1 -1
  18. package/Engines/webgpuEngine.js +1 -1
  19. package/Engines/webgpuEngine.js.map +1 -1
  20. package/Instrumentation/sceneInstrumentation.js +25 -1
  21. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  22. package/Materials/material.js +0 -5
  23. package/Materials/material.js.map +1 -1
  24. package/Materials/materialPluginManager.js +7 -0
  25. package/Materials/materialPluginManager.js.map +1 -1
  26. package/Meshes/Builders/decalBuilder.js +146 -114
  27. package/Meshes/Builders/decalBuilder.js.map +1 -1
  28. package/Meshes/mesh.d.ts +3 -0
  29. package/Meshes/mesh.js +3 -0
  30. package/Meshes/mesh.js.map +1 -1
  31. package/Meshes/meshUVSpaceRenderer.js +6 -3
  32. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  33. package/Misc/perfCounter.d.ts +5 -0
  34. package/Misc/perfCounter.js +7 -0
  35. package/Misc/perfCounter.js.map +1 -1
  36. package/Morph/morphTargetManager.js +3 -0
  37. package/Morph/morphTargetManager.js.map +1 -1
  38. package/Physics/v2/Plugins/havokPlugin.js +12 -2
  39. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  40. package/Rendering/fluidRenderer/fluidRenderer.d.ts +1 -1
  41. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  42. package/Sprites/spriteManager.js +5 -9
  43. package/Sprites/spriteManager.js.map +1 -1
  44. package/XR/webXRSessionManager.d.ts +6 -0
  45. package/XR/webXRSessionManager.js +9 -0
  46. package/XR/webXRSessionManager.js.map +1 -1
  47. package/package.json +1 -1
  48. package/scene.js +1 -0
  49. package/scene.js.map +1 -1
@@ -17,7 +17,8 @@ export class MeshUVSpaceRenderer {
17
17
  fragment: "meshUVSpaceRenderer",
18
18
  }, {
19
19
  attributes: ["position", "normal", "uv"],
20
- uniforms: ["world", "worldView", "worldViewProjection", "view", "projection"],
20
+ uniforms: ["world", "projMatrix"],
21
+ samplers: ["textureSampler"],
21
22
  needAlphaBlending: true,
22
23
  });
23
24
  shader.backFaceCulling = false;
@@ -62,8 +63,10 @@ export class MeshUVSpaceRenderer {
62
63
  * @returns true if the texture is ready to be used
63
64
  */
64
65
  isReady() {
65
- var _a, _b;
66
- return MeshUVSpaceRenderer._GetShader(this._scene).isReady() && ((_b = (_a = this.texture) === null || _a === void 0 ? void 0 : _a.isReady()) !== null && _b !== void 0 ? _b : true);
66
+ if (!this.texture) {
67
+ this._createDiffuseRTT();
68
+ }
69
+ return MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) ? this.texture.isReadyForRendering() : this.texture.isReady();
67
70
  }
68
71
  /**
69
72
  * Projects and renders a texture in the mesh UV space
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRenderer.js","sourceRoot":"","sources":["../../../../lts/core/generated/Meshes/meshUVSpaceRenderer.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,MAAM,EAAE,gCAA+B;AAChD,OAAO,EAAE,SAAS,EAAE,gCAA+B;AACnD,OAAO,EAAE,cAAc,EAAE,uCAAsC;AAC/D,OAAO,EAAE,mBAAmB,EAAE,qDAAoD;AAClF,OAAO,EAAE,MAAM,EAAE,+BAA8B;AAE/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,yCAAyC,CAAC;AAqCjD;;;GAGG;AACH,MAAM,OAAO,mBAAmB;IAMpB,MAAM,CAAC,UAAU,CAAC,KAAY;QAClC,IAAI,CAAC,KAAK,CAAC,0BAA0B,EAAE;YACnC,MAAM,MAAM,GAAG,IAAI,cAAc,CAC7B,2BAA2B,EAC3B,KAAK,EACL;gBACI,MAAM,EAAE,qBAAqB;gBAC7B,QAAQ,EAAE,qBAAqB;aAClC,EACD;gBACI,UAAU,EAAE,CAAC,UAAU,EAAE,QAAQ,EAAE,IAAI,CAAC;gBACxC,QAAQ,EAAE,CAAC,OAAO,EAAE,WAAW,EAAE,qBAAqB,EAAE,MAAM,EAAE,YAAY,CAAC;gBAC7E,iBAAiB,EAAE,IAAI;aAC1B,CACJ,CAAC;YACF,MAAM,CAAC,eAAe,GAAG,KAAK,CAAC;YAC/B,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC,aAAa,CAAC;YAE3C,KAAK,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;;gBAC/B,MAAA,KAAK,CAAC,0BAA0B,0CAAE,OAAO,EAAE,CAAC;gBAC5C,KAAK,CAAC,0BAA0B,GAAG,IAAI,CAAC;YAC5C,CAAC,CAAC,CAAC;YAEH,KAAK,CAAC,0BAA0B,GAAG,MAAM,CAAC;SAC7C;QAED,OAAO,KAAK,CAAC,0BAA0B,CAAC;IAC5C,CAAC;IAEO,MAAM,CAAC,sBAAsB,CAAC,OAA0C;QAC5E,OAAQ,OAA+B,CAAC,UAAU,KAAK,SAAS,CAAC;IACrE,CAAC;IAcD;;;;;OAKG;IACH,YAAY,IAAkB,EAAE,KAAY,EAAE,OAAqC;QArD3E,8BAAyB,GAAG,KAAK,CAAC;QAmC1C;;WAEG;QACI,eAAU,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAgBvC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,QAAQ,GAAG;YACZ,KAAK,EAAE,IAAI;YACX,MAAM,EAAE,IAAI;YACZ,WAAW,EAAE,SAAS,CAAC,yBAAyB;YAChD,eAAe,EAAE,IAAI;YACrB,oBAAoB,EAAE,IAAI;YAC1B,GAAG,OAAO;SACb,CAAC;IACN,CAAC;IAED;;;OAGG;IACI,OAAO;;QACV,OAAO,mBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,IAAI,CAAC,MAAA,MAAA,IAAI,CAAC,OAAO,0CAAE,OAAO,EAAE,mCAAI,IAAI,CAAC,CAAC;IACtG,CAAC;IAED;;;;;;;OAOG;IACI,aAAa,CAAC,OAAoB,EAAE,QAAiB,EAAE,MAAe,EAAE,IAAa,EAAE,KAAK,GAAG,CAAC;QACnG,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;QAED,IAAI,mBAAmB,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE;YAC1D,MAAM,MAAM,GAAG,IAAI,CAAC,uBAAuB,CAAC,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAC3E,MAAM,MAAM,GAAG,mBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YAE3D,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,OAAO,CAAC,CAAC;YAC7C,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAEvC,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;SACzB;IACL,CAAC;IAED;;OAEG;IACI,KAAK;QACR,IAAI,mBAAmB,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE;YACvF,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YAEvC,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;YAClD,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;YAChD,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;SACvD;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,yBAAyB,EAAE;YAChC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;SAC1C;IACL,CAAC;IAEO,iBAAiB;QACrB,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;QAEtC,MAAM,OAAO,GAAG,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QAE3F,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,KAAK,EAAE,mBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAEzF,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IAC3B,CAAC;IAEO,0BAA0B,CAAC,KAAa,EAAE,MAAc;QAC5D,MAAM,GAAG,GAAG,IAAI,mBAAmB,CAC/B,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,iBAAiB,EACnC,EAAE,KAAK,EAAE,MAAM,EAAE,EACjB,IAAI,CAAC,MAAM,EACX,IAAI,CAAC,QAAQ,CAAC,eAAe,EAC7B,IAAI,EACJ,IAAI,CAAC,QAAQ,CAAC,WAAW,EACzB,KAAK,EACL,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,EAClH,KAAK,EACL,KAAK,EACL,KAAK,EACL,SAAS,CAAC,kBAAkB,CAC/B,CAAC;QAEF,GAAG,CAAC,oBAAoB,GAAG,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;QAEhE,GAAG,CAAC,iBAAiB,CAAC,OAAO,CAAC,GAAG,EAAE;YAC/B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;YACjE,GAAG,CAAC,iBAAiB,CAAC,GAAG,CAAC,GAAG,EAAE,GAAE,CAAC,CAAC,CAAC,CAAC,yDAAyD;QAClG,CAAC,CAAC,CAAC;QAEH,GAAG,CAAC,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAE9B,OAAO,GAAG,CAAC;IACf,CAAC;IAEO,uBAAuB,CAAC,QAAiB,EAAE,MAAe,EAAE,IAAa,EAAE,KAAK,GAAG,CAAC;QACxF,MAAM,GAAG,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAC1D,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;QACjE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;QAExC,MAAM,CAAC,GAAG,QAAQ,CAAC,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;QAEnD,MAAM,eAAe,GAAG,MAAM,CAAC,oBAAoB,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACnH,MAAM,sBAAsB,GAAG,MAAM,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC;QAE9D,MAAM,UAAU,GAAG,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAEjH,MAAM,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;QAElG,OAAO,sBAAsB,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;IAC9E,CAAC;CACJ","sourcesContent":["import type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nimport \"../Shaders/meshUVSpaceRenderer.fragment\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _meshUVSpaceRendererShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the MeshUVSpaceRenderer\r\n * @since 5.49.1\r\n */\r\nexport interface IMeshUVSpaceRendererOptions {\r\n /**\r\n * Width of the texture. Default: 1024\r\n */\r\n width?: number;\r\n /**\r\n * Height of the texture. Default: 1024\r\n */\r\n height?: number;\r\n /**\r\n * Type of the texture. Default: Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n textureType?: number;\r\n /**\r\n * Generate mip maps. Default: true\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Optimize UV allocation. Default: true\r\n * If you plan to use the texture as a decal map and rotate / offset the texture, you should set this to false\r\n */\r\n optimizeUVAllocation?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render in the mesh UV space\r\n * @since 5.49.1\r\n */\r\nexport class MeshUVSpaceRenderer {\r\n private _mesh: AbstractMesh;\r\n private _scene: Scene;\r\n private _options: Required<IMeshUVSpaceRendererOptions>;\r\n private _textureCreatedInternally = false;\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRenderer\",\r\n fragment: \"meshUVSpaceRenderer\",\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"world\", \"worldView\", \"worldViewProjection\", \"view\", \"projection\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererShader?.dispose();\r\n scene._meshUVSpaceRendererShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererShader = shader;\r\n }\r\n\r\n return scene._meshUVSpaceRendererShader;\r\n }\r\n\r\n private static _IsRenderTargetTexture(texture: ThinTexture | RenderTargetTexture): texture is RenderTargetTexture {\r\n return (texture as RenderTargetTexture).renderList !== undefined;\r\n }\r\n\r\n /**\r\n * Clear color of the texture\r\n */\r\n public clearColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Target texture used for rendering\r\n * If you don't set the property, a RenderTargetTexture will be created internally given the options provided to the constructor.\r\n * If you provide a RenderTargetTexture, it will be used directly.\r\n */\r\n public texture: Texture;\r\n\r\n /**\r\n * Creates a new MeshUVSpaceRenderer\r\n * @param mesh The mesh used for the source UV space\r\n * @param scene The scene the mesh belongs to\r\n * @param options The options to use when creating the texture\r\n */\r\n constructor(mesh: AbstractMesh, scene: Scene, options?: IMeshUVSpaceRendererOptions) {\r\n this._mesh = mesh;\r\n this._scene = scene;\r\n this._options = {\r\n width: 1024,\r\n height: 1024,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateMipMaps: true,\r\n optimizeUVAllocation: true,\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Checks if the texture is ready to be used\r\n * @returns true if the texture is ready to be used\r\n */\r\n public isReady(): boolean {\r\n return MeshUVSpaceRenderer._GetShader(this._scene).isReady() && (this.texture?.isReady() ?? true);\r\n }\r\n\r\n /**\r\n * Projects and renders a texture in the mesh UV space\r\n * @param texture The texture\r\n * @param position The position of the center of projection (world space coordinates)\r\n * @param normal The direction of the projection (world space coordinates)\r\n * @param size The size of the projection\r\n * @param angle The rotation angle around the direction of the projection\r\n */\r\n public renderTexture(texture: BaseTexture, position: Vector3, normal: Vector3, size: Vector3, angle = 0): void {\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n }\r\n\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {\r\n const matrix = this._createProjectionMatrix(position, normal, size, angle);\r\n const shader = MeshUVSpaceRenderer._GetShader(this._scene);\r\n\r\n shader.setTexture(\"textureSampler\", texture);\r\n shader.setMatrix(\"projMatrix\", matrix);\r\n\r\n this.texture.render();\r\n }\r\n }\r\n\r\n /**\r\n * Clears the texture map\r\n */\r\n public clear(): void {\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this.texture.renderTarget);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this.texture.renderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the ressources\r\n */\r\n public dispose() {\r\n if (this._textureCreatedInternally) {\r\n this.texture.dispose();\r\n this._textureCreatedInternally = false;\r\n }\r\n }\r\n\r\n private _createDiffuseRTT(): void {\r\n this._textureCreatedInternally = true;\r\n\r\n const texture = this._createRenderTargetTexture(this._options.width, this._options.height);\r\n\r\n texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene));\r\n\r\n this.texture = texture;\r\n }\r\n\r\n private _createRenderTargetTexture(width: number, height: number): RenderTargetTexture {\r\n const rtt = new RenderTargetTexture(\r\n this._mesh.name + \"_uvspaceTexture\",\r\n { width, height },\r\n this._scene,\r\n this._options.generateMipMaps,\r\n true,\r\n this._options.textureType,\r\n false,\r\n this._options.generateMipMaps ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n false,\r\n false,\r\n false,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n rtt.optimizeUVAllocation = !!this._options.optimizeUVAllocation;\r\n\r\n rtt.onClearObservable.addOnce(() => {\r\n this._scene.getEngine().clear(this.clearColor, true, true, true);\r\n rtt.onClearObservable.add(() => {}); // this disables clearing the texture for the next frames\r\n });\r\n\r\n rtt.renderList = [this._mesh];\r\n\r\n return rtt;\r\n }\r\n\r\n private _createProjectionMatrix(position: Vector3, normal: Vector3, size: Vector3, angle = 0): Matrix {\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const p = position.add(normal.scale(size.z * 0.5));\r\n\r\n const projWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(p.x, p.y, p.z));\r\n const inverseProjWorldMatrix = Matrix.Invert(projWorldMatrix);\r\n\r\n const projMatrix = Matrix.FromArray([2 / size.x, 0, 0, 0, 0, 2 / size.y, 0, 0, 0, 0, 1 / size.z, 0, 0, 0, 0, 1]);\r\n\r\n const screenMatrix = Matrix.FromArray([0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1, 0, 0.5, 0.5, 0.0, 1]);\r\n\r\n return inverseProjWorldMatrix.multiply(projMatrix).multiply(screenMatrix);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"meshUVSpaceRenderer.js","sourceRoot":"","sources":["../../../../lts/core/generated/Meshes/meshUVSpaceRenderer.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,MAAM,EAAE,gCAA+B;AAChD,OAAO,EAAE,SAAS,EAAE,gCAA+B;AACnD,OAAO,EAAE,cAAc,EAAE,uCAAsC;AAC/D,OAAO,EAAE,mBAAmB,EAAE,qDAAoD;AAClF,OAAO,EAAE,MAAM,EAAE,+BAA8B;AAE/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,yCAAyC,CAAC;AAqCjD;;;GAGG;AACH,MAAM,OAAO,mBAAmB;IAMpB,MAAM,CAAC,UAAU,CAAC,KAAY;QAClC,IAAI,CAAC,KAAK,CAAC,0BAA0B,EAAE;YACnC,MAAM,MAAM,GAAG,IAAI,cAAc,CAC7B,2BAA2B,EAC3B,KAAK,EACL;gBACI,MAAM,EAAE,qBAAqB;gBAC7B,QAAQ,EAAE,qBAAqB;aAClC,EACD;gBACI,UAAU,EAAE,CAAC,UAAU,EAAE,QAAQ,EAAE,IAAI,CAAC;gBACxC,QAAQ,EAAE,CAAC,OAAO,EAAE,YAAY,CAAC;gBACjC,QAAQ,EAAE,CAAC,gBAAgB,CAAC;gBAC5B,iBAAiB,EAAE,IAAI;aAC1B,CACJ,CAAC;YACF,MAAM,CAAC,eAAe,GAAG,KAAK,CAAC;YAC/B,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC,aAAa,CAAC;YAE3C,KAAK,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;;gBAC/B,MAAA,KAAK,CAAC,0BAA0B,0CAAE,OAAO,EAAE,CAAC;gBAC5C,KAAK,CAAC,0BAA0B,GAAG,IAAI,CAAC;YAC5C,CAAC,CAAC,CAAC;YAEH,KAAK,CAAC,0BAA0B,GAAG,MAAM,CAAC;SAC7C;QAED,OAAO,KAAK,CAAC,0BAA0B,CAAC;IAC5C,CAAC;IAEO,MAAM,CAAC,sBAAsB,CAAC,OAA0C;QAC5E,OAAQ,OAA+B,CAAC,UAAU,KAAK,SAAS,CAAC;IACrE,CAAC;IAcD;;;;;OAKG;IACH,YAAY,IAAkB,EAAE,KAAY,EAAE,OAAqC;QAtD3E,8BAAyB,GAAG,KAAK,CAAC;QAoC1C;;WAEG;QACI,eAAU,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAgBvC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,QAAQ,GAAG;YACZ,KAAK,EAAE,IAAI;YACX,MAAM,EAAE,IAAI;YACZ,WAAW,EAAE,SAAS,CAAC,yBAAyB;YAChD,eAAe,EAAE,IAAI;YACrB,oBAAoB,EAAE,IAAI;YAC1B,GAAG,OAAO;SACb,CAAC;IACN,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;QAED,OAAO,mBAAmB,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;IAClI,CAAC;IAED;;;;;;;OAOG;IACI,aAAa,CAAC,OAAoB,EAAE,QAAiB,EAAE,MAAe,EAAE,IAAa,EAAE,KAAK,GAAG,CAAC;QACnG,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;QAED,IAAI,mBAAmB,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE;YAC1D,MAAM,MAAM,GAAG,IAAI,CAAC,uBAAuB,CAAC,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAC3E,MAAM,MAAM,GAAG,mBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YAE3D,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,OAAO,CAAC,CAAC;YAC7C,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAEvC,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;SACzB;IACL,CAAC;IAED;;OAEG;IACI,KAAK;QACR,IAAI,mBAAmB,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE;YACvF,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YAEvC,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;YAClD,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;YAChD,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;SACvD;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,yBAAyB,EAAE;YAChC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;SAC1C;IACL,CAAC;IAEO,iBAAiB;QACrB,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;QAEtC,MAAM,OAAO,GAAG,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QAE3F,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,KAAK,EAAE,mBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAEzF,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IAC3B,CAAC;IAEO,0BAA0B,CAAC,KAAa,EAAE,MAAc;QAC5D,MAAM,GAAG,GAAG,IAAI,mBAAmB,CAC/B,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,iBAAiB,EACnC,EAAE,KAAK,EAAE,MAAM,EAAE,EACjB,IAAI,CAAC,MAAM,EACX,IAAI,CAAC,QAAQ,CAAC,eAAe,EAC7B,IAAI,EACJ,IAAI,CAAC,QAAQ,CAAC,WAAW,EACzB,KAAK,EACL,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,EAClH,KAAK,EACL,KAAK,EACL,KAAK,EACL,SAAS,CAAC,kBAAkB,CAC/B,CAAC;QAEF,GAAG,CAAC,oBAAoB,GAAG,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;QAEhE,GAAG,CAAC,iBAAiB,CAAC,OAAO,CAAC,GAAG,EAAE;YAC/B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;YACjE,GAAG,CAAC,iBAAiB,CAAC,GAAG,CAAC,GAAG,EAAE,GAAE,CAAC,CAAC,CAAC,CAAC,yDAAyD;QAClG,CAAC,CAAC,CAAC;QAEH,GAAG,CAAC,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAE9B,OAAO,GAAG,CAAC;IACf,CAAC;IAEO,uBAAuB,CAAC,QAAiB,EAAE,MAAe,EAAE,IAAa,EAAE,KAAK,GAAG,CAAC;QACxF,MAAM,GAAG,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAC1D,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;QACjE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;QAExC,MAAM,CAAC,GAAG,QAAQ,CAAC,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;QAEnD,MAAM,eAAe,GAAG,MAAM,CAAC,oBAAoB,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACnH,MAAM,sBAAsB,GAAG,MAAM,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC;QAE9D,MAAM,UAAU,GAAG,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAEjH,MAAM,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;QAElG,OAAO,sBAAsB,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;IAC9E,CAAC;CACJ","sourcesContent":["import type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nimport \"../Shaders/meshUVSpaceRenderer.fragment\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _meshUVSpaceRendererShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the MeshUVSpaceRenderer\r\n * @since 5.49.1\r\n */\r\nexport interface IMeshUVSpaceRendererOptions {\r\n /**\r\n * Width of the texture. Default: 1024\r\n */\r\n width?: number;\r\n /**\r\n * Height of the texture. Default: 1024\r\n */\r\n height?: number;\r\n /**\r\n * Type of the texture. Default: Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n textureType?: number;\r\n /**\r\n * Generate mip maps. Default: true\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Optimize UV allocation. Default: true\r\n * If you plan to use the texture as a decal map and rotate / offset the texture, you should set this to false\r\n */\r\n optimizeUVAllocation?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render in the mesh UV space\r\n * @since 5.49.1\r\n */\r\nexport class MeshUVSpaceRenderer {\r\n private _mesh: AbstractMesh;\r\n private _scene: Scene;\r\n private _options: Required<IMeshUVSpaceRendererOptions>;\r\n private _textureCreatedInternally = false;\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRenderer\",\r\n fragment: \"meshUVSpaceRenderer\",\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"world\", \"projMatrix\"],\r\n samplers: [\"textureSampler\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererShader?.dispose();\r\n scene._meshUVSpaceRendererShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererShader = shader;\r\n }\r\n\r\n return scene._meshUVSpaceRendererShader;\r\n }\r\n\r\n private static _IsRenderTargetTexture(texture: ThinTexture | RenderTargetTexture): texture is RenderTargetTexture {\r\n return (texture as RenderTargetTexture).renderList !== undefined;\r\n }\r\n\r\n /**\r\n * Clear color of the texture\r\n */\r\n public clearColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Target texture used for rendering\r\n * If you don't set the property, a RenderTargetTexture will be created internally given the options provided to the constructor.\r\n * If you provide a RenderTargetTexture, it will be used directly.\r\n */\r\n public texture: Texture;\r\n\r\n /**\r\n * Creates a new MeshUVSpaceRenderer\r\n * @param mesh The mesh used for the source UV space\r\n * @param scene The scene the mesh belongs to\r\n * @param options The options to use when creating the texture\r\n */\r\n constructor(mesh: AbstractMesh, scene: Scene, options?: IMeshUVSpaceRendererOptions) {\r\n this._mesh = mesh;\r\n this._scene = scene;\r\n this._options = {\r\n width: 1024,\r\n height: 1024,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateMipMaps: true,\r\n optimizeUVAllocation: true,\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Checks if the texture is ready to be used\r\n * @returns true if the texture is ready to be used\r\n */\r\n public isReady(): boolean {\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n }\r\n\r\n return MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) ? this.texture.isReadyForRendering() : this.texture.isReady();\r\n }\r\n\r\n /**\r\n * Projects and renders a texture in the mesh UV space\r\n * @param texture The texture\r\n * @param position The position of the center of projection (world space coordinates)\r\n * @param normal The direction of the projection (world space coordinates)\r\n * @param size The size of the projection\r\n * @param angle The rotation angle around the direction of the projection\r\n */\r\n public renderTexture(texture: BaseTexture, position: Vector3, normal: Vector3, size: Vector3, angle = 0): void {\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n }\r\n\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {\r\n const matrix = this._createProjectionMatrix(position, normal, size, angle);\r\n const shader = MeshUVSpaceRenderer._GetShader(this._scene);\r\n\r\n shader.setTexture(\"textureSampler\", texture);\r\n shader.setMatrix(\"projMatrix\", matrix);\r\n\r\n this.texture.render();\r\n }\r\n }\r\n\r\n /**\r\n * Clears the texture map\r\n */\r\n public clear(): void {\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this.texture.renderTarget);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this.texture.renderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the ressources\r\n */\r\n public dispose() {\r\n if (this._textureCreatedInternally) {\r\n this.texture.dispose();\r\n this._textureCreatedInternally = false;\r\n }\r\n }\r\n\r\n private _createDiffuseRTT(): void {\r\n this._textureCreatedInternally = true;\r\n\r\n const texture = this._createRenderTargetTexture(this._options.width, this._options.height);\r\n\r\n texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene));\r\n\r\n this.texture = texture;\r\n }\r\n\r\n private _createRenderTargetTexture(width: number, height: number): RenderTargetTexture {\r\n const rtt = new RenderTargetTexture(\r\n this._mesh.name + \"_uvspaceTexture\",\r\n { width, height },\r\n this._scene,\r\n this._options.generateMipMaps,\r\n true,\r\n this._options.textureType,\r\n false,\r\n this._options.generateMipMaps ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n false,\r\n false,\r\n false,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n rtt.optimizeUVAllocation = !!this._options.optimizeUVAllocation;\r\n\r\n rtt.onClearObservable.addOnce(() => {\r\n this._scene.getEngine().clear(this.clearColor, true, true, true);\r\n rtt.onClearObservable.add(() => {}); // this disables clearing the texture for the next frames\r\n });\r\n\r\n rtt.renderList = [this._mesh];\r\n\r\n return rtt;\r\n }\r\n\r\n private _createProjectionMatrix(position: Vector3, normal: Vector3, size: Vector3, angle = 0): Matrix {\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const p = position.add(normal.scale(size.z * 0.5));\r\n\r\n const projWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(p.x, p.y, p.z));\r\n const inverseProjWorldMatrix = Matrix.Invert(projWorldMatrix);\r\n\r\n const projMatrix = Matrix.FromArray([2 / size.x, 0, 0, 0, 0, 2 / size.y, 0, 0, 0, 0, 1 / size.z, 0, 0, 0, 0, 1]);\r\n\r\n const screenMatrix = Matrix.FromArray([0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1, 0, 0.5, 0.5, 0.0, 1]);\r\n\r\n return inverseProjWorldMatrix.multiply(projMatrix).multiply(screenMatrix);\r\n }\r\n}\r\n"]}
@@ -63,6 +63,11 @@ export declare class PerfCounter {
63
63
  * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
64
64
  */
65
65
  endMonitoring(newFrame?: boolean): void;
66
+ /**
67
+ * Call this method to end the monitoring of a frame.
68
+ * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the end of the frame, after beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
69
+ */
70
+ endFrame(): void;
66
71
  private _fetchResult;
67
72
  private _startMonitoringTime;
68
73
  private _min;
@@ -115,6 +115,13 @@ export class PerfCounter {
115
115
  this._fetchResult();
116
116
  }
117
117
  }
118
+ /**
119
+ * Call this method to end the monitoring of a frame.
120
+ * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the end of the frame, after beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
121
+ */
122
+ endFrame() {
123
+ this._fetchResult();
124
+ }
118
125
  _fetchResult() {
119
126
  this._totalAccumulated += this._current;
120
127
  this._lastSecAccumulated += this._current;
@@ -1 +1 @@
1
- {"version":3,"file":"perfCounter.js","sourceRoot":"","sources":["../../../../lts/core/generated/Misc/perfCounter.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;;;;;;GAOG;AACH,MAAM,OAAO,WAAW;IAMpB;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED;;OAEG;IACH;QACI,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;QAC9B,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;QACd,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;QACd,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;QACzB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;QAC1B,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;QAC3B,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;QAC7B,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;QACtB,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;IAChC,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,kBAAkB,EAAE,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,QAAgB,EAAE,WAAoB;QAClD,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE;YACtB,OAAO;SACV;QACD,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC;QAC1B,IAAI,WAAW,EAAE;YACb,IAAI,CAAC,YAAY,EAAE,CAAC;SACvB;IACL,CAAC;IAED;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE;YACtB,OAAO;SACV;QACD,IAAI,CAAC,oBAAoB,GAAG,aAAa,CAAC,GAAG,CAAC;IAClD,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,WAAoB,IAAI;QACzC,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE;YACtB,OAAO;SACV;QAED,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,aAAa,EAAE,CAAC;SACxB;QAED,MAAM,WAAW,GAAG,aAAa,CAAC,GAAG,CAAC;QACtC,IAAI,CAAC,QAAQ,GAAG,WAAW,GAAG,IAAI,CAAC,oBAAoB,CAAC;QAExD,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,YAAY,EAAE,CAAC;SACvB;IACL,CAAC;IAEO,YAAY;QAChB,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,QAAQ,CAAC;QACxC,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC,QAAQ,CAAC;QAE1C,iBAAiB;QACjB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC/C,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC/C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAE/D,kBAAkB;QAClB,MAAM,GAAG,GAAG,aAAa,CAAC,GAAG,CAAC;QAC9B,IAAI,GAAG,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,EAAE;YAChC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,kBAAkB,CAAC;YAC1E,IAAI,CAAC,YAAY,GAAG,GAAG,CAAC;YACxB,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;YAC7B,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;SAC/B;IACL,CAAC;;AAhJD;;GAEG;AACW,mBAAO,GAAG,IAAI,CAAC","sourcesContent":["import { PrecisionDate } from \"./precisionDate\";\r\n\r\n/**\r\n * This class is used to track a performance counter which is number based.\r\n * The user has access to many properties which give statistics of different nature.\r\n *\r\n * The implementer can track two kinds of Performance Counter: time and count.\r\n * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.\r\n * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.\r\n */\r\nexport class PerfCounter {\r\n /**\r\n * Gets or sets a global boolean to turn on and off all the counters\r\n */\r\n public static Enabled = true;\r\n\r\n /**\r\n * Returns the smallest value ever\r\n */\r\n public get min(): number {\r\n return this._min;\r\n }\r\n\r\n /**\r\n * Returns the biggest value ever\r\n */\r\n public get max(): number {\r\n return this._max;\r\n }\r\n\r\n /**\r\n * Returns the average value since the performance counter is running\r\n */\r\n public get average(): number {\r\n return this._average;\r\n }\r\n\r\n /**\r\n * Returns the average value of the last second the counter was monitored\r\n */\r\n public get lastSecAverage(): number {\r\n return this._lastSecAverage;\r\n }\r\n\r\n /**\r\n * Returns the current value\r\n */\r\n public get current(): number {\r\n return this._current;\r\n }\r\n\r\n /**\r\n * Gets the accumulated total\r\n */\r\n public get total(): number {\r\n return this._totalAccumulated;\r\n }\r\n\r\n /**\r\n * Gets the total value count\r\n */\r\n public get count(): number {\r\n return this._totalValueCount;\r\n }\r\n\r\n /**\r\n * Creates a new counter\r\n */\r\n constructor() {\r\n this._startMonitoringTime = 0;\r\n this._min = 0;\r\n this._max = 0;\r\n this._average = 0;\r\n this._lastSecAverage = 0;\r\n this._current = 0;\r\n this._totalValueCount = 0;\r\n this._totalAccumulated = 0;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecTime = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n\r\n /**\r\n * Call this method to start monitoring a new frame.\r\n * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.\r\n */\r\n public fetchNewFrame() {\r\n this._totalValueCount++;\r\n this._current = 0;\r\n this._lastSecValueCount++;\r\n }\r\n\r\n /**\r\n * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)\r\n * @param newCount the count value to add to the monitored count\r\n * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.\r\n */\r\n public addCount(newCount: number, fetchResult: boolean) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._current += newCount;\r\n if (fetchResult) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n /**\r\n * Start monitoring this performance counter\r\n */\r\n public beginMonitoring() {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._startMonitoringTime = PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * Compute the time lapsed since the previous beginMonitoring() call.\r\n * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter\r\n */\r\n public endMonitoring(newFrame: boolean = true) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n\r\n if (newFrame) {\r\n this.fetchNewFrame();\r\n }\r\n\r\n const currentTime = PrecisionDate.Now;\r\n this._current = currentTime - this._startMonitoringTime;\r\n\r\n if (newFrame) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n private _fetchResult() {\r\n this._totalAccumulated += this._current;\r\n this._lastSecAccumulated += this._current;\r\n\r\n // Min/Max update\r\n this._min = Math.min(this._min, this._current);\r\n this._max = Math.max(this._max, this._current);\r\n this._average = this._totalAccumulated / this._totalValueCount;\r\n\r\n // Reset last sec?\r\n const now = PrecisionDate.Now;\r\n if (now - this._lastSecTime > 1000) {\r\n this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;\r\n this._lastSecTime = now;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n }\r\n\r\n private _startMonitoringTime: number;\r\n private _min: number;\r\n private _max: number;\r\n private _average: number;\r\n private _current: number;\r\n private _totalValueCount: number;\r\n private _totalAccumulated: number;\r\n private _lastSecAverage: number;\r\n private _lastSecAccumulated: number;\r\n private _lastSecTime: number;\r\n private _lastSecValueCount: number;\r\n}\r\n"]}
1
+ {"version":3,"file":"perfCounter.js","sourceRoot":"","sources":["../../../../lts/core/generated/Misc/perfCounter.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;;;;;;GAOG;AACH,MAAM,OAAO,WAAW;IAMpB;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED;;OAEG;IACH;QACI,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;QAC9B,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;QACd,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;QACd,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;QACzB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;QAC1B,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;QAC3B,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;QAC7B,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;QACtB,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;IAChC,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,kBAAkB,EAAE,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,QAAgB,EAAE,WAAoB;QAClD,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE;YACtB,OAAO;SACV;QACD,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC;QAC1B,IAAI,WAAW,EAAE;YACb,IAAI,CAAC,YAAY,EAAE,CAAC;SACvB;IACL,CAAC;IAED;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE;YACtB,OAAO;SACV;QACD,IAAI,CAAC,oBAAoB,GAAG,aAAa,CAAC,GAAG,CAAC;IAClD,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,WAAoB,IAAI;QACzC,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE;YACtB,OAAO;SACV;QAED,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,aAAa,EAAE,CAAC;SACxB;QAED,MAAM,WAAW,GAAG,aAAa,CAAC,GAAG,CAAC;QACtC,IAAI,CAAC,QAAQ,GAAG,WAAW,GAAG,IAAI,CAAC,oBAAoB,CAAC;QAExD,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,YAAY,EAAE,CAAC;SACvB;IACL,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,IAAI,CAAC,YAAY,EAAE,CAAC;IACxB,CAAC;IAEO,YAAY;QAChB,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,QAAQ,CAAC;QACxC,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC,QAAQ,CAAC;QAE1C,iBAAiB;QACjB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC/C,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC/C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAE/D,kBAAkB;QAClB,MAAM,GAAG,GAAG,aAAa,CAAC,GAAG,CAAC;QAC9B,IAAI,GAAG,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,EAAE;YAChC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,kBAAkB,CAAC;YAC1E,IAAI,CAAC,YAAY,GAAG,GAAG,CAAC;YACxB,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;YAC7B,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;SAC/B;IACL,CAAC;;AAxJD;;GAEG;AACW,mBAAO,GAAG,IAAI,CAAC","sourcesContent":["import { PrecisionDate } from \"./precisionDate\";\r\n\r\n/**\r\n * This class is used to track a performance counter which is number based.\r\n * The user has access to many properties which give statistics of different nature.\r\n *\r\n * The implementer can track two kinds of Performance Counter: time and count.\r\n * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.\r\n * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.\r\n */\r\nexport class PerfCounter {\r\n /**\r\n * Gets or sets a global boolean to turn on and off all the counters\r\n */\r\n public static Enabled = true;\r\n\r\n /**\r\n * Returns the smallest value ever\r\n */\r\n public get min(): number {\r\n return this._min;\r\n }\r\n\r\n /**\r\n * Returns the biggest value ever\r\n */\r\n public get max(): number {\r\n return this._max;\r\n }\r\n\r\n /**\r\n * Returns the average value since the performance counter is running\r\n */\r\n public get average(): number {\r\n return this._average;\r\n }\r\n\r\n /**\r\n * Returns the average value of the last second the counter was monitored\r\n */\r\n public get lastSecAverage(): number {\r\n return this._lastSecAverage;\r\n }\r\n\r\n /**\r\n * Returns the current value\r\n */\r\n public get current(): number {\r\n return this._current;\r\n }\r\n\r\n /**\r\n * Gets the accumulated total\r\n */\r\n public get total(): number {\r\n return this._totalAccumulated;\r\n }\r\n\r\n /**\r\n * Gets the total value count\r\n */\r\n public get count(): number {\r\n return this._totalValueCount;\r\n }\r\n\r\n /**\r\n * Creates a new counter\r\n */\r\n constructor() {\r\n this._startMonitoringTime = 0;\r\n this._min = 0;\r\n this._max = 0;\r\n this._average = 0;\r\n this._lastSecAverage = 0;\r\n this._current = 0;\r\n this._totalValueCount = 0;\r\n this._totalAccumulated = 0;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecTime = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n\r\n /**\r\n * Call this method to start monitoring a new frame.\r\n * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.\r\n */\r\n public fetchNewFrame() {\r\n this._totalValueCount++;\r\n this._current = 0;\r\n this._lastSecValueCount++;\r\n }\r\n\r\n /**\r\n * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)\r\n * @param newCount the count value to add to the monitored count\r\n * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.\r\n */\r\n public addCount(newCount: number, fetchResult: boolean) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._current += newCount;\r\n if (fetchResult) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n /**\r\n * Start monitoring this performance counter\r\n */\r\n public beginMonitoring() {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._startMonitoringTime = PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * Compute the time lapsed since the previous beginMonitoring() call.\r\n * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter\r\n */\r\n public endMonitoring(newFrame: boolean = true) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n\r\n if (newFrame) {\r\n this.fetchNewFrame();\r\n }\r\n\r\n const currentTime = PrecisionDate.Now;\r\n this._current = currentTime - this._startMonitoringTime;\r\n\r\n if (newFrame) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n /**\r\n * Call this method to end the monitoring of a frame.\r\n * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the end of the frame, after beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.\r\n */\r\n public endFrame() {\r\n this._fetchResult();\r\n }\r\n\r\n private _fetchResult() {\r\n this._totalAccumulated += this._current;\r\n this._lastSecAccumulated += this._current;\r\n\r\n // Min/Max update\r\n this._min = Math.min(this._min, this._current);\r\n this._max = Math.max(this._max, this._current);\r\n this._average = this._totalAccumulated / this._totalValueCount;\r\n\r\n // Reset last sec?\r\n const now = PrecisionDate.Now;\r\n if (now - this._lastSecTime > 1000) {\r\n this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;\r\n this._lastSecTime = now;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n }\r\n\r\n private _startMonitoringTime: number;\r\n private _min: number;\r\n private _max: number;\r\n private _average: number;\r\n private _current: number;\r\n private _totalValueCount: number;\r\n private _totalAccumulated: number;\r\n private _lastSecAverage: number;\r\n private _lastSecAccumulated: number;\r\n private _lastSecTime: number;\r\n private _lastSecValueCount: number;\r\n}\r\n"]}
@@ -270,6 +270,9 @@ export class MorphTargetManager {
270
270
  }
271
271
  }
272
272
  }
273
+ if (this._morphTargetTextureIndices.length !== influenceCount) {
274
+ this._morphTargetTextureIndices = this._morphTargetTextureIndices.slice(0, influenceCount);
275
+ }
273
276
  if (!this._influences || this._influences.length !== influenceCount) {
274
277
  this._influences = new Float32Array(influenceCount);
275
278
  }
@@ -1 +1 @@
1
- {"version":3,"file":"morphTargetManager.js","sourceRoot":"","sources":["../../../../lts/core/generated/Morph/morphTargetManager.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AAGxC,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,iBAAiB,EAAE,MAAM,yCAAyC,CAAC;AAE5E;;;GAGG;AACH,MAAM,OAAO,kBAAkB;IAoD3B;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAc;QACtC,IAAI,KAAK,EAAE;YACP,IAAI,CAAC,aAAa,EAAE,CAAC;SACxB;aAAM;YACH,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,IAAI,CAAC,aAAa,IAAI,CAAC,EAAE;gBACzB,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC;gBAEvB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;aACjC;SACJ;IACL,CAAC;IAED,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC;IAClC,CAAC;IAED;;;OAGG;IACH,YAAmB,QAAyB,IAAI;QArExC,aAAQ,GAAG,IAAI,KAAK,EAAe,CAAC;QACpC,qCAAgC,GAAG,IAAI,KAAK,EAA+B,CAAC;QAC5E,sCAAiC,GAAG,IAAI,KAAK,EAA4B,CAAC;QAC1E,mBAAc,GAAG,IAAI,UAAU,CAAc,EAAE,CAAC,CAAC;QAIjD,qBAAgB,GAAG,KAAK,CAAC;QACzB,sBAAiB,GAAG,KAAK,CAAC;QAC1B,iBAAY,GAAG,KAAK,CAAC;QACrB,iBAAY,GAAG,CAAC,CAAC;QACjB,yBAAoB,GAAG,CAAC,CAAC;QACzB,kBAAa,GAAG,CAAC,CAAC;QAClB,mBAAc,GAAG,CAAC,CAAC;QACnB,cAAS,GAAG,CAAC,CAAC;QACd,oBAAe,GAAG,IAAI,KAAK,EAAU,CAAC;QACtC,6BAAwB,GAAG,KAAK,CAAC;QACjC,kBAAa,GAAG,CAAC,CAAC;QAE1B,gBAAgB;QACT,qBAAgB,GAA4B,IAAI,CAAC;QAKxD;;WAEG;QACI,wBAAmB,GAAG,IAAI,CAAC;QAElC;;WAEG;QACI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QACI,0BAAqB,GAAG,IAAI,CAAC;QAEpC;;WAEG;QACI,qBAAgB,GAAG,IAAI,CAAC;QAoGvB,8BAAyB,GAAG,IAAI,CAAC;QAzErC,IAAI,CAAC,KAAK,EAAE;YACR,KAAK,GAAG,WAAW,CAAC,gBAAgB,CAAC;SACxC;QAED,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YAExC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;YAE3C,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;YACrD,IAAI,CAAC,wBAAwB;gBACzB,UAAU,CAAC,gBAAgB,IAAI,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,0BAA0B,GAAG,CAAC,IAAI,UAAU,CAAC,2BAA2B,GAAG,CAAC,CAAC;SACzJ;IACL,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,IAAI,IAAI,CAAC,oBAAoB,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,qBAAqB,CAAC;IAChE,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,gBAAgB,CAAC;IACtD,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAGD;;;OAGG;IACH,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,yBAAyB,CAAC;IAC1C,CAAC;IAED,IAAW,wBAAwB,CAAC,KAAc;QAC9C,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;IAC3C,CAAC;IAED;;OAEG;IACH,IAAW,wBAAwB;;QAC/B,OAAO,CACH,kBAAkB,CAAC,oBAAoB;YACvC,IAAI,CAAC,wBAAwB;YAC7B,IAAI,CAAC,wBAAwB;YAC7B,CAAC,CAAA,MAAA,IAAI,CAAC,MAAM,0CAAE,SAAS,GAAG,OAAO,GAAG,yBAAyB,CAAA,CAChE,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,KAAa;QAChC,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IAC3C,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,KAAa;QAC1B,OAAO,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;IAChC,CAAC;IAED;;;OAGG;IACI,SAAS,CAAC,MAAmB;QAChC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3B,IAAI,CAAC,gCAAgC,CAAC,IAAI,CACtC,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC,UAAU,EAAE,EAAE;YACzC,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;QACxC,CAAC,CAAC,CACL,CAAC;QACF,IAAI,CAAC,iCAAiC,CAAC,IAAI,CACvC,MAAM,CAAC,oBAAoB,CAAC,GAAG,CAAC,GAAG,EAAE;YACjC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAClC,CAAC,CAAC,CACL,CAAC;QACF,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,MAAmB;QACnC,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QAC5C,IAAI,KAAK,IAAI,CAAC,EAAE;YACZ,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAE/B,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,gCAAgC,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5F,MAAM,CAAC,oBAAoB,CAAC,MAAM,CAAC,IAAI,CAAC,iCAAiC,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC/F,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;SACjC;QAED,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;SACrC;IACL,CAAC;IAED;;OAEG;IACI,KAAK,CAAC,MAAc;QACvB,MAAM,CAAC,SAAS,CAAC,wBAAwB,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC/G,MAAM,CAAC,aAAa,CAAC,2BAA2B,EAAE,IAAI,CAAC,0BAA0B,CAAC,CAAC;QACnF,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAChE,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,MAAM,IAAI,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAEjD,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC;SAClC;QAED,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;QACtD,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,qBAAqB,CAAC;QACxD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAE9C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QAEpC,mBAAmB,CAAC,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEvC,mBAAmB,CAAC,OAAO,GAAG,EAAE,CAAC;QACjC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;SACxD;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEO,kBAAkB,CAAC,UAAmB;QAC1C,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,OAAO;SACV;QAED,IAAI,cAAc,GAAG,CAAC,CAAC;QACvB,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,CAAC;QAC5B,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC9B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QACzB,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;QAEtB,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,2BAA2B,EAAE;YACrG,IAAI,CAAC,wBAAwB,GAAG,KAAK,CAAC;SACzC;QAED,IAAI,CAAC,IAAI,CAAC,0BAA0B,IAAI,IAAI,CAAC,0BAA0B,CAAC,MAAM,KAAK,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;YACrG,IAAI,CAAC,0BAA0B,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;SAC5E;QAED,IAAI,WAAW,GAAG,CAAC,CAAC,CAAC;QACrB,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,WAAW,EAAE,CAAC;YACd,IAAI,MAAM,CAAC,SAAS,KAAK,CAAC,IAAI,IAAI,CAAC,mBAAmB,EAAE;gBACpD,SAAS;aACZ;YAED,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,IAAI,kBAAkB,CAAC,0CAA0C,IAAI,CAAC,IAAI,CAAC,wBAAwB,EAAE;gBAC/H,MAAM;aACT;YAED,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YACjC,IAAI,CAAC,0BAA0B,CAAC,cAAc,CAAC,GAAG,WAAW,CAAC;YAC9D,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC;YAE1D,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,IAAI,MAAM,CAAC,UAAU,CAAC;YACnE,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,IAAI,MAAM,CAAC,WAAW,CAAC;YACtE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,MAAM,CAAC,MAAM,CAAC;YAEvD,MAAM,SAAS,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;YACxC,IAAI,SAAS,EAAE;gBACX,MAAM,WAAW,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;gBACzC,IAAI,IAAI,CAAC,YAAY,KAAK,CAAC,EAAE;oBACzB,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;iBACnC;qBAAM,IAAI,IAAI,CAAC,YAAY,KAAK,WAAW,EAAE;oBAC1C,MAAM,CAAC,KAAK,CAAC,qEAAqE,CAAC,CAAC;oBACpF,OAAO;iBACV;aACJ;SACJ;QAED,IAAI,CAAC,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,MAAM,KAAK,cAAc,EAAE;YACjE,IAAI,CAAC,WAAW,GAAG,IAAI,YAAY,CAAC,cAAc,CAAC,CAAC;SACvD;QAED,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,cAAc,EAAE,KAAK,EAAE,EAAE;YACjD,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;SACzD;QAED,IAAI,UAAU,EAAE;YACZ,IAAI,CAAC,WAAW,EAAE,CAAC;SACtB;IACL,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,CAAC,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvC,OAAO;SACV;QAED,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,YAAY,EAAE;YACpD,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;YAE9B,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;aAC/B;YAED,IAAI,IAAI,CAAC,iBAAiB,EAAE;gBACxB,IAAI,CAAC,oBAAoB,EAAE,CAAC;aAC/B;YAED,IAAI,IAAI,CAAC,YAAY,EAAE;gBACnB,IAAI,CAAC,oBAAoB,EAAE,CAAC;aAC/B;YAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,oBAAoB,CAAC;YACnE,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAExB,MAAM,cAAc,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,cAAc,CAAC;YACxE,IAAI,IAAI,CAAC,aAAa,GAAG,cAAc,EAAE;gBACrC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC,CAAC;gBACrE,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;aACvC;YAED,IAAI,iBAAiB,GAAG,IAAI,CAAC;YAC7B,IAAI,IAAI,CAAC,mBAAmB,EAAE;gBAC1B,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;gBACvD,IAAI,WAAW,CAAC,KAAK,KAAK,IAAI,CAAC,aAAa,IAAI,WAAW,CAAC,MAAM,KAAK,IAAI,CAAC,cAAc,IAAI,IAAI,CAAC,mBAAmB,CAAC,KAAK,KAAK,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;oBACnJ,iBAAiB,GAAG,KAAK,CAAC;iBAC7B;aACJ;YAED,IAAI,iBAAiB,EAAE;gBACnB,IAAI,IAAI,CAAC,mBAAmB,EAAE;oBAC1B,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;iBACtC;gBAED,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;gBACzC,MAAM,IAAI,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC,CAAC;gBAE1F,IAAI,MAAM,GAAG,CAAC,CAAC;gBACf,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,EAAE,KAAK,EAAE,EAAE;oBAC9C,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;oBAEpC,MAAM,SAAS,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;oBACxC,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC;oBACpC,MAAM,GAAG,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC;oBAC5B,MAAM,QAAQ,GAAG,MAAM,CAAC,WAAW,EAAE,CAAC;oBAEtC,IAAI,CAAC,SAAS,EAAE;wBACZ,IAAI,KAAK,KAAK,CAAC,EAAE;4BACb,MAAM,CAAC,KAAK,CAAC,mDAAmD,CAAC,CAAC;yBACrE;wBACD,OAAO;qBACV;oBAED,MAAM,GAAG,KAAK,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;oBAC9D,KAAK,IAAI,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,EAAE;wBACvD,IAAI,CAAC,MAAM,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;wBACrC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;wBAC7C,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;wBAE7C,MAAM,IAAI,CAAC,CAAC;wBAEZ,IAAI,OAAO,EAAE;4BACT,IAAI,CAAC,MAAM,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;4BACnC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BAC3C,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BAC3C,MAAM,IAAI,CAAC,CAAC;yBACf;wBAED,IAAI,GAAG,EAAE;4BACL,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;4BAC/B,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BACvC,MAAM,IAAI,CAAC,CAAC;yBACf;wBAED,IAAI,QAAQ,EAAE;4BACV,IAAI,CAAC,MAAM,CAAC,GAAG,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;4BACpC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BAC5C,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BAC5C,MAAM,IAAI,CAAC,CAAC;yBACf;qBACJ;iBACJ;gBAED,IAAI,CAAC,mBAAmB,GAAG,iBAAiB,CAAC,iBAAiB,CAC1D,IAAI,EACJ,IAAI,CAAC,aAAa,EAClB,IAAI,CAAC,cAAc,EACnB,WAAW,EACX,IAAI,CAAC,MAAM,EACX,KAAK,EACL,KAAK,EACL,SAAS,CAAC,4BAA4B,EACtC,SAAS,CAAC,iBAAiB,CAC9B,CAAC;aACL;SACJ;QAED,yDAAyD;QACzD,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE;YACnC,IAAU,IAAK,CAAC,kBAAkB,KAAK,IAAI,EAAE;gBAClC,IAAK,CAAC,mCAAmC,EAAE,CAAC;aACtD;SACJ;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;SACtC;QAED,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAEhC,oBAAoB;QACpB,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;YAE3C,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBACtE,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE;oBACZ,IAAI,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;iBAC9D;gBACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;aAChC;YAED,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAC/B,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;aACpC;SACJ;IACL,CAAC;IAED,UAAU;IAEV;;;;;OAKG;IACI,MAAM,CAAC,KAAK,CAAC,mBAAwB,EAAE,KAAY;QACtD,MAAM,MAAM,GAAG,IAAI,kBAAkB,CAAC,KAAK,CAAC,CAAC;QAE7C,MAAM,CAAC,SAAS,GAAG,mBAAmB,CAAC,EAAE,CAAC;QAE1C,KAAK,MAAM,UAAU,IAAI,mBAAmB,CAAC,OAAO,EAAE;YAClD,MAAM,CAAC,SAAS,CAAC,WAAW,CAAC,KAAK,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC,CAAC;SAC1D;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;;AApfD,wFAAwF;AAC1E,uCAAoB,GAAG,IAAI,CAAC;AAE1C,qHAAqH;AACvG,6DAA0C,GAAG,CAAC,CAAC","sourcesContent":["import type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _morphTargetTextureIndices: Float32Array;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _vertexCount = 0;\r\n private _textureVertexStride = 0;\r\n private _textureWidth = 0;\r\n private _textureHeight = 1;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.addMorphTargetManager(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n this._useTextureToStoreTargets = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return (\r\n MorphTargetManager.EnableTextureStorage &&\r\n this.useTextureToStoreTargets &&\r\n this._canUseTextureForTargets &&\r\n !this._scene?.getEngine().getCaps().disableMorphTargetTexture\r\n );\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._syncActiveTargets(true);\r\n })\r\n );\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n if (this._scene) {\r\n this._scene.stopAnimation(target);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate: boolean): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._vertexCount = 0;\r\n\r\n if (this._scene && this._targets.length > this._scene.getEngine().getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n\r\n const positions = target.getPositions();\r\n if (positions) {\r\n const vertexCount = positions.length / 3;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\"Incompatible target. Targets must all have the same vertices count.\");\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate) {\r\n this.synchronize();\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n if (this.isUsingTextureForTargets && this._vertexCount) {\r\n this._textureVertexStride = 1;\r\n\r\n if (this._supportsNormals) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsTangents) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsUVs) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = this._scene.getEngine().getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n let mustUpdateTexture = true;\r\n if (this._targetStoreTexture) {\r\n const textureSize = this._targetStoreTexture.getSize();\r\n if (textureSize.width === this._textureWidth && textureSize.height === this._textureHeight && this._targetStoreTexture.depth === this._targets.length) {\r\n mustUpdateTexture = false;\r\n }\r\n }\r\n\r\n if (mustUpdateTexture) {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n\r\n if (!positions) {\r\n if (index === 0) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n }\r\n return;\r\n }\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n\r\n offset += 4;\r\n\r\n if (normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n for (const morph of this._targets) {\r\n this._scene.stopAnimation(morph);\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n result._uniqueId = serializationObject.id;\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"morphTargetManager.js","sourceRoot":"","sources":["../../../../lts/core/generated/Morph/morphTargetManager.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AAGxC,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,iBAAiB,EAAE,MAAM,yCAAyC,CAAC;AAE5E;;;GAGG;AACH,MAAM,OAAO,kBAAkB;IAoD3B;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAc;QACtC,IAAI,KAAK,EAAE;YACP,IAAI,CAAC,aAAa,EAAE,CAAC;SACxB;aAAM;YACH,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,IAAI,CAAC,aAAa,IAAI,CAAC,EAAE;gBACzB,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC;gBAEvB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;aACjC;SACJ;IACL,CAAC;IAED,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC;IAClC,CAAC;IAED;;;OAGG;IACH,YAAmB,QAAyB,IAAI;QArExC,aAAQ,GAAG,IAAI,KAAK,EAAe,CAAC;QACpC,qCAAgC,GAAG,IAAI,KAAK,EAA+B,CAAC;QAC5E,sCAAiC,GAAG,IAAI,KAAK,EAA4B,CAAC;QAC1E,mBAAc,GAAG,IAAI,UAAU,CAAc,EAAE,CAAC,CAAC;QAIjD,qBAAgB,GAAG,KAAK,CAAC;QACzB,sBAAiB,GAAG,KAAK,CAAC;QAC1B,iBAAY,GAAG,KAAK,CAAC;QACrB,iBAAY,GAAG,CAAC,CAAC;QACjB,yBAAoB,GAAG,CAAC,CAAC;QACzB,kBAAa,GAAG,CAAC,CAAC;QAClB,mBAAc,GAAG,CAAC,CAAC;QACnB,cAAS,GAAG,CAAC,CAAC;QACd,oBAAe,GAAG,IAAI,KAAK,EAAU,CAAC;QACtC,6BAAwB,GAAG,KAAK,CAAC;QACjC,kBAAa,GAAG,CAAC,CAAC;QAE1B,gBAAgB;QACT,qBAAgB,GAA4B,IAAI,CAAC;QAKxD;;WAEG;QACI,wBAAmB,GAAG,IAAI,CAAC;QAElC;;WAEG;QACI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QACI,0BAAqB,GAAG,IAAI,CAAC;QAEpC;;WAEG;QACI,qBAAgB,GAAG,IAAI,CAAC;QAoGvB,8BAAyB,GAAG,IAAI,CAAC;QAzErC,IAAI,CAAC,KAAK,EAAE;YACR,KAAK,GAAG,WAAW,CAAC,gBAAgB,CAAC;SACxC;QAED,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YAExC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;YAE3C,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;YACrD,IAAI,CAAC,wBAAwB;gBACzB,UAAU,CAAC,gBAAgB,IAAI,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,0BAA0B,GAAG,CAAC,IAAI,UAAU,CAAC,2BAA2B,GAAG,CAAC,CAAC;SACzJ;IACL,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,IAAI,IAAI,CAAC,oBAAoB,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,qBAAqB,CAAC;IAChE,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,gBAAgB,CAAC;IACtD,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAGD;;;OAGG;IACH,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,yBAAyB,CAAC;IAC1C,CAAC;IAED,IAAW,wBAAwB,CAAC,KAAc;QAC9C,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;IAC3C,CAAC;IAED;;OAEG;IACH,IAAW,wBAAwB;;QAC/B,OAAO,CACH,kBAAkB,CAAC,oBAAoB;YACvC,IAAI,CAAC,wBAAwB;YAC7B,IAAI,CAAC,wBAAwB;YAC7B,CAAC,CAAA,MAAA,IAAI,CAAC,MAAM,0CAAE,SAAS,GAAG,OAAO,GAAG,yBAAyB,CAAA,CAChE,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,KAAa;QAChC,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IAC3C,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,KAAa;QAC1B,OAAO,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;IAChC,CAAC;IAED;;;OAGG;IACI,SAAS,CAAC,MAAmB;QAChC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3B,IAAI,CAAC,gCAAgC,CAAC,IAAI,CACtC,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC,UAAU,EAAE,EAAE;YACzC,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;QACxC,CAAC,CAAC,CACL,CAAC;QACF,IAAI,CAAC,iCAAiC,CAAC,IAAI,CACvC,MAAM,CAAC,oBAAoB,CAAC,GAAG,CAAC,GAAG,EAAE;YACjC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAClC,CAAC,CAAC,CACL,CAAC;QACF,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,MAAmB;QACnC,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QAC5C,IAAI,KAAK,IAAI,CAAC,EAAE;YACZ,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAE/B,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,gCAAgC,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5F,MAAM,CAAC,oBAAoB,CAAC,MAAM,CAAC,IAAI,CAAC,iCAAiC,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC/F,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;SACjC;QAED,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;SACrC;IACL,CAAC;IAED;;OAEG;IACI,KAAK,CAAC,MAAc;QACvB,MAAM,CAAC,SAAS,CAAC,wBAAwB,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC/G,MAAM,CAAC,aAAa,CAAC,2BAA2B,EAAE,IAAI,CAAC,0BAA0B,CAAC,CAAC;QACnF,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAChE,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,MAAM,IAAI,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAEjD,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC;SAClC;QAED,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;QACtD,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,qBAAqB,CAAC;QACxD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAE9C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QAEpC,mBAAmB,CAAC,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEvC,mBAAmB,CAAC,OAAO,GAAG,EAAE,CAAC;QACjC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;SACxD;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEO,kBAAkB,CAAC,UAAmB;QAC1C,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,OAAO;SACV;QAED,IAAI,cAAc,GAAG,CAAC,CAAC;QACvB,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,CAAC;QAC5B,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC9B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QACzB,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;QAEtB,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,2BAA2B,EAAE;YACrG,IAAI,CAAC,wBAAwB,GAAG,KAAK,CAAC;SACzC;QAED,IAAI,CAAC,IAAI,CAAC,0BAA0B,IAAI,IAAI,CAAC,0BAA0B,CAAC,MAAM,KAAK,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;YACrG,IAAI,CAAC,0BAA0B,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;SAC5E;QAED,IAAI,WAAW,GAAG,CAAC,CAAC,CAAC;QACrB,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,WAAW,EAAE,CAAC;YACd,IAAI,MAAM,CAAC,SAAS,KAAK,CAAC,IAAI,IAAI,CAAC,mBAAmB,EAAE;gBACpD,SAAS;aACZ;YAED,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,IAAI,kBAAkB,CAAC,0CAA0C,IAAI,CAAC,IAAI,CAAC,wBAAwB,EAAE;gBAC/H,MAAM;aACT;YAED,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YACjC,IAAI,CAAC,0BAA0B,CAAC,cAAc,CAAC,GAAG,WAAW,CAAC;YAC9D,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC;YAE1D,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,IAAI,MAAM,CAAC,UAAU,CAAC;YACnE,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,IAAI,MAAM,CAAC,WAAW,CAAC;YACtE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,MAAM,CAAC,MAAM,CAAC;YAEvD,MAAM,SAAS,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;YACxC,IAAI,SAAS,EAAE;gBACX,MAAM,WAAW,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;gBACzC,IAAI,IAAI,CAAC,YAAY,KAAK,CAAC,EAAE;oBACzB,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;iBACnC;qBAAM,IAAI,IAAI,CAAC,YAAY,KAAK,WAAW,EAAE;oBAC1C,MAAM,CAAC,KAAK,CAAC,qEAAqE,CAAC,CAAC;oBACpF,OAAO;iBACV;aACJ;SACJ;QAED,IAAI,IAAI,CAAC,0BAA0B,CAAC,MAAM,KAAK,cAAc,EAAE;YAC3D,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC,0BAA0B,CAAC,KAAK,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC;SAC9F;QAED,IAAI,CAAC,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,MAAM,KAAK,cAAc,EAAE;YACjE,IAAI,CAAC,WAAW,GAAG,IAAI,YAAY,CAAC,cAAc,CAAC,CAAC;SACvD;QAED,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,cAAc,EAAE,KAAK,EAAE,EAAE;YACjD,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;SACzD;QAED,IAAI,UAAU,EAAE;YACZ,IAAI,CAAC,WAAW,EAAE,CAAC;SACtB;IACL,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,CAAC,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvC,OAAO;SACV;QAED,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,YAAY,EAAE;YACpD,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;YAE9B,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;aAC/B;YAED,IAAI,IAAI,CAAC,iBAAiB,EAAE;gBACxB,IAAI,CAAC,oBAAoB,EAAE,CAAC;aAC/B;YAED,IAAI,IAAI,CAAC,YAAY,EAAE;gBACnB,IAAI,CAAC,oBAAoB,EAAE,CAAC;aAC/B;YAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,oBAAoB,CAAC;YACnE,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAExB,MAAM,cAAc,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,cAAc,CAAC;YACxE,IAAI,IAAI,CAAC,aAAa,GAAG,cAAc,EAAE;gBACrC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC,CAAC;gBACrE,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;aACvC;YAED,IAAI,iBAAiB,GAAG,IAAI,CAAC;YAC7B,IAAI,IAAI,CAAC,mBAAmB,EAAE;gBAC1B,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;gBACvD,IAAI,WAAW,CAAC,KAAK,KAAK,IAAI,CAAC,aAAa,IAAI,WAAW,CAAC,MAAM,KAAK,IAAI,CAAC,cAAc,IAAI,IAAI,CAAC,mBAAmB,CAAC,KAAK,KAAK,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;oBACnJ,iBAAiB,GAAG,KAAK,CAAC;iBAC7B;aACJ;YAED,IAAI,iBAAiB,EAAE;gBACnB,IAAI,IAAI,CAAC,mBAAmB,EAAE;oBAC1B,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;iBACtC;gBAED,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;gBACzC,MAAM,IAAI,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC,CAAC;gBAE1F,IAAI,MAAM,GAAG,CAAC,CAAC;gBACf,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,EAAE,KAAK,EAAE,EAAE;oBAC9C,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;oBAEpC,MAAM,SAAS,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;oBACxC,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC;oBACpC,MAAM,GAAG,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC;oBAC5B,MAAM,QAAQ,GAAG,MAAM,CAAC,WAAW,EAAE,CAAC;oBAEtC,IAAI,CAAC,SAAS,EAAE;wBACZ,IAAI,KAAK,KAAK,CAAC,EAAE;4BACb,MAAM,CAAC,KAAK,CAAC,mDAAmD,CAAC,CAAC;yBACrE;wBACD,OAAO;qBACV;oBAED,MAAM,GAAG,KAAK,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;oBAC9D,KAAK,IAAI,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,EAAE;wBACvD,IAAI,CAAC,MAAM,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;wBACrC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;wBAC7C,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;wBAE7C,MAAM,IAAI,CAAC,CAAC;wBAEZ,IAAI,OAAO,EAAE;4BACT,IAAI,CAAC,MAAM,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;4BACnC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BAC3C,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BAC3C,MAAM,IAAI,CAAC,CAAC;yBACf;wBAED,IAAI,GAAG,EAAE;4BACL,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;4BAC/B,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BACvC,MAAM,IAAI,CAAC,CAAC;yBACf;wBAED,IAAI,QAAQ,EAAE;4BACV,IAAI,CAAC,MAAM,CAAC,GAAG,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;4BACpC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BAC5C,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;4BAC5C,MAAM,IAAI,CAAC,CAAC;yBACf;qBACJ;iBACJ;gBAED,IAAI,CAAC,mBAAmB,GAAG,iBAAiB,CAAC,iBAAiB,CAC1D,IAAI,EACJ,IAAI,CAAC,aAAa,EAClB,IAAI,CAAC,cAAc,EACnB,WAAW,EACX,IAAI,CAAC,MAAM,EACX,KAAK,EACL,KAAK,EACL,SAAS,CAAC,4BAA4B,EACtC,SAAS,CAAC,iBAAiB,CAC9B,CAAC;aACL;SACJ;QAED,yDAAyD;QACzD,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE;YACnC,IAAU,IAAK,CAAC,kBAAkB,KAAK,IAAI,EAAE;gBAClC,IAAK,CAAC,mCAAmC,EAAE,CAAC;aACtD;SACJ;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;SACtC;QAED,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAEhC,oBAAoB;QACpB,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;YAE3C,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBACtE,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE;oBACZ,IAAI,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;iBAC9D;gBACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;aAChC;YAED,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAC/B,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;aACpC;SACJ;IACL,CAAC;IAED,UAAU;IAEV;;;;;OAKG;IACI,MAAM,CAAC,KAAK,CAAC,mBAAwB,EAAE,KAAY;QACtD,MAAM,MAAM,GAAG,IAAI,kBAAkB,CAAC,KAAK,CAAC,CAAC;QAE7C,MAAM,CAAC,SAAS,GAAG,mBAAmB,CAAC,EAAE,CAAC;QAE1C,KAAK,MAAM,UAAU,IAAI,mBAAmB,CAAC,OAAO,EAAE;YAClD,MAAM,CAAC,SAAS,CAAC,WAAW,CAAC,KAAK,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC,CAAC;SAC1D;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;;AAxfD,wFAAwF;AAC1E,uCAAoB,GAAG,IAAI,CAAC;AAE1C,qHAAqH;AACvG,6DAA0C,GAAG,CAAC,CAAC","sourcesContent":["import type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _morphTargetTextureIndices: Float32Array;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _vertexCount = 0;\r\n private _textureVertexStride = 0;\r\n private _textureWidth = 0;\r\n private _textureHeight = 1;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.addMorphTargetManager(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n this._useTextureToStoreTargets = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return (\r\n MorphTargetManager.EnableTextureStorage &&\r\n this.useTextureToStoreTargets &&\r\n this._canUseTextureForTargets &&\r\n !this._scene?.getEngine().getCaps().disableMorphTargetTexture\r\n );\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._syncActiveTargets(true);\r\n })\r\n );\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n if (this._scene) {\r\n this._scene.stopAnimation(target);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate: boolean): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._vertexCount = 0;\r\n\r\n if (this._scene && this._targets.length > this._scene.getEngine().getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n\r\n const positions = target.getPositions();\r\n if (positions) {\r\n const vertexCount = positions.length / 3;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\"Incompatible target. Targets must all have the same vertices count.\");\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (this._morphTargetTextureIndices.length !== influenceCount) {\r\n this._morphTargetTextureIndices = this._morphTargetTextureIndices.slice(0, influenceCount);\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate) {\r\n this.synchronize();\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n if (this.isUsingTextureForTargets && this._vertexCount) {\r\n this._textureVertexStride = 1;\r\n\r\n if (this._supportsNormals) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsTangents) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsUVs) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = this._scene.getEngine().getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n let mustUpdateTexture = true;\r\n if (this._targetStoreTexture) {\r\n const textureSize = this._targetStoreTexture.getSize();\r\n if (textureSize.width === this._textureWidth && textureSize.height === this._textureHeight && this._targetStoreTexture.depth === this._targets.length) {\r\n mustUpdateTexture = false;\r\n }\r\n }\r\n\r\n if (mustUpdateTexture) {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n\r\n if (!positions) {\r\n if (index === 0) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n }\r\n return;\r\n }\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n\r\n offset += 4;\r\n\r\n if (normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n for (const morph of this._targets) {\r\n this._scene.stopAnimation(morph);\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n result._uniqueId = serializationObject.id;\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -1165,12 +1165,22 @@ export class HavokPlugin {
1165
1165
  const pivotA = options.pivotA ? this._bVecToV3(options.pivotA) : this._bVecToV3(Vector3.Zero());
1166
1166
  const axisA = (_a = options.axisA) !== null && _a !== void 0 ? _a : new Vector3(1, 0, 0);
1167
1167
  const perpAxisA = this._tmpVec3[0];
1168
- axisA === null || axisA === void 0 ? void 0 : axisA.getNormalToRef(perpAxisA);
1168
+ if (options.perpAxisA) {
1169
+ perpAxisA.copyFrom(options.perpAxisA);
1170
+ }
1171
+ else {
1172
+ axisA.getNormalToRef(perpAxisA);
1173
+ }
1169
1174
  this._hknp.HP_Constraint_SetAnchorInParent(jointId, pivotA, this._bVecToV3(axisA), this._bVecToV3(perpAxisA));
1170
1175
  const pivotB = options.pivotB ? this._bVecToV3(options.pivotB) : this._bVecToV3(Vector3.Zero());
1171
1176
  const axisB = (_b = options.axisB) !== null && _b !== void 0 ? _b : new Vector3(1, 0, 0);
1172
1177
  const perpAxisB = this._tmpVec3[0];
1173
- axisB.getNormalToRef(perpAxisB);
1178
+ if (options.perpAxisB) {
1179
+ perpAxisB.copyFrom(options.perpAxisB);
1180
+ }
1181
+ else {
1182
+ axisB.getNormalToRef(perpAxisB);
1183
+ }
1174
1184
  this._hknp.HP_Constraint_SetAnchorInChild(jointId, pivotB, this._bVecToV3(axisB), this._bVecToV3(perpAxisB));
1175
1185
  if (type == PhysicsConstraintType.LOCK) {
1176
1186
  this._hknp.HP_Constraint_SetAxisMode(jointId, this._hknp.ConstraintAxis.LINEAR_X, this._hknp.ConstraintAxisLimitMode.LOCKED);