@babylonjs/core 6.33.1 → 6.34.0-alpha.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 (488) hide show
  1. package/Animations/animation.js +1 -1
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroup.js +2 -2
  4. package/Animations/animationGroup.js.map +1 -1
  5. package/Animations/animationGroupMask.d.ts +4 -0
  6. package/Animations/animationGroupMask.js +4 -0
  7. package/Animations/animationGroupMask.js.map +1 -1
  8. package/Buffers/storageBuffer.d.ts +2 -1
  9. package/Buffers/storageBuffer.js +3 -2
  10. package/Buffers/storageBuffer.js.map +1 -1
  11. package/Cameras/Inputs/followCameraMouseWheelInput.js +12 -9
  12. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  13. package/Cameras/Inputs/followCameraPointersInput.js +28 -9
  14. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  15. package/Cameras/arcRotateCamera.js +1 -1
  16. package/Cameras/arcRotateCamera.js.map +1 -1
  17. package/Cameras/followCameraInputsManager.js +2 -1
  18. package/Cameras/followCameraInputsManager.js.map +1 -1
  19. package/Compute/computeShader.d.ts +5 -0
  20. package/Compute/computeShader.js +42 -32
  21. package/Compute/computeShader.js.map +1 -1
  22. package/Debug/skeletonViewer.js +2 -1
  23. package/Debug/skeletonViewer.js.map +1 -1
  24. package/Engines/Extensions/engine.alpha.js +8 -116
  25. package/Engines/Extensions/engine.alpha.js.map +1 -1
  26. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  27. package/Engines/Extensions/engine.cubeTexture.js +11 -213
  28. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  29. package/Engines/Extensions/engine.dynamicBuffer.js +5 -42
  30. package/Engines/Extensions/engine.dynamicBuffer.js.map +1 -1
  31. package/Engines/Extensions/engine.dynamicTexture.d.ts +1 -1
  32. package/Engines/Extensions/engine.dynamicTexture.js +5 -47
  33. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  34. package/Engines/Extensions/engine.multiRender.js +11 -341
  35. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  36. package/Engines/Extensions/engine.multiview.js +6 -57
  37. package/Engines/Extensions/engine.multiview.js.map +1 -1
  38. package/Engines/Extensions/engine.query.d.ts +8 -2
  39. package/Engines/Extensions/engine.query.js +44 -152
  40. package/Engines/Extensions/engine.query.js.map +1 -1
  41. package/Engines/Extensions/engine.rawTexture.d.ts +1 -1
  42. package/Engines/Extensions/engine.rawTexture.js +20 -361
  43. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  44. package/Engines/Extensions/engine.readTexture.js +6 -112
  45. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  46. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  47. package/Engines/Extensions/engine.renderTarget.js +8 -173
  48. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  49. package/Engines/Extensions/engine.renderTargetCube.js +4 -55
  50. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  51. package/Engines/Extensions/engine.storageBuffer.d.ts +2 -1
  52. package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
  53. package/Engines/Extensions/engine.textureSelector.js +11 -52
  54. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  55. package/Engines/Extensions/engine.transformFeedback.js +10 -11
  56. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  57. package/Engines/Extensions/engine.uniformBuffer.js +9 -59
  58. package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
  59. package/Engines/Extensions/engine.videoTexture.js +4 -54
  60. package/Engines/Extensions/engine.videoTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.views.d.ts +2 -24
  62. package/Engines/Extensions/engine.views.js +17 -136
  63. package/Engines/Extensions/engine.views.js.map +1 -1
  64. package/Engines/Processors/shaderCodeInliner.js +15 -14
  65. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  66. package/Engines/WebGPU/Extensions/engine.computeShader.js +7 -4
  67. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  68. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +14 -5
  69. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  70. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -1
  71. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  72. package/Engines/WebGPU/webgpuTintWASM.js +3 -2
  73. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  74. package/Engines/engine.d.ts +31 -74
  75. package/Engines/engine.js +322 -773
  76. package/Engines/engine.js.map +1 -1
  77. package/Engines/nativeEngine.d.ts +1 -1
  78. package/Engines/nativeEngine.js.map +1 -1
  79. package/Engines/nullEngine.d.ts +1 -1
  80. package/Engines/nullEngine.js.map +1 -1
  81. package/Engines/thinEngine.d.ts +160 -151
  82. package/Engines/thinEngine.js +712 -3280
  83. package/Engines/thinEngine.js.map +1 -1
  84. package/Engines/webgpuEngine.d.ts +5 -8
  85. package/Engines/webgpuEngine.js +143 -112
  86. package/Engines/webgpuEngine.js.map +1 -1
  87. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +296 -0
  88. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +758 -0
  89. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -0
  90. package/FlowGraph/Blocks/Data/Math/index.d.ts +1 -5
  91. package/FlowGraph/Blocks/Data/Math/index.js +1 -5
  92. package/FlowGraph/Blocks/Data/Math/index.js.map +1 -1
  93. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.d.ts +2 -2
  94. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +3 -3
  95. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
  96. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  97. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +3 -3
  98. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  99. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.d.ts +1 -0
  100. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +5 -0
  101. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
  102. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +25 -0
  103. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +22 -0
  104. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -0
  105. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +11 -5
  106. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +12 -6
  107. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  108. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.d.ts +19 -0
  109. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js +22 -0
  110. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -0
  111. package/FlowGraph/Blocks/Data/index.d.ts +1 -0
  112. package/FlowGraph/Blocks/Data/index.js +1 -0
  113. package/FlowGraph/Blocks/Data/index.js.map +1 -1
  114. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +10 -5
  115. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +15 -5
  116. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  117. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +1 -0
  118. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +2 -1
  119. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
  120. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.d.ts +1 -0
  121. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js +3 -2
  122. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  123. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +2 -2
  124. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +3 -3
  125. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  126. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +0 -5
  127. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +2 -3
  128. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  129. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +2 -2
  130. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +3 -3
  131. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  132. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.d.ts +2 -2
  133. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js +3 -3
  134. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
  135. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.d.ts +2 -2
  136. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js +2 -2
  137. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
  138. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.d.ts +2 -2
  139. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +3 -3
  140. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  141. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.d.ts +2 -2
  142. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +3 -3
  143. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
  144. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +13 -5
  145. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +14 -12
  146. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  147. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +2 -6
  148. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +3 -4
  149. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
  150. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.d.ts +16 -0
  151. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js +26 -0
  152. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -0
  153. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.d.ts +2 -2
  154. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +3 -3
  155. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  156. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.d.ts +1 -6
  157. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +4 -4
  158. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
  159. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +2 -2
  160. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +4 -4
  161. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  162. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +3 -2
  163. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +6 -5
  164. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  165. package/FlowGraph/Blocks/Execution/ControlFlow/index.d.ts +1 -0
  166. package/FlowGraph/Blocks/Execution/ControlFlow/index.js +1 -0
  167. package/FlowGraph/Blocks/Execution/ControlFlow/index.js.map +1 -1
  168. package/FlowGraph/Blocks/Execution/{flowGraphLogBlock.d.ts → flowGraphConsoleLogBlock.d.ts} +3 -2
  169. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +29 -0
  170. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -0
  171. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +16 -8
  172. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +17 -10
  173. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
  174. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +4 -3
  175. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +7 -6
  176. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  177. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +12 -7
  178. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +10 -9
  179. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  180. package/FlowGraph/Blocks/Execution/index.d.ts +1 -2
  181. package/FlowGraph/Blocks/Execution/index.js +1 -3
  182. package/FlowGraph/Blocks/Execution/index.js.map +1 -1
  183. package/FlowGraph/flowGraph.d.ts +3 -1
  184. package/FlowGraph/flowGraph.js +6 -2
  185. package/FlowGraph/flowGraph.js.map +1 -1
  186. package/FlowGraph/flowGraphAsyncExecutionBlock.d.ts +6 -2
  187. package/FlowGraph/flowGraphAsyncExecutionBlock.js +2 -1
  188. package/FlowGraph/flowGraphAsyncExecutionBlock.js.map +1 -1
  189. package/FlowGraph/flowGraphBlock.d.ts +7 -2
  190. package/FlowGraph/flowGraphBlock.js +21 -19
  191. package/FlowGraph/flowGraphBlock.js.map +1 -1
  192. package/FlowGraph/flowGraphContext.d.ts +9 -5
  193. package/FlowGraph/flowGraphContext.js +7 -2
  194. package/FlowGraph/flowGraphContext.js.map +1 -1
  195. package/FlowGraph/flowGraphCoordinator.d.ts +4 -5
  196. package/FlowGraph/flowGraphCoordinator.js +12 -7
  197. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  198. package/FlowGraph/flowGraphEventBlock.js +1 -1
  199. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  200. package/FlowGraph/flowGraphExecutionBlock.d.ts +4 -2
  201. package/FlowGraph/flowGraphExecutionBlock.js +25 -9
  202. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  203. package/FlowGraph/flowGraphPath.d.ts +20 -2
  204. package/FlowGraph/flowGraphPath.js +27 -7
  205. package/FlowGraph/flowGraphPath.js.map +1 -1
  206. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +3 -3
  207. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +3 -3
  208. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -1
  209. package/FlowGraph/index.d.ts +3 -0
  210. package/FlowGraph/index.js +3 -0
  211. package/FlowGraph/index.js.map +1 -1
  212. package/FlowGraph/serialization.js +20 -6
  213. package/FlowGraph/serialization.js.map +1 -1
  214. package/FlowGraph/typeDefinitions.d.ts +33 -0
  215. package/FlowGraph/typeDefinitions.js +2 -0
  216. package/FlowGraph/typeDefinitions.js.map +1 -0
  217. package/Gizmos/axisScaleGizmo.d.ts +1 -0
  218. package/Gizmos/axisScaleGizmo.js +12 -0
  219. package/Gizmos/axisScaleGizmo.js.map +1 -1
  220. package/Gizmos/lightGizmo.js +2 -1
  221. package/Gizmos/lightGizmo.js.map +1 -1
  222. package/Gizmos/rotationGizmo.js +1 -1
  223. package/Gizmos/rotationGizmo.js.map +1 -1
  224. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  225. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  226. package/Lights/light.d.ts +15 -0
  227. package/Lights/light.js +18 -0
  228. package/Lights/light.js.map +1 -1
  229. package/Lights/shadowLight.d.ts +18 -1
  230. package/Lights/shadowLight.js +34 -1
  231. package/Lights/shadowLight.js.map +1 -1
  232. package/Materials/Node/Blocks/Dual/lightBlock.js +2 -1
  233. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  234. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +3 -2
  235. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  236. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +2 -1
  237. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  238. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -1
  239. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  240. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -1
  241. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  242. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +3 -2
  243. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  244. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  245. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  246. package/Materials/Node/nodeMaterial.js +9 -8
  247. package/Materials/Node/nodeMaterial.js.map +1 -1
  248. package/Materials/Node/nodeMaterialBlock.js +2 -1
  249. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  250. package/Materials/drawWrapper.js +3 -2
  251. package/Materials/drawWrapper.js.map +1 -1
  252. package/Materials/effect.js +2 -1
  253. package/Materials/effect.js.map +1 -1
  254. package/Materials/material.js +2 -1
  255. package/Materials/material.js.map +1 -1
  256. package/Materials/uniformBuffer.d.ts +4 -1
  257. package/Materials/uniformBuffer.js +5 -2
  258. package/Materials/uniformBuffer.js.map +1 -1
  259. package/Meshes/Node/nodeGeometryBlock.js +11 -2
  260. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  261. package/Meshes/abstractMesh.js +3 -1
  262. package/Meshes/abstractMesh.js.map +1 -1
  263. package/Misc/assetsManager.js +2 -2
  264. package/Misc/assetsManager.js.map +1 -1
  265. package/Misc/dds.d.ts +2 -0
  266. package/Misc/dds.js +27 -23
  267. package/Misc/dds.js.map +1 -1
  268. package/Misc/logger.d.ts +3 -3
  269. package/Misc/logger.js +8 -4
  270. package/Misc/logger.js.map +1 -1
  271. package/Misc/sceneSerializer.js +2 -1
  272. package/Misc/sceneSerializer.js.map +1 -1
  273. package/Navigation/Plugins/recastJSPlugin.js +2 -2
  274. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  275. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  276. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  277. package/Physics/v2/index.d.ts +1 -0
  278. package/Physics/v2/index.js +1 -0
  279. package/Physics/v2/index.js.map +1 -1
  280. package/Physics/v2/ragdoll.d.ts +107 -0
  281. package/Physics/v2/ragdoll.js +228 -0
  282. package/Physics/v2/ragdoll.js.map +1 -0
  283. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
  284. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  285. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +3 -2
  286. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  287. package/PostProcesses/index.d.ts +1 -1
  288. package/PostProcesses/index.js +1 -1
  289. package/PostProcesses/index.js.map +1 -1
  290. package/PostProcesses/passPostProcess.d.ts +1 -0
  291. package/PostProcesses/passPostProcess.js +6 -2
  292. package/PostProcesses/passPostProcess.js.map +1 -1
  293. package/PostProcesses/screenSpaceCurvaturePostProcess.js +1 -1
  294. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  295. package/PostProcesses/screenSpaceReflectionPostProcess.js +3 -2
  296. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  297. package/Rendering/depthPeelingRenderer.js +2 -1
  298. package/Rendering/depthPeelingRenderer.js.map +1 -1
  299. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -2
  300. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  301. package/XR/features/WebXRControllerPhysics.js +2 -2
  302. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  303. package/XR/features/WebXRMeshDetector.d.ts +14 -2
  304. package/XR/features/WebXRMeshDetector.js +45 -9
  305. package/XR/features/WebXRMeshDetector.js.map +1 -1
  306. package/XR/features/WebXRWalkingLocomotion.js +1 -1
  307. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  308. package/XR/webXRExperienceHelper.js +2 -2
  309. package/XR/webXRExperienceHelper.js.map +1 -1
  310. package/assetContainer.js +2 -2
  311. package/assetContainer.js.map +1 -1
  312. package/esm/Engines/Extensions/alpha/alpha.base.d.ts +34 -0
  313. package/esm/Engines/Extensions/alpha/alpha.base.js +2 -0
  314. package/esm/Engines/Extensions/alpha/alpha.base.js.map +1 -0
  315. package/esm/Engines/Extensions/computeShaders/computeShaders.base.d.ts +87 -0
  316. package/esm/Engines/Extensions/computeShaders/computeShaders.base.js +12 -0
  317. package/esm/Engines/Extensions/computeShaders/computeShaders.base.js.map +1 -0
  318. package/esm/Engines/Extensions/cubeTexture/cubeTexture.base.d.ts +79 -0
  319. package/esm/Engines/Extensions/cubeTexture/cubeTexture.base.js +2 -0
  320. package/esm/Engines/Extensions/cubeTexture/cubeTexture.base.js.map +1 -0
  321. package/esm/Engines/Extensions/debugging/debugging.base.d.ts +11 -0
  322. package/esm/Engines/Extensions/debugging/debugging.base.js +2 -0
  323. package/esm/Engines/Extensions/debugging/debugging.base.js.map +1 -0
  324. package/esm/Engines/Extensions/dynamicBuffer/dynamicBuffer.base.d.ts +20 -0
  325. package/esm/Engines/Extensions/dynamicBuffer/dynamicBuffer.base.js +2 -0
  326. package/esm/Engines/Extensions/dynamicBuffer/dynamicBuffer.base.js.map +1 -0
  327. package/esm/Engines/Extensions/dynamicTexture/dynamicTexture.base.d.ts +26 -0
  328. package/esm/Engines/Extensions/dynamicTexture/dynamicTexture.base.js +2 -0
  329. package/esm/Engines/Extensions/dynamicTexture/dynamicTexture.base.js.map +1 -0
  330. package/esm/Engines/Extensions/engine.extensions.d.ts +67 -0
  331. package/esm/Engines/Extensions/engine.extensions.js +49 -0
  332. package/esm/Engines/Extensions/engine.extensions.js.map +1 -0
  333. package/esm/Engines/Extensions/externalTexture/externalTexture.base.d.ts +16 -0
  334. package/esm/Engines/Extensions/externalTexture/externalTexture.base.js +2 -0
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{ AbstractScene } from \"./abstractScene\";\r\nimport type { Scene } from \"./scene\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { Animatable } from \"./Animations/animatable\";\r\nimport { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport { Logger } from \"./Misc/logger\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { Node } from \"./node\";\r\nimport type { Observer } from \"./Misc/observable\";\r\nimport type { ThinEngine } from \"./Engines/thinEngine\";\r\nimport { InstancedMesh } from \"./Meshes/instancedMesh\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { Tools } from \"./Misc/tools\";\r\n\r\n/**\r\n * Set of assets to keep when moving a scene into an asset container.\r\n */\r\nexport class KeepAssets extends AbstractScene {}\r\n\r\n/**\r\n * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function\r\n */\r\nexport class InstantiatedEntries {\r\n /**\r\n * List of new root nodes (eg. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /**\r\n * List of new skeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * List of new animation groups\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * Disposes the instantiated entries from the scene\r\n */\r\n public dispose() {\r\n this.rootNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.rootNodes.length = 0;\r\n\r\n this.skeletons.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.skeletons.length = 0;\r\n\r\n this.animationGroups.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.animationGroups.length = 0;\r\n }\r\n}\r\n\r\n/**\r\n * Container with a set of assets that can be added or removed from a scene.\r\n */\r\nexport class AssetContainer extends AbstractScene {\r\n private _wasAddedToScene = false;\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * The scene the AssetContainer belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Instantiates an AssetContainer.\r\n * @param scene The scene the AssetContainer belongs to.\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n this[\"sounds\"] = [];\r\n this[\"effectLayers\"] = [];\r\n this[\"layers\"] = [];\r\n this[\"lensFlareSystems\"] = [];\r\n this[\"proceduralTextures\"] = [];\r\n this[\"reflectionProbes\"] = [];\r\n\r\n scene.onDisposeObservable.add(() => {\r\n if (!this._wasAddedToScene) {\r\n this.dispose();\r\n }\r\n });\r\n\r\n this._onContextRestoredObserver = scene.getEngine().onContextRestoredObservable.add(() => {\r\n for (const geometry of this.geometries) {\r\n geometry._rebuild();\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n mesh._rebuild();\r\n }\r\n\r\n for (const system of this.particleSystems) {\r\n system.rebuild();\r\n }\r\n\r\n for (const texture of this.textures) {\r\n texture._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Given a list of nodes, return a topological sorting of them.\r\n * @param nodes\r\n */\r\n private _topologicalSort(nodes: Node[]): Node[] {\r\n const nodesUidMap = new Map<number, Node>();\r\n\r\n for (const node of nodes) {\r\n nodesUidMap.set(node.uniqueId, node);\r\n }\r\n\r\n const dependencyGraph = {\r\n dependsOn: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes it depends on\r\n dependedBy: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes that depend on it\r\n };\r\n\r\n // Build the dependency graph given the list of nodes\r\n\r\n // First pass: Initialize the empty dependency graph\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n dependencyGraph.dependsOn.set(nodeId, new Set<number>());\r\n dependencyGraph.dependedBy.set(nodeId, new Set<number>());\r\n }\r\n\r\n // Second pass: Populate the dependency graph. We assume that we\r\n // don't need to check for cycles here, as the scene graph cannot\r\n // contain cycles. Our graph also already contains all transitive\r\n // dependencies because getDescendants returns the transitive\r\n // dependencies by default.\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n const dependsOn = dependencyGraph.dependsOn.get(nodeId)!;\r\n if (node instanceof InstancedMesh) {\r\n const masterMesh = node.sourceMesh;\r\n if (nodesUidMap.has(masterMesh.uniqueId)) {\r\n dependsOn.add(masterMesh.uniqueId);\r\n dependencyGraph.dependedBy.get(masterMesh.uniqueId)!.add(nodeId);\r\n }\r\n }\r\n const dependedBy = dependencyGraph.dependedBy.get(nodeId)!;\r\n\r\n for (const child of node.getDescendants()) {\r\n const childId = child.uniqueId;\r\n if (nodesUidMap.has(childId)) {\r\n dependedBy.add(childId);\r\n\r\n const childDependsOn = dependencyGraph.dependsOn.get(childId)!;\r\n childDependsOn.add(nodeId);\r\n }\r\n }\r\n }\r\n\r\n // Third pass: Topological sort\r\n const sortedNodes: Node[] = [];\r\n\r\n // First: Find all nodes that have no dependencies\r\n const leaves: Node[] = [];\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n if (dependencyGraph.dependsOn.get(nodeId)!.size === 0) {\r\n leaves.push(node);\r\n nodesUidMap.delete(nodeId);\r\n }\r\n }\r\n\r\n const visitList = leaves;\r\n while (visitList.length > 0) {\r\n const nodeToVisit = visitList.shift()!;\r\n\r\n sortedNodes.push(nodeToVisit);\r\n\r\n // Remove the node from the dependency graph\r\n // When a node is visited, we know that dependsOn is empty.\r\n // So we only need to remove the node from dependedBy.\r\n const dependedByVisitedNode = dependencyGraph.dependedBy.get(nodeToVisit.uniqueId)!;\r\n // Array.from(x.values()) is to make the TS compiler happy\r\n for (const dependedByVisitedNodeId of Array.from(dependedByVisitedNode.values())) {\r\n const dependsOnDependedByVisitedNode = dependencyGraph.dependsOn.get(dependedByVisitedNodeId)!;\r\n dependsOnDependedByVisitedNode.delete(nodeToVisit.uniqueId);\r\n\r\n if (dependsOnDependedByVisitedNode.size === 0 && nodesUidMap.get(dependedByVisitedNodeId)) {\r\n visitList.push(nodesUidMap.get(dependedByVisitedNodeId)!);\r\n nodesUidMap.delete(dependedByVisitedNodeId);\r\n }\r\n }\r\n }\r\n\r\n if (nodesUidMap.size > 0) {\r\n console.error(\"SceneSerializer._topologicalSort: There were unvisited nodes:\");\r\n nodesUidMap.forEach((node) => console.error(node.name));\r\n }\r\n\r\n return sortedNodes;\r\n }\r\n\r\n private _addNodeAndDescendantsToList(list: Node[], addedIds: Set<number>, rootNode?: Node, predicate?: (entity: any) => boolean) {\r\n if (!rootNode || (predicate && !predicate(rootNode)) || addedIds.has(rootNode.uniqueId)) {\r\n return;\r\n }\r\n\r\n list.push(rootNode);\r\n addedIds.add(rootNode.uniqueId);\r\n\r\n for (const child of rootNode.getDescendants(true)) {\r\n this._addNodeAndDescendantsToList(list, addedIds, child, predicate);\r\n }\r\n }\r\n\r\n /**\r\n * Check if a specific node is contained in this asset container.\r\n * @param node\r\n */\r\n private _isNodeInContainer(node: Node) {\r\n if (node instanceof Mesh && this.meshes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof TransformNode && this.transformNodes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Light && this.lights.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Camera && this.cameras.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * For every node in the scene, check if its parent node is also in the scene.\r\n */\r\n private _isValidHierarchy() {\r\n for (const node of this.meshes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.transformNodes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.lights) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.cameras) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Instantiate or clone all meshes and add the new ones to the scene.\r\n * Skeletons and animation groups will all be cloned\r\n * @param nameFunction defines an optional function used to get new names for clones\r\n * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\r\n * @param options defines an optional list of options to control how to instantiate / clone models\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.predicate defines a predicate used to filter whih mesh to instantiate/clone\r\n * @returns a list of rootNodes, skeletons and animation groups that were duplicated\r\n */\r\n public instantiateModelsToScene(\r\n nameFunction?: (sourceName: string) => string,\r\n cloneMaterials = false,\r\n options?: { doNotInstantiate?: boolean | ((node: Node) => boolean); predicate?: (entity: any) => boolean }\r\n ): InstantiatedEntries {\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.InstantiateModelsToScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n const conversionMap: { [key: number]: number } = {};\r\n const storeMap: { [key: number]: any } = {};\r\n const result = new InstantiatedEntries();\r\n const alreadySwappedSkeletons: Skeleton[] = [];\r\n const alreadySwappedMaterials: Material[] = [];\r\n\r\n const localOptions = {\r\n doNotInstantiate: true,\r\n ...options,\r\n };\r\n\r\n const onClone = (source: Node, clone: Node) => {\r\n conversionMap[source.uniqueId] = clone.uniqueId;\r\n storeMap[clone.uniqueId] = clone;\r\n\r\n if (nameFunction) {\r\n clone.name = nameFunction(source.name);\r\n }\r\n\r\n if (clone instanceof Mesh) {\r\n const clonedMesh = clone as Mesh;\r\n\r\n if (clonedMesh.morphTargetManager) {\r\n const oldMorphTargetManager = (source as Mesh).morphTargetManager!;\r\n clonedMesh.morphTargetManager = oldMorphTargetManager.clone();\r\n\r\n for (let index = 0; index < oldMorphTargetManager.numTargets; index++) {\r\n const oldTarget = oldMorphTargetManager.getTarget(index);\r\n const newTarget = clonedMesh.morphTargetManager.getTarget(index);\r\n\r\n conversionMap[oldTarget.uniqueId] = newTarget.uniqueId;\r\n storeMap[newTarget.uniqueId] = newTarget;\r\n }\r\n }\r\n }\r\n };\r\n\r\n const nodesToSort: Node[] = [];\r\n const idsOnSortList = new Set<number>();\r\n\r\n for (const transformNode of this.transformNodes) {\r\n if (transformNode.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, transformNode, localOptions.predicate);\r\n }\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n if (mesh.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, mesh, localOptions.predicate);\r\n }\r\n }\r\n\r\n // Topologically sort nodes by parenting/instancing relationships so that all resources are in place\r\n // when a given node is instantiated.\r\n const sortedNodes = this._topologicalSort(nodesToSort);\r\n\r\n const onNewCreated = (source: Node, clone: Node) => {\r\n onClone(source, clone);\r\n\r\n if (source.parent) {\r\n const replicatedParentId = conversionMap[source.parent.uniqueId];\r\n const replicatedParent = storeMap[replicatedParentId];\r\n\r\n if (replicatedParent) {\r\n clone.parent = replicatedParent;\r\n } else {\r\n clone.parent = source.parent;\r\n }\r\n }\r\n\r\n if ((clone as any).position && (source as any).position) {\r\n (clone as any).position.copyFrom((source as any).position);\r\n }\r\n if ((clone as any).rotationQuaternion && (source as any).rotationQuaternion) {\r\n (clone as any).rotationQuaternion.copyFrom((source as any).rotationQuaternion);\r\n }\r\n if ((clone as any).rotation && (source as any).rotation) {\r\n (clone as any).rotation.copyFrom((source as any).rotation);\r\n }\r\n if ((clone as any).scaling && (source as any).scaling) {\r\n (clone as any).scaling.copyFrom((source as any).scaling);\r\n }\r\n\r\n if ((clone as any).material) {\r\n const mesh = clone as AbstractMesh;\r\n\r\n if (mesh.material) {\r\n if (cloneMaterials) {\r\n const sourceMaterial = (source as AbstractMesh).material!;\r\n\r\n if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {\r\n let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : \"Clone of \" + sourceMaterial.name)!;\r\n alreadySwappedMaterials.push(sourceMaterial);\r\n conversionMap[sourceMaterial.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n\r\n if (sourceMaterial.getClassName() === \"MultiMaterial\") {\r\n const multi = sourceMaterial as MultiMaterial;\r\n\r\n for (const material of multi.subMaterials) {\r\n if (!material) {\r\n continue;\r\n }\r\n swap = material.clone(nameFunction ? nameFunction(material.name) : \"Clone of \" + material.name)!;\r\n alreadySwappedMaterials.push(material);\r\n conversionMap[material.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n }\r\n\r\n multi.subMaterials = multi.subMaterials.map((m) => m && storeMap[conversionMap[m.uniqueId]]);\r\n }\r\n }\r\n\r\n if (mesh.getClassName() !== \"InstancedMesh\") {\r\n mesh.material = storeMap[conversionMap[sourceMaterial.uniqueId]];\r\n }\r\n } else {\r\n if (mesh.material.getClassName() === \"MultiMaterial\") {\r\n if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {\r\n this.scene.addMultiMaterial(mesh.material as MultiMaterial);\r\n }\r\n } else {\r\n if (this.scene.materials.indexOf(mesh.material) === -1) {\r\n this.scene.addMaterial(mesh.material);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (clone.parent === null) {\r\n result.rootNodes.push(clone);\r\n }\r\n };\r\n\r\n sortedNodes.forEach((node) => {\r\n if (node.getClassName() === \"InstancedMesh\") {\r\n const instancedNode = node as InstancedMesh;\r\n const sourceMesh = instancedNode.sourceMesh;\r\n const replicatedSourceId = conversionMap[sourceMesh.uniqueId];\r\n const replicatedSource = typeof replicatedSourceId === \"number\" ? storeMap[replicatedSourceId] : sourceMesh;\r\n const replicatedInstancedNode = replicatedSource.createInstance(instancedNode.name);\r\n onNewCreated(instancedNode, replicatedInstancedNode);\r\n } else {\r\n // Mesh or TransformNode\r\n let canInstance = true;\r\n if (\r\n node.getClassName() === \"TransformNode\" ||\r\n node.getClassName() === \"Node\" ||\r\n (node as Mesh).skeleton ||\r\n !(node as any).getTotalVertices ||\r\n (node as Mesh).getTotalVertices() === 0\r\n ) {\r\n // Transform nodes, skinned meshes, and meshes with no vertices can never be instanced!\r\n canInstance = false;\r\n } else if (localOptions.doNotInstantiate) {\r\n if (typeof localOptions.doNotInstantiate === \"function\") {\r\n canInstance = !localOptions.doNotInstantiate(node);\r\n } else {\r\n canInstance = !localOptions.doNotInstantiate;\r\n }\r\n }\r\n const replicatedNode = canInstance ? (node as Mesh).createInstance(`instance of ${node.name}`) : node.clone(`Clone of ${node.name}`, null, true);\r\n if (!replicatedNode) {\r\n throw new Error(`Could not clone or instantiate node on Asset Container ${node.name}`);\r\n }\r\n onNewCreated(node, replicatedNode);\r\n }\r\n });\r\n\r\n this.skeletons.forEach((s) => {\r\n if (localOptions.predicate && !localOptions.predicate(s)) {\r\n return;\r\n }\r\n\r\n const clone = s.clone(nameFunction ? nameFunction(s.name) : \"Clone of \" + s.name);\r\n\r\n for (const m of this.meshes) {\r\n if (m.skeleton === s && !m.isAnInstance) {\r\n const copy = storeMap[conversionMap[m.uniqueId]] as Mesh;\r\n if (!copy || copy.isAnInstance) {\r\n continue;\r\n }\r\n copy.skeleton = clone;\r\n\r\n if (alreadySwappedSkeletons.indexOf(clone) !== -1) {\r\n continue;\r\n }\r\n\r\n alreadySwappedSkeletons.push(clone);\r\n\r\n // Check if bones are mesh linked\r\n for (const bone of clone.bones) {\r\n if (bone._linkedTransformNode) {\r\n bone._linkedTransformNode = storeMap[conversionMap[bone._linkedTransformNode.uniqueId]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n result.skeletons.push(clone);\r\n });\r\n\r\n this.animationGroups.forEach((o) => {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n return;\r\n }\r\n\r\n const clone = o.clone(nameFunction ? nameFunction(o.name) : \"Clone of \" + o.name, (oldTarget) => {\r\n const newTarget = storeMap[conversionMap[oldTarget.uniqueId]];\r\n\r\n return newTarget || oldTarget;\r\n });\r\n\r\n result.animationGroups.push(clone);\r\n });\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds all the assets from the container to the scene.\r\n */\r\n public addAllToScene() {\r\n if (this._wasAddedToScene) {\r\n return;\r\n }\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.addAllToScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\r\n this._wasAddedToScene = true;\r\n\r\n this.addToScene(null);\r\n\r\n if (this.environmentTexture) {\r\n this.scene.environmentTexture = this.environmentTexture;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.addFromContainer(this);\r\n }\r\n\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n\r\n /**\r\n * Adds assets from the container to the scene.\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public addToScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n const addedNodes: Node[] = [];\r\n this.cameras.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addCamera(o);\r\n addedNodes.push(o);\r\n });\r\n this.lights.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addLight(o);\r\n addedNodes.push(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMesh(o);\r\n addedNodes.push(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addTransformNode(o);\r\n addedNodes.push(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addReflectionProbe(o);\r\n });\r\n\r\n for (const addedNode of addedNodes) {\r\n // If node was added to the scene, but parent is not in the scene, break the relationship\r\n if (addedNode.parent && this.scene.getNodes().indexOf(addedNode.parent) === -1) {\r\n // Use setParent to keep transform if possible\r\n if ((addedNode as TransformNode).setParent) {\r\n (addedNode as TransformNode).setParent(null);\r\n } else {\r\n addedNode.parent = null;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets in the container from the scene\r\n */\r\n public removeAllFromScene() {\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.removeAllFromScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\r\n this._wasAddedToScene = false;\r\n\r\n this.removeFromScene(null);\r\n\r\n if (this.environmentTexture === this.scene.environmentTexture) {\r\n this.scene.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Removes assets in the container from the scene\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public removeFromScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n this.cameras.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMesh(o, true);\r\n });\r\n this.skeletons.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeReflectionProbe(o);\r\n });\r\n }\r\n\r\n /**\r\n * Disposes all the assets in the container\r\n */\r\n public dispose() {\r\n this.cameras.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.cameras.length = 0;\r\n\r\n this.lights.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.lights.length = 0;\r\n\r\n this.meshes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.meshes.length = 0;\r\n\r\n this.skeletons.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.skeletons.length = 0;\r\n\r\n this.animationGroups.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.animationGroups.length = 0;\r\n\r\n this.multiMaterials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.multiMaterials.length = 0;\r\n\r\n this.materials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.materials.length = 0;\r\n\r\n this.geometries.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.geometries.length = 0;\r\n\r\n this.transformNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.transformNodes.length = 0;\r\n\r\n this.actionManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.actionManagers.length = 0;\r\n\r\n this.textures.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.textures.length = 0;\r\n\r\n this.reflectionProbes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.reflectionProbes.length = 0;\r\n\r\n this.morphTargetManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.morphTargetManagers.length = 0;\r\n\r\n if (this.environmentTexture) {\r\n this.environmentTexture.dispose();\r\n this.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this, true);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n private _moveAssets<T>(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {\r\n if (!sourceAssets || !targetAssets) {\r\n return;\r\n }\r\n\r\n for (const asset of sourceAssets) {\r\n let move = true;\r\n if (keepAssets) {\r\n for (const keepAsset of keepAssets) {\r\n if (asset === keepAsset) {\r\n move = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (move) {\r\n targetAssets.push(asset);\r\n (asset as any)._parentContainer = this;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets contained in the scene and adds them to the container.\r\n * @param keepAssets Set of assets to keep in the scene. (default: empty)\r\n */\r\n public moveAllFromScene(keepAssets?: KeepAssets): void {\r\n this._wasAddedToScene = false;\r\n\r\n if (keepAssets === undefined) {\r\n keepAssets = new KeepAssets();\r\n }\r\n\r\n for (const key in this) {\r\n if (Object.prototype.hasOwnProperty.call(this, key)) {\r\n (<any>this)[key] = (<any>this)[key] || (key === \"_environmentTexture\" ? null : []);\r\n this._moveAssets((<any>this.scene)[key], (<any>this)[key], (<any>keepAssets)[key]);\r\n }\r\n }\r\n\r\n this.environmentTexture = this.scene.environmentTexture;\r\n\r\n this.removeAllFromScene();\r\n }\r\n\r\n /**\r\n * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\r\n * @returns the root mesh\r\n */\r\n public createRootMesh() {\r\n const rootMesh = new Mesh(\"assetContainerRootMesh\", this.scene);\r\n this.meshes.forEach((m) => {\r\n if (!m.parent) {\r\n rootMesh.addChild(m);\r\n }\r\n });\r\n this.meshes.unshift(rootMesh);\r\n return rootMesh;\r\n }\r\n\r\n /**\r\n * Merge animations (direct and animation groups) from this asset container into a scene\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param animatables set of animatables to retarget to a node from the scene\r\n * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\r\n * @returns an array of the new AnimationGroup added to the scene (empty array if none)\r\n */\r\n public mergeAnimationsTo(\r\n scene: Nullable<Scene> = EngineStore.LastCreatedScene,\r\n animatables: Animatable[],\r\n targetConverter: Nullable<(target: any) => Nullable<Node>> = null\r\n ): AnimationGroup[] {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to merge animations to\");\r\n return [];\r\n }\r\n\r\n const _targetConverter = targetConverter\r\n ? targetConverter\r\n : (target: any) => {\r\n let node = null;\r\n\r\n const targetProperty = target.animations.length ? target.animations[0].targetProperty : \"\";\r\n /*\r\n BabylonJS adds special naming to targets that are children of nodes.\r\n This name attempts to remove that special naming to get the parent nodes name in case the target\r\n can't be found in the node tree\r\n\r\n Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with \"Torso\" which is the name\r\n of the primitive's parent.\r\n */\r\n const name = target.name.split(\".\").join(\"\").split(\"_primitive\")[0];\r\n\r\n switch (targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);\r\n break;\r\n case \"influence\":\r\n node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);\r\n break;\r\n default:\r\n node = scene.getNodeByName(target.name) || scene.getNodeByName(name);\r\n }\r\n\r\n return node;\r\n };\r\n\r\n // Copy new node animations\r\n const nodesInAC = this.getNodes();\r\n nodesInAC.forEach((nodeInAC) => {\r\n const nodeInScene = _targetConverter(nodeInAC);\r\n if (nodeInScene !== null) {\r\n // Remove old animations with same target property as a new one\r\n for (const animationInAC of nodeInAC.animations) {\r\n // Doing treatment on an array for safety measure\r\n const animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {\r\n return animationInScene.targetProperty === animationInAC.targetProperty;\r\n });\r\n for (const animationWithSameProperty of animationsWithSameProperty) {\r\n const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);\r\n if (index > -1) {\r\n nodeInScene.animations.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n // Append new animations\r\n nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);\r\n }\r\n });\r\n\r\n const newAnimationGroups: AnimationGroup[] = [];\r\n\r\n // Copy new animation groups\r\n this.animationGroups.slice().forEach((animationGroupInAC) => {\r\n // Clone the animation group and all its animatables\r\n newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));\r\n\r\n // Remove animatables related to the asset container\r\n animationGroupInAC.animatables.forEach((animatable) => {\r\n animatable.stop();\r\n });\r\n });\r\n\r\n // Retarget animatables\r\n animatables.forEach((animatable) => {\r\n const target = _targetConverter(animatable.target);\r\n\r\n if (target) {\r\n // Clone the animatable and retarget it\r\n scene.beginAnimation(\r\n target,\r\n animatable.fromFrame,\r\n animatable.toFrame,\r\n animatable.loopAnimation,\r\n animatable.speedRatio,\r\n animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined,\r\n undefined,\r\n true,\r\n undefined,\r\n animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined\r\n );\r\n\r\n // Stop animation for the target in the asset container\r\n scene.stopAnimation(animatable.target);\r\n }\r\n });\r\n\r\n return newAnimationGroups;\r\n }\r\n\r\n /**\r\n * @since 6.15.0\r\n * This method checks for any node that has no parent\r\n * and is not in the rootNodes array, and adds the node\r\n * there, if so.\r\n */\r\n public populateRootNodes() {\r\n this.rootNodes.length = 0;\r\n this.meshes.forEach((m) => {\r\n if (!m.parent && this.rootNodes.indexOf(m) === -1) {\r\n this.rootNodes.push(m);\r\n }\r\n });\r\n this.transformNodes.forEach((t) => {\r\n if (!t.parent && this.rootNodes.indexOf(t) === -1) {\r\n this.rootNodes.push(t);\r\n }\r\n });\r\n this.lights.forEach((l) => {\r\n if (!l.parent && this.rootNodes.indexOf(l) === -1) {\r\n this.rootNodes.push(l);\r\n }\r\n });\r\n this.cameras.forEach((c) => {\r\n if (!c.parent && this.rootNodes.indexOf(c) === -1) {\r\n this.rootNodes.push(c);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @since 6.26.0\r\n * Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons/animation groups to the container.\r\n * @param root\r\n */\r\n public addAllAssetsToContainer(root: Node) {\r\n if (!root) {\r\n return;\r\n }\r\n\r\n const nodesToVisit: Node[] = [];\r\n const visitedNodes = new Set<Node>();\r\n\r\n nodesToVisit.push(root);\r\n\r\n while (nodesToVisit.length > 0) {\r\n const nodeToVisit = nodesToVisit.pop()!;\r\n\r\n if (nodeToVisit instanceof Mesh) {\r\n if (nodeToVisit.geometry && this.geometries.indexOf(nodeToVisit.geometry) === -1) {\r\n this.geometries.push(nodeToVisit.geometry);\r\n }\r\n this.meshes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof TransformNode) {\r\n this.transformNodes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof Light) {\r\n this.lights.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof Camera) {\r\n this.cameras.push(nodeToVisit);\r\n }\r\n\r\n if (nodeToVisit instanceof AbstractMesh) {\r\n if (nodeToVisit.material && this.materials.indexOf(nodeToVisit.material) === -1) {\r\n this.materials.push(nodeToVisit.material);\r\n for (const texture of nodeToVisit.material.getActiveTextures()) {\r\n if (this.textures.indexOf(texture) === -1) {\r\n this.textures.push(texture);\r\n }\r\n }\r\n }\r\n\r\n if (nodeToVisit.skeleton && this.skeletons.indexOf(nodeToVisit.skeleton) === -1) {\r\n this.skeletons.push(nodeToVisit.skeleton);\r\n }\r\n\r\n if (nodeToVisit.morphTargetManager && this.morphTargetManagers.indexOf(nodeToVisit.morphTargetManager) === -1) {\r\n this.morphTargetManagers.push(nodeToVisit.morphTargetManager);\r\n }\r\n }\r\n\r\n for (const child of nodeToVisit.getChildren()) {\r\n if (!visitedNodes.has(child)) {\r\n nodesToVisit.push(child);\r\n }\r\n }\r\n\r\n visitedNodes.add(nodeToVisit);\r\n }\r\n\r\n this.populateRootNodes();\r\n }\r\n}\r\n"]}
1
+ 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{ AbstractScene } from \"./abstractScene\";\r\nimport type { Scene } from \"./scene\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { Animatable } from \"./Animations/animatable\";\r\nimport { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport { Logger } from \"./Misc/logger\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { Node } from \"./node\";\r\nimport type { Observer } from \"./Misc/observable\";\r\nimport type { ThinEngine } from \"./Engines/thinEngine\";\r\nimport { InstancedMesh } from \"./Meshes/instancedMesh\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { Tools } from \"./Misc/tools\";\r\n\r\n/**\r\n * Set of assets to keep when moving a scene into an asset container.\r\n */\r\nexport class KeepAssets extends AbstractScene {}\r\n\r\n/**\r\n * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function\r\n */\r\nexport class InstantiatedEntries {\r\n /**\r\n * List of new root nodes (eg. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /**\r\n * List of new skeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * List of new animation groups\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * Disposes the instantiated entries from the scene\r\n */\r\n public dispose() {\r\n this.rootNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.rootNodes.length = 0;\r\n\r\n this.skeletons.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.skeletons.length = 0;\r\n\r\n this.animationGroups.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.animationGroups.length = 0;\r\n }\r\n}\r\n\r\n/**\r\n * Container with a set of assets that can be added or removed from a scene.\r\n */\r\nexport class AssetContainer extends AbstractScene {\r\n private _wasAddedToScene = false;\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * The scene the AssetContainer belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Instantiates an AssetContainer.\r\n * @param scene The scene the AssetContainer belongs to.\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n this[\"sounds\"] = [];\r\n this[\"effectLayers\"] = [];\r\n this[\"layers\"] = [];\r\n this[\"lensFlareSystems\"] = [];\r\n this[\"proceduralTextures\"] = [];\r\n this[\"reflectionProbes\"] = [];\r\n\r\n scene.onDisposeObservable.add(() => {\r\n if (!this._wasAddedToScene) {\r\n this.dispose();\r\n }\r\n });\r\n\r\n this._onContextRestoredObserver = scene.getEngine().onContextRestoredObservable.add(() => {\r\n for (const geometry of this.geometries) {\r\n geometry._rebuild();\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n mesh._rebuild();\r\n }\r\n\r\n for (const system of this.particleSystems) {\r\n system.rebuild();\r\n }\r\n\r\n for (const texture of this.textures) {\r\n texture._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Given a list of nodes, return a topological sorting of them.\r\n * @param nodes\r\n */\r\n private _topologicalSort(nodes: Node[]): Node[] {\r\n const nodesUidMap = new Map<number, Node>();\r\n\r\n for (const node of nodes) {\r\n nodesUidMap.set(node.uniqueId, node);\r\n }\r\n\r\n const dependencyGraph = {\r\n dependsOn: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes it depends on\r\n dependedBy: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes that depend on it\r\n };\r\n\r\n // Build the dependency graph given the list of nodes\r\n\r\n // First pass: Initialize the empty dependency graph\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n dependencyGraph.dependsOn.set(nodeId, new Set<number>());\r\n dependencyGraph.dependedBy.set(nodeId, new Set<number>());\r\n }\r\n\r\n // Second pass: Populate the dependency graph. We assume that we\r\n // don't need to check for cycles here, as the scene graph cannot\r\n // contain cycles. Our graph also already contains all transitive\r\n // dependencies because getDescendants returns the transitive\r\n // dependencies by default.\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n const dependsOn = dependencyGraph.dependsOn.get(nodeId)!;\r\n if (node instanceof InstancedMesh) {\r\n const masterMesh = node.sourceMesh;\r\n if (nodesUidMap.has(masterMesh.uniqueId)) {\r\n dependsOn.add(masterMesh.uniqueId);\r\n dependencyGraph.dependedBy.get(masterMesh.uniqueId)!.add(nodeId);\r\n }\r\n }\r\n const dependedBy = dependencyGraph.dependedBy.get(nodeId)!;\r\n\r\n for (const child of node.getDescendants()) {\r\n const childId = child.uniqueId;\r\n if (nodesUidMap.has(childId)) {\r\n dependedBy.add(childId);\r\n\r\n const childDependsOn = dependencyGraph.dependsOn.get(childId)!;\r\n childDependsOn.add(nodeId);\r\n }\r\n }\r\n }\r\n\r\n // Third pass: Topological sort\r\n const sortedNodes: Node[] = [];\r\n\r\n // First: Find all nodes that have no dependencies\r\n const leaves: Node[] = [];\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n if (dependencyGraph.dependsOn.get(nodeId)!.size === 0) {\r\n leaves.push(node);\r\n nodesUidMap.delete(nodeId);\r\n }\r\n }\r\n\r\n const visitList = leaves;\r\n while (visitList.length > 0) {\r\n const nodeToVisit = visitList.shift()!;\r\n\r\n sortedNodes.push(nodeToVisit);\r\n\r\n // Remove the node from the dependency graph\r\n // When a node is visited, we know that dependsOn is empty.\r\n // So we only need to remove the node from dependedBy.\r\n const dependedByVisitedNode = dependencyGraph.dependedBy.get(nodeToVisit.uniqueId)!;\r\n // Array.from(x.values()) is to make the TS compiler happy\r\n for (const dependedByVisitedNodeId of Array.from(dependedByVisitedNode.values())) {\r\n const dependsOnDependedByVisitedNode = dependencyGraph.dependsOn.get(dependedByVisitedNodeId)!;\r\n dependsOnDependedByVisitedNode.delete(nodeToVisit.uniqueId);\r\n\r\n if (dependsOnDependedByVisitedNode.size === 0 && nodesUidMap.get(dependedByVisitedNodeId)) {\r\n visitList.push(nodesUidMap.get(dependedByVisitedNodeId)!);\r\n nodesUidMap.delete(dependedByVisitedNodeId);\r\n }\r\n }\r\n }\r\n\r\n if (nodesUidMap.size > 0) {\r\n Logger.Error(\"SceneSerializer._topologicalSort: There were unvisited nodes:\");\r\n nodesUidMap.forEach((node) => Logger.Error(node.name));\r\n }\r\n\r\n return sortedNodes;\r\n }\r\n\r\n private _addNodeAndDescendantsToList(list: Node[], addedIds: Set<number>, rootNode?: Node, predicate?: (entity: any) => boolean) {\r\n if (!rootNode || (predicate && !predicate(rootNode)) || addedIds.has(rootNode.uniqueId)) {\r\n return;\r\n }\r\n\r\n list.push(rootNode);\r\n addedIds.add(rootNode.uniqueId);\r\n\r\n for (const child of rootNode.getDescendants(true)) {\r\n this._addNodeAndDescendantsToList(list, addedIds, child, predicate);\r\n }\r\n }\r\n\r\n /**\r\n * Check if a specific node is contained in this asset container.\r\n * @param node\r\n */\r\n private _isNodeInContainer(node: Node) {\r\n if (node instanceof Mesh && this.meshes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof TransformNode && this.transformNodes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Light && this.lights.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Camera && this.cameras.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * For every node in the scene, check if its parent node is also in the scene.\r\n */\r\n private _isValidHierarchy() {\r\n for (const node of this.meshes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.transformNodes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.lights) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.cameras) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Instantiate or clone all meshes and add the new ones to the scene.\r\n * Skeletons and animation groups will all be cloned\r\n * @param nameFunction defines an optional function used to get new names for clones\r\n * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\r\n * @param options defines an optional list of options to control how to instantiate / clone models\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.predicate defines a predicate used to filter whih mesh to instantiate/clone\r\n * @returns a list of rootNodes, skeletons and animation groups that were duplicated\r\n */\r\n public instantiateModelsToScene(\r\n nameFunction?: (sourceName: string) => string,\r\n cloneMaterials = false,\r\n options?: { doNotInstantiate?: boolean | ((node: Node) => boolean); predicate?: (entity: any) => boolean }\r\n ): InstantiatedEntries {\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.InstantiateModelsToScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n const conversionMap: { [key: number]: number } = {};\r\n const storeMap: { [key: number]: any } = {};\r\n const result = new InstantiatedEntries();\r\n const alreadySwappedSkeletons: Skeleton[] = [];\r\n const alreadySwappedMaterials: Material[] = [];\r\n\r\n const localOptions = {\r\n doNotInstantiate: true,\r\n ...options,\r\n };\r\n\r\n const onClone = (source: Node, clone: Node) => {\r\n conversionMap[source.uniqueId] = clone.uniqueId;\r\n storeMap[clone.uniqueId] = clone;\r\n\r\n if (nameFunction) {\r\n clone.name = nameFunction(source.name);\r\n }\r\n\r\n if (clone instanceof Mesh) {\r\n const clonedMesh = clone as Mesh;\r\n\r\n if (clonedMesh.morphTargetManager) {\r\n const oldMorphTargetManager = (source as Mesh).morphTargetManager!;\r\n clonedMesh.morphTargetManager = oldMorphTargetManager.clone();\r\n\r\n for (let index = 0; index < oldMorphTargetManager.numTargets; index++) {\r\n const oldTarget = oldMorphTargetManager.getTarget(index);\r\n const newTarget = clonedMesh.morphTargetManager.getTarget(index);\r\n\r\n conversionMap[oldTarget.uniqueId] = newTarget.uniqueId;\r\n storeMap[newTarget.uniqueId] = newTarget;\r\n }\r\n }\r\n }\r\n };\r\n\r\n const nodesToSort: Node[] = [];\r\n const idsOnSortList = new Set<number>();\r\n\r\n for (const transformNode of this.transformNodes) {\r\n if (transformNode.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, transformNode, localOptions.predicate);\r\n }\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n if (mesh.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, mesh, localOptions.predicate);\r\n }\r\n }\r\n\r\n // Topologically sort nodes by parenting/instancing relationships so that all resources are in place\r\n // when a given node is instantiated.\r\n const sortedNodes = this._topologicalSort(nodesToSort);\r\n\r\n const onNewCreated = (source: Node, clone: Node) => {\r\n onClone(source, clone);\r\n\r\n if (source.parent) {\r\n const replicatedParentId = conversionMap[source.parent.uniqueId];\r\n const replicatedParent = storeMap[replicatedParentId];\r\n\r\n if (replicatedParent) {\r\n clone.parent = replicatedParent;\r\n } else {\r\n clone.parent = source.parent;\r\n }\r\n }\r\n\r\n if ((clone as any).position && (source as any).position) {\r\n (clone as any).position.copyFrom((source as any).position);\r\n }\r\n if ((clone as any).rotationQuaternion && (source as any).rotationQuaternion) {\r\n (clone as any).rotationQuaternion.copyFrom((source as any).rotationQuaternion);\r\n }\r\n if ((clone as any).rotation && (source as any).rotation) {\r\n (clone as any).rotation.copyFrom((source as any).rotation);\r\n }\r\n if ((clone as any).scaling && (source as any).scaling) {\r\n (clone as any).scaling.copyFrom((source as any).scaling);\r\n }\r\n\r\n if ((clone as any).material) {\r\n const mesh = clone as AbstractMesh;\r\n\r\n if (mesh.material) {\r\n if (cloneMaterials) {\r\n const sourceMaterial = (source as AbstractMesh).material!;\r\n\r\n if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {\r\n let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : \"Clone of \" + sourceMaterial.name)!;\r\n alreadySwappedMaterials.push(sourceMaterial);\r\n conversionMap[sourceMaterial.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n\r\n if (sourceMaterial.getClassName() === \"MultiMaterial\") {\r\n const multi = sourceMaterial as MultiMaterial;\r\n\r\n for (const material of multi.subMaterials) {\r\n if (!material) {\r\n continue;\r\n }\r\n swap = material.clone(nameFunction ? nameFunction(material.name) : \"Clone of \" + material.name)!;\r\n alreadySwappedMaterials.push(material);\r\n conversionMap[material.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n }\r\n\r\n multi.subMaterials = multi.subMaterials.map((m) => m && storeMap[conversionMap[m.uniqueId]]);\r\n }\r\n }\r\n\r\n if (mesh.getClassName() !== \"InstancedMesh\") {\r\n mesh.material = storeMap[conversionMap[sourceMaterial.uniqueId]];\r\n }\r\n } else {\r\n if (mesh.material.getClassName() === \"MultiMaterial\") {\r\n if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {\r\n this.scene.addMultiMaterial(mesh.material as MultiMaterial);\r\n }\r\n } else {\r\n if (this.scene.materials.indexOf(mesh.material) === -1) {\r\n this.scene.addMaterial(mesh.material);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (clone.parent === null) {\r\n result.rootNodes.push(clone);\r\n }\r\n };\r\n\r\n sortedNodes.forEach((node) => {\r\n if (node.getClassName() === \"InstancedMesh\") {\r\n const instancedNode = node as InstancedMesh;\r\n const sourceMesh = instancedNode.sourceMesh;\r\n const replicatedSourceId = conversionMap[sourceMesh.uniqueId];\r\n const replicatedSource = typeof replicatedSourceId === \"number\" ? storeMap[replicatedSourceId] : sourceMesh;\r\n const replicatedInstancedNode = replicatedSource.createInstance(instancedNode.name);\r\n onNewCreated(instancedNode, replicatedInstancedNode);\r\n } else {\r\n // Mesh or TransformNode\r\n let canInstance = true;\r\n if (\r\n node.getClassName() === \"TransformNode\" ||\r\n node.getClassName() === \"Node\" ||\r\n (node as Mesh).skeleton ||\r\n !(node as any).getTotalVertices ||\r\n (node as Mesh).getTotalVertices() === 0\r\n ) {\r\n // Transform nodes, skinned meshes, and meshes with no vertices can never be instanced!\r\n canInstance = false;\r\n } else if (localOptions.doNotInstantiate) {\r\n if (typeof localOptions.doNotInstantiate === \"function\") {\r\n canInstance = !localOptions.doNotInstantiate(node);\r\n } else {\r\n canInstance = !localOptions.doNotInstantiate;\r\n }\r\n }\r\n const replicatedNode = canInstance ? (node as Mesh).createInstance(`instance of ${node.name}`) : node.clone(`Clone of ${node.name}`, null, true);\r\n if (!replicatedNode) {\r\n throw new Error(`Could not clone or instantiate node on Asset Container ${node.name}`);\r\n }\r\n onNewCreated(node, replicatedNode);\r\n }\r\n });\r\n\r\n this.skeletons.forEach((s) => {\r\n if (localOptions.predicate && !localOptions.predicate(s)) {\r\n return;\r\n }\r\n\r\n const clone = s.clone(nameFunction ? nameFunction(s.name) : \"Clone of \" + s.name);\r\n\r\n for (const m of this.meshes) {\r\n if (m.skeleton === s && !m.isAnInstance) {\r\n const copy = storeMap[conversionMap[m.uniqueId]] as Mesh;\r\n if (!copy || copy.isAnInstance) {\r\n continue;\r\n }\r\n copy.skeleton = clone;\r\n\r\n if (alreadySwappedSkeletons.indexOf(clone) !== -1) {\r\n continue;\r\n }\r\n\r\n alreadySwappedSkeletons.push(clone);\r\n\r\n // Check if bones are mesh linked\r\n for (const bone of clone.bones) {\r\n if (bone._linkedTransformNode) {\r\n bone._linkedTransformNode = storeMap[conversionMap[bone._linkedTransformNode.uniqueId]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n result.skeletons.push(clone);\r\n });\r\n\r\n this.animationGroups.forEach((o) => {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n return;\r\n }\r\n\r\n const clone = o.clone(nameFunction ? nameFunction(o.name) : \"Clone of \" + o.name, (oldTarget) => {\r\n const newTarget = storeMap[conversionMap[oldTarget.uniqueId]];\r\n\r\n return newTarget || oldTarget;\r\n });\r\n\r\n result.animationGroups.push(clone);\r\n });\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds all the assets from the container to the scene.\r\n */\r\n public addAllToScene() {\r\n if (this._wasAddedToScene) {\r\n return;\r\n }\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.addAllToScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\r\n this._wasAddedToScene = true;\r\n\r\n this.addToScene(null);\r\n\r\n if (this.environmentTexture) {\r\n this.scene.environmentTexture = this.environmentTexture;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.addFromContainer(this);\r\n }\r\n\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n\r\n /**\r\n * Adds assets from the container to the scene.\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public addToScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n const addedNodes: Node[] = [];\r\n this.cameras.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addCamera(o);\r\n addedNodes.push(o);\r\n });\r\n this.lights.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addLight(o);\r\n addedNodes.push(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMesh(o);\r\n addedNodes.push(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addTransformNode(o);\r\n addedNodes.push(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.addReflectionProbe(o);\r\n });\r\n\r\n for (const addedNode of addedNodes) {\r\n // If node was added to the scene, but parent is not in the scene, break the relationship\r\n if (addedNode.parent && this.scene.getNodes().indexOf(addedNode.parent) === -1) {\r\n // Use setParent to keep transform if possible\r\n if ((addedNode as TransformNode).setParent) {\r\n (addedNode as TransformNode).setParent(null);\r\n } else {\r\n addedNode.parent = null;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets in the container from the scene\r\n */\r\n public removeAllFromScene() {\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.removeAllFromScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\r\n this._wasAddedToScene = false;\r\n\r\n this.removeFromScene(null);\r\n\r\n if (this.environmentTexture === this.scene.environmentTexture) {\r\n this.scene.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Removes assets in the container from the scene\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public removeFromScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n this.cameras.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMesh(o, true);\r\n });\r\n this.skeletons.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n if (predicate && !predicate(o)) {\r\n return;\r\n }\r\n this.scene.removeReflectionProbe(o);\r\n });\r\n }\r\n\r\n /**\r\n * Disposes all the assets in the container\r\n */\r\n public dispose() {\r\n this.cameras.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.cameras.length = 0;\r\n\r\n this.lights.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.lights.length = 0;\r\n\r\n this.meshes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.meshes.length = 0;\r\n\r\n this.skeletons.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.skeletons.length = 0;\r\n\r\n this.animationGroups.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.animationGroups.length = 0;\r\n\r\n this.multiMaterials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.multiMaterials.length = 0;\r\n\r\n this.materials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.materials.length = 0;\r\n\r\n this.geometries.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.geometries.length = 0;\r\n\r\n this.transformNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.transformNodes.length = 0;\r\n\r\n this.actionManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.actionManagers.length = 0;\r\n\r\n this.textures.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.textures.length = 0;\r\n\r\n this.reflectionProbes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.reflectionProbes.length = 0;\r\n\r\n this.morphTargetManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.morphTargetManagers.length = 0;\r\n\r\n if (this.environmentTexture) {\r\n this.environmentTexture.dispose();\r\n this.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this, true);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n private _moveAssets<T>(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {\r\n if (!sourceAssets || !targetAssets) {\r\n return;\r\n }\r\n\r\n for (const asset of sourceAssets) {\r\n let move = true;\r\n if (keepAssets) {\r\n for (const keepAsset of keepAssets) {\r\n if (asset === keepAsset) {\r\n move = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (move) {\r\n targetAssets.push(asset);\r\n (asset as any)._parentContainer = this;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets contained in the scene and adds them to the container.\r\n * @param keepAssets Set of assets to keep in the scene. (default: empty)\r\n */\r\n public moveAllFromScene(keepAssets?: KeepAssets): void {\r\n this._wasAddedToScene = false;\r\n\r\n if (keepAssets === undefined) {\r\n keepAssets = new KeepAssets();\r\n }\r\n\r\n for (const key in this) {\r\n if (Object.prototype.hasOwnProperty.call(this, key)) {\r\n (<any>this)[key] = (<any>this)[key] || (key === \"_environmentTexture\" ? null : []);\r\n this._moveAssets((<any>this.scene)[key], (<any>this)[key], (<any>keepAssets)[key]);\r\n }\r\n }\r\n\r\n this.environmentTexture = this.scene.environmentTexture;\r\n\r\n this.removeAllFromScene();\r\n }\r\n\r\n /**\r\n * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\r\n * @returns the root mesh\r\n */\r\n public createRootMesh() {\r\n const rootMesh = new Mesh(\"assetContainerRootMesh\", this.scene);\r\n this.meshes.forEach((m) => {\r\n if (!m.parent) {\r\n rootMesh.addChild(m);\r\n }\r\n });\r\n this.meshes.unshift(rootMesh);\r\n return rootMesh;\r\n }\r\n\r\n /**\r\n * Merge animations (direct and animation groups) from this asset container into a scene\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param animatables set of animatables to retarget to a node from the scene\r\n * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\r\n * @returns an array of the new AnimationGroup added to the scene (empty array if none)\r\n */\r\n public mergeAnimationsTo(\r\n scene: Nullable<Scene> = EngineStore.LastCreatedScene,\r\n animatables: Animatable[],\r\n targetConverter: Nullable<(target: any) => Nullable<Node>> = null\r\n ): AnimationGroup[] {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to merge animations to\");\r\n return [];\r\n }\r\n\r\n const _targetConverter = targetConverter\r\n ? targetConverter\r\n : (target: any) => {\r\n let node = null;\r\n\r\n const targetProperty = target.animations.length ? target.animations[0].targetProperty : \"\";\r\n /*\r\n BabylonJS adds special naming to targets that are children of nodes.\r\n This name attempts to remove that special naming to get the parent nodes name in case the target\r\n can't be found in the node tree\r\n\r\n Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with \"Torso\" which is the name\r\n of the primitive's parent.\r\n */\r\n const name = target.name.split(\".\").join(\"\").split(\"_primitive\")[0];\r\n\r\n switch (targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);\r\n break;\r\n case \"influence\":\r\n node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);\r\n break;\r\n default:\r\n node = scene.getNodeByName(target.name) || scene.getNodeByName(name);\r\n }\r\n\r\n return node;\r\n };\r\n\r\n // Copy new node animations\r\n const nodesInAC = this.getNodes();\r\n nodesInAC.forEach((nodeInAC) => {\r\n const nodeInScene = _targetConverter(nodeInAC);\r\n if (nodeInScene !== null) {\r\n // Remove old animations with same target property as a new one\r\n for (const animationInAC of nodeInAC.animations) {\r\n // Doing treatment on an array for safety measure\r\n const animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {\r\n return animationInScene.targetProperty === animationInAC.targetProperty;\r\n });\r\n for (const animationWithSameProperty of animationsWithSameProperty) {\r\n const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);\r\n if (index > -1) {\r\n nodeInScene.animations.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n // Append new animations\r\n nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);\r\n }\r\n });\r\n\r\n const newAnimationGroups: AnimationGroup[] = [];\r\n\r\n // Copy new animation groups\r\n this.animationGroups.slice().forEach((animationGroupInAC) => {\r\n // Clone the animation group and all its animatables\r\n newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));\r\n\r\n // Remove animatables related to the asset container\r\n animationGroupInAC.animatables.forEach((animatable) => {\r\n animatable.stop();\r\n });\r\n });\r\n\r\n // Retarget animatables\r\n animatables.forEach((animatable) => {\r\n const target = _targetConverter(animatable.target);\r\n\r\n if (target) {\r\n // Clone the animatable and retarget it\r\n scene.beginAnimation(\r\n target,\r\n animatable.fromFrame,\r\n animatable.toFrame,\r\n animatable.loopAnimation,\r\n animatable.speedRatio,\r\n animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined,\r\n undefined,\r\n true,\r\n undefined,\r\n animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined\r\n );\r\n\r\n // Stop animation for the target in the asset container\r\n scene.stopAnimation(animatable.target);\r\n }\r\n });\r\n\r\n return newAnimationGroups;\r\n }\r\n\r\n /**\r\n * @since 6.15.0\r\n * This method checks for any node that has no parent\r\n * and is not in the rootNodes array, and adds the node\r\n * there, if so.\r\n */\r\n public populateRootNodes() {\r\n this.rootNodes.length = 0;\r\n this.meshes.forEach((m) => {\r\n if (!m.parent && this.rootNodes.indexOf(m) === -1) {\r\n this.rootNodes.push(m);\r\n }\r\n });\r\n this.transformNodes.forEach((t) => {\r\n if (!t.parent && this.rootNodes.indexOf(t) === -1) {\r\n this.rootNodes.push(t);\r\n }\r\n });\r\n this.lights.forEach((l) => {\r\n if (!l.parent && this.rootNodes.indexOf(l) === -1) {\r\n this.rootNodes.push(l);\r\n }\r\n });\r\n this.cameras.forEach((c) => {\r\n if (!c.parent && this.rootNodes.indexOf(c) === -1) {\r\n this.rootNodes.push(c);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @since 6.26.0\r\n * Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons/animation groups to the container.\r\n * @param root\r\n */\r\n public addAllAssetsToContainer(root: Node) {\r\n if (!root) {\r\n return;\r\n }\r\n\r\n const nodesToVisit: Node[] = [];\r\n const visitedNodes = new Set<Node>();\r\n\r\n nodesToVisit.push(root);\r\n\r\n while (nodesToVisit.length > 0) {\r\n const nodeToVisit = nodesToVisit.pop()!;\r\n\r\n if (nodeToVisit instanceof Mesh) {\r\n if (nodeToVisit.geometry && this.geometries.indexOf(nodeToVisit.geometry) === -1) {\r\n this.geometries.push(nodeToVisit.geometry);\r\n }\r\n this.meshes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof TransformNode) {\r\n this.transformNodes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof Light) {\r\n this.lights.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof Camera) {\r\n this.cameras.push(nodeToVisit);\r\n }\r\n\r\n if (nodeToVisit instanceof AbstractMesh) {\r\n if (nodeToVisit.material && this.materials.indexOf(nodeToVisit.material) === -1) {\r\n this.materials.push(nodeToVisit.material);\r\n for (const texture of nodeToVisit.material.getActiveTextures()) {\r\n if (this.textures.indexOf(texture) === -1) {\r\n this.textures.push(texture);\r\n }\r\n }\r\n }\r\n\r\n if (nodeToVisit.skeleton && this.skeletons.indexOf(nodeToVisit.skeleton) === -1) {\r\n this.skeletons.push(nodeToVisit.skeleton);\r\n }\r\n\r\n if (nodeToVisit.morphTargetManager && this.morphTargetManagers.indexOf(nodeToVisit.morphTargetManager) === -1) {\r\n this.morphTargetManagers.push(nodeToVisit.morphTargetManager);\r\n }\r\n }\r\n\r\n for (const child of nodeToVisit.getChildren()) {\r\n if (!visitedNodes.has(child)) {\r\n nodesToVisit.push(child);\r\n }\r\n }\r\n\r\n visitedNodes.add(nodeToVisit);\r\n }\r\n\r\n this.populateRootNodes();\r\n }\r\n}\r\n"]}
@@ -0,0 +1,34 @@
1
+ import type { IBaseEnginePublic } from "../../engine.base";
2
+ export interface IAlphaEngineExtension {
3
+ /**
4
+ * Sets alpha constants used by some alpha blending modes
5
+ * @param r defines the red component
6
+ * @param g defines the green component
7
+ * @param b defines the blue component
8
+ * @param a defines the alpha component
9
+ */
10
+ setAlphaConstants(engineState: IBaseEnginePublic, r: number, g: number, b: number, a: number): void;
11
+ /**
12
+ * Sets the current alpha mode
13
+ * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
14
+ * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
15
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering
16
+ */
17
+ setAlphaMode(engineState: IBaseEnginePublic, mode: number, noDepthWriteChange?: boolean): void;
18
+ /**
19
+ * Gets the current alpha mode
20
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering
21
+ * @returns the current alpha mode
22
+ */
23
+ getAlphaMode(engineState: IBaseEnginePublic): number;
24
+ /**
25
+ * Sets the current alpha equation
26
+ * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
27
+ */
28
+ setAlphaEquation(engineState: IBaseEnginePublic, equation: number): void;
29
+ /**
30
+ * Gets the current alpha equation.
31
+ * @returns the current alpha equation
32
+ */
33
+ getAlphaEquation(engineState: IBaseEnginePublic): number;
34
+ }
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=alpha.base.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"alpha.base.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/esm/Engines/Extensions/alpha/alpha.base.ts"],"names":[],"mappings":"","sourcesContent":["import type { IBaseEnginePublic } from \"../../engine.base\";\r\n\r\nexport interface IAlphaEngineExtension {\r\n /**\r\n * Sets alpha constants used by some alpha blending modes\r\n * @param r defines the red component\r\n * @param g defines the green component\r\n * @param b defines the blue component\r\n * @param a defines the alpha component\r\n */\r\n setAlphaConstants(engineState: IBaseEnginePublic, r: number, g: number, b: number, a: number): void;\r\n\r\n /**\r\n * Sets the current alpha mode\r\n * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)\r\n * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering\r\n */\r\n setAlphaMode(engineState: IBaseEnginePublic, mode: number, noDepthWriteChange?: boolean): void;\r\n\r\n /**\r\n * Gets the current alpha mode\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering\r\n * @returns the current alpha mode\r\n */\r\n getAlphaMode(engineState: IBaseEnginePublic): number;\r\n\r\n /**\r\n * Sets the current alpha equation\r\n * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)\r\n */\r\n setAlphaEquation(engineState: IBaseEnginePublic, equation: number): void;\r\n\r\n /**\r\n * Gets the current alpha equation.\r\n * @returns the current alpha equation\r\n */\r\n getAlphaEquation(engineState: IBaseEnginePublic): number;\r\n}\r\n"]}
@@ -0,0 +1,87 @@
1
+ import type { Nullable } from "../../../../types.js";
2
+ import type { ComputeEffect, IComputeEffectCreationOptions } from "../../../../Compute/computeEffect.js";
3
+ import type { IComputeContext } from "../../../../Compute/IComputeContext.js";
4
+ import type { IComputePipelineContext } from "../../../../Compute/IComputePipelineContext.js";
5
+ import type { IBaseEnginePublic } from "../../engine.base";
6
+ /**
7
+ * Type used to locate a resource in a compute shader.
8
+ * TODO: remove this when browsers support reflection for wgsl shaders
9
+ */
10
+ export type ComputeBindingLocation = {
11
+ group: number;
12
+ binding: number;
13
+ };
14
+ /**
15
+ * Type used to lookup a resource and retrieve its binding location
16
+ * TODO: remove this when browsers support reflection for wgsl shaders
17
+ */
18
+ export type ComputeBindingMapping = {
19
+ [key: string]: ComputeBindingLocation;
20
+ };
21
+ /** @internal */
22
+ export declare enum ComputeBindingType {
23
+ Texture = 0,
24
+ StorageTexture = 1,
25
+ UniformBuffer = 2,
26
+ StorageBuffer = 3,
27
+ TextureWithoutSampler = 4,
28
+ Sampler = 5,
29
+ ExternalTexture = 6
30
+ }
31
+ /** @internal */
32
+ export type ComputeBindingList = {
33
+ [key: string]: {
34
+ type: ComputeBindingType;
35
+ object: any;
36
+ indexInGroupEntries?: number;
37
+ };
38
+ };
39
+ export interface IComputerShaderEngineExtension {
40
+ /**
41
+ * Creates a new compute effect
42
+ * @param baseName Name of the effect
43
+ * @param options Options used to create the effect
44
+ * @returns The new compute effect
45
+ */
46
+ createComputeEffect(engineState: IBaseEnginePublic, baseName: any, options: IComputeEffectCreationOptions): ComputeEffect;
47
+ /**
48
+ * Creates a new compute pipeline context
49
+ * @returns the new pipeline
50
+ */
51
+ createComputePipelineContext(engineState: IBaseEnginePublic): IComputePipelineContext;
52
+ /**
53
+ * Creates a new compute context
54
+ * @returns the new context
55
+ */
56
+ createComputeContext(engineState: IBaseEnginePublic): IComputeContext | undefined;
57
+ /**
58
+ * Dispatches a compute shader
59
+ * @param effect The compute effect
60
+ * @param context The compute context
61
+ * @param bindings The list of resources to bind to the shader
62
+ * @param x The number of workgroups to execute on the X dimension
63
+ * @param y The number of workgroups to execute on the Y dimension
64
+ * @param z The number of workgroups to execute on the Z dimension
65
+ * @param bindingsMapping list of bindings mapping (key is property name, value is binding location)
66
+ */
67
+ computeDispatch(engineState: IBaseEnginePublic, effect: ComputeEffect, context: IComputeContext, bindings: ComputeBindingList, x: number, y?: number, z?: number, bindingsMapping?: ComputeBindingMapping): void;
68
+ /**
69
+ * Gets a boolean indicating if all created compute effects are ready
70
+ * @returns true if all effects are ready
71
+ */
72
+ areAllComputeEffectsReady(engineState: IBaseEnginePublic): boolean;
73
+ /**
74
+ * Forces the engine to release all cached compute effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
75
+ */
76
+ releaseComputeEffects(engineState: IBaseEnginePublic): void;
77
+ /** @internal */
78
+ _prepareComputePipelineContext(engineState: IBaseEnginePublic, pipelineContext: IComputePipelineContext, computeSourceCode: string, rawComputeSourceCode: string, defines: Nullable<string>, entryPoint: string): void;
79
+ /** @internal */
80
+ _rebuildComputeEffects(engineState: IBaseEnginePublic): void;
81
+ /** @internal */
82
+ _executeWhenComputeStateIsCompiled(engineState: IBaseEnginePublic, pipelineContext: IComputePipelineContext, action: () => void): void;
83
+ /** @internal */
84
+ _releaseComputeEffect(engineState: IBaseEnginePublic, effect: ComputeEffect): void;
85
+ /** @internal */
86
+ _deleteComputePipelineContext(engineState: IBaseEnginePublic, pipelineContext: IComputePipelineContext): void;
87
+ }
@@ -0,0 +1,12 @@
1
+ /** @internal */
2
+ export var ComputeBindingType;
3
+ (function (ComputeBindingType) {
4
+ ComputeBindingType[ComputeBindingType["Texture"] = 0] = "Texture";
5
+ ComputeBindingType[ComputeBindingType["StorageTexture"] = 1] = "StorageTexture";
6
+ ComputeBindingType[ComputeBindingType["UniformBuffer"] = 2] = "UniformBuffer";
7
+ ComputeBindingType[ComputeBindingType["StorageBuffer"] = 3] = "StorageBuffer";
8
+ ComputeBindingType[ComputeBindingType["TextureWithoutSampler"] = 4] = "TextureWithoutSampler";
9
+ ComputeBindingType[ComputeBindingType["Sampler"] = 5] = "Sampler";
10
+ ComputeBindingType[ComputeBindingType["ExternalTexture"] = 6] = "ExternalTexture";
11
+ })(ComputeBindingType || (ComputeBindingType = {}));
12
+ //# sourceMappingURL=computeShaders.base.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"computeShaders.base.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/esm/Engines/Extensions/computeShaders/computeShaders.base.ts"],"names":[],"mappings":"AAkBA,gBAAgB;AAChB,MAAM,CAAN,IAAY,kBAQX;AARD,WAAY,kBAAkB;IAC1B,iEAAW,CAAA;IACX,+EAAkB,CAAA;IAClB,6EAAiB,CAAA;IACjB,6EAAiB,CAAA;IACjB,6FAAyB,CAAA;IACzB,iEAAW,CAAA;IACX,iFAAmB,CAAA;AACvB,CAAC,EARW,kBAAkB,KAAlB,kBAAkB,QAQ7B","sourcesContent":["import type { Nullable } from \"core/types\";\r\nimport type { ComputeEffect, IComputeEffectCreationOptions } from \"core/Compute/computeEffect\";\r\nimport type { IComputeContext } from \"core/Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"core/Compute/IComputePipelineContext\";\r\nimport type { IBaseEnginePublic } from \"../../engine.base\";\r\n\r\n/**\r\n * Type used to locate a resource in a compute shader.\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingLocation = { group: number; binding: number };\r\n\r\n/**\r\n * Type used to lookup a resource and retrieve its binding location\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingMapping = { [key: string]: ComputeBindingLocation };\r\n\r\n/** @internal */\r\nexport enum ComputeBindingType {\r\n Texture = 0,\r\n StorageTexture = 1,\r\n UniformBuffer = 2,\r\n StorageBuffer = 3,\r\n TextureWithoutSampler = 4,\r\n Sampler = 5,\r\n ExternalTexture = 6,\r\n}\r\n\r\n/** @internal */\r\nexport type ComputeBindingList = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number } };\r\n\r\nexport interface IComputerShaderEngineExtension {\r\n /**\r\n * Creates a new compute effect\r\n * @param baseName Name of the effect\r\n * @param options Options used to create the effect\r\n * @returns The new compute effect\r\n */\r\n createComputeEffect(engineState: IBaseEnginePublic, baseName: any, options: IComputeEffectCreationOptions): ComputeEffect;\r\n\r\n /**\r\n * Creates a new compute pipeline context\r\n * @returns the new pipeline\r\n */\r\n createComputePipelineContext(engineState: IBaseEnginePublic): IComputePipelineContext;\r\n\r\n /**\r\n * Creates a new compute context\r\n * @returns the new context\r\n */\r\n createComputeContext(engineState: IBaseEnginePublic): IComputeContext | undefined;\r\n\r\n /**\r\n * Dispatches a compute shader\r\n * @param effect The compute effect\r\n * @param context The compute context\r\n * @param bindings The list of resources to bind to the shader\r\n * @param x The number of workgroups to execute on the X dimension\r\n * @param y The number of workgroups to execute on the Y dimension\r\n * @param z The number of workgroups to execute on the Z dimension\r\n * @param bindingsMapping list of bindings mapping (key is property name, value is binding location)\r\n */\r\n computeDispatch(\r\n engineState: IBaseEnginePublic,\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n ): void;\r\n\r\n /**\r\n * Gets a boolean indicating if all created compute effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n areAllComputeEffectsReady(engineState: IBaseEnginePublic): boolean;\r\n\r\n /**\r\n * Forces the engine to release all cached compute effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled\r\n */\r\n releaseComputeEffects(engineState: IBaseEnginePublic): void;\r\n\r\n /** @internal */\r\n _prepareComputePipelineContext(\r\n engineState: IBaseEnginePublic,\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n ): void;\r\n\r\n /** @internal */\r\n _rebuildComputeEffects(engineState: IBaseEnginePublic): void;\r\n\r\n /** @internal */\r\n _executeWhenComputeStateIsCompiled(engineState: IBaseEnginePublic, pipelineContext: IComputePipelineContext, action: () => void): void;\r\n\r\n /** @internal */\r\n _releaseComputeEffect(engineState: IBaseEnginePublic, effect: ComputeEffect): void;\r\n\r\n /** @internal */\r\n _deleteComputePipelineContext(engineState: IBaseEnginePublic, pipelineContext: IComputePipelineContext): void;\r\n}\r\n"]}
@@ -0,0 +1,79 @@
1
+ import type { RenderTargetWrapper } from "../../../../Engines/renderTargetWrapper.js";
2
+ import type { InternalTexture } from "../../../../Materials/Textures/internalTexture.js";
3
+ import type { DepthTextureCreationOptions } from "../../../../Materials/Textures/textureCreationOptions.js";
4
+ import type { Scene } from "../../../../scene.js";
5
+ import type { Nullable } from "../../../../types.js";
6
+ import type { IBaseEnginePublic } from "../../engine.base";
7
+ export interface ICubeTextureEngineExtension {
8
+ /**
9
+ * Creates a depth stencil cube texture.
10
+ * This is only available in WebGL 2.
11
+ * @param size The size of face edge in the cube texture.
12
+ * @param options The options defining the cube texture.
13
+ * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created
14
+ * @returns The cube texture
15
+ */
16
+ _createDepthStencilCubeTexture(engineState: IBaseEnginePublic, size: number, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;
17
+ /**
18
+ * Creates a cube texture
19
+ * @param rootUrl defines the url where the files to load is located
20
+ * @param scene defines the current scene
21
+ * @param files defines the list of files to load (1 per face)
22
+ * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
23
+ * @param onLoad defines an optional callback raised when the texture is loaded
24
+ * @param onError defines an optional callback raised if there is an issue to load the texture
25
+ * @param format defines the format of the data
26
+ * @param forcedExtension defines the extension to use to pick the right loader
27
+ * @param createPolynomials if a polynomial sphere should be created for the cube texture
28
+ * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
29
+ * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
30
+ * @param fallback defines texture to use while falling back when (compressed) texture file not found.
31
+ * @param loaderOptions options to be passed to the loader
32
+ * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
33
+ * @returns the cube texture as an InternalTexture
34
+ */
35
+ createCubeTexture(engineState: IBaseEnginePublic, rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, loaderOptions: any, useSRGBBuffer: boolean): InternalTexture;
36
+ /**
37
+ * Creates a cube texture
38
+ * @param rootUrl defines the url where the files to load is located
39
+ * @param scene defines the current scene
40
+ * @param files defines the list of files to load (1 per face)
41
+ * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
42
+ * @param onLoad defines an optional callback raised when the texture is loaded
43
+ * @param onError defines an optional callback raised if there is an issue to load the texture
44
+ * @param format defines the format of the data
45
+ * @param forcedExtension defines the extension to use to pick the right loader
46
+ * @returns the cube texture as an InternalTexture
47
+ */
48
+ createCubeTexture(engineState: IBaseEnginePublic, rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
49
+ /**
50
+ * Creates a cube texture
51
+ * @param rootUrl defines the url where the files to load is located
52
+ * @param scene defines the current scene
53
+ * @param files defines the list of files to load (1 per face)
54
+ * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
55
+ * @param onLoad defines an optional callback raised when the texture is loaded
56
+ * @param onError defines an optional callback raised if there is an issue to load the texture
57
+ * @param format defines the format of the data
58
+ * @param forcedExtension defines the extension to use to pick the right loader
59
+ * @param createPolynomials if a polynomial sphere should be created for the cube texture
60
+ * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
61
+ * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
62
+ * @returns the cube texture as an InternalTexture
63
+ */
64
+ createCubeTexture(engineState: IBaseEnginePublic, rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
65
+ /** @internal */
66
+ createCubeTextureBase(engineState: IBaseEnginePublic, rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>, imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>, useSRGBBuffer: boolean): InternalTexture;
67
+ /** @internal */
68
+ _partialLoadFile(engineState: IBaseEnginePublic, url: string, index: number, loadedFiles: ArrayBuffer[], onfinish: (files: ArrayBuffer[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
69
+ /** @internal */
70
+ _cascadeLoadFiles(engineState: IBaseEnginePublic, scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
71
+ /** @internal */
72
+ _cascadeLoadImgs(engineState: IBaseEnginePublic, scene: Nullable<Scene>, texture: InternalTexture, onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
73
+ /** @internal */
74
+ _partialLoadImg(engineState: IBaseEnginePublic, url: string, index: number, loadedImages: HTMLImageElement[] | ImageBitmap[], scene: Nullable<Scene>, texture: InternalTexture, onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
75
+ /**
76
+ * @internal
77
+ */
78
+ _setCubeMapTextureParams(engineState: IBaseEnginePublic, texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;
79
+ }
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=cubeTexture.base.js.map