@babylonjs/core 6.36.0 → 6.37.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js +4 -0
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
- package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -2
- package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +28 -3
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -0
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +6 -2
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -0
- package/Engines/WebGPU/webgpuCacheBindGroups.js +12 -0
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +3 -0
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +2 -1
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +23 -5
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +4 -5
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +10 -4
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +8 -53
- package/Engines/WebGPU/webgpuTextureHelper.js +4 -996
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +56 -0
- package/Engines/WebGPU/webgpuTextureManager.js +1012 -0
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -0
- package/Engines/engine.d.ts +1 -0
- package/Engines/engine.js +9 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +1 -0
- package/Engines/renderTargetWrapper.js +5 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +1 -0
- package/Engines/thinEngine.js +11 -7
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +9 -2
- package/Engines/webgpuEngine.js +75 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +23 -6
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +14 -3
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +14 -3
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +12 -11
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +22 -7
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +15 -9
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +13 -5
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +9 -5
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +24 -6
- package/FlowGraph/flowGraph.js +12 -12
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +31 -2
- package/FlowGraph/flowGraphBlock.js +8 -3
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +5 -1
- package/FlowGraph/flowGraphContext.js +4 -2
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +22 -2
- package/FlowGraph/flowGraphCoordinator.js +7 -11
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FlowGraph/{flowGraphWithOnDoneExecutionBlock.js → flowGraphExecutionBlockWithOutSignal.js} +1 -1
- package/FlowGraph/flowGraphExecutionBlockWithOutSignal.js.map +1 -0
- package/FlowGraph/flowGraphPathConverter.d.ts +13 -0
- package/FlowGraph/flowGraphPathConverter.js +31 -0
- package/FlowGraph/flowGraphPathConverter.js.map +1 -0
- package/FlowGraph/flowGraphPathConverterComponent.d.ts +19 -0
- package/FlowGraph/flowGraphPathConverterComponent.js +31 -0
- package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -0
- package/FlowGraph/index.d.ts +0 -1
- package/FlowGraph/index.js +0 -1
- package/FlowGraph/index.js.map +1 -1
- package/FlowGraph/serialization.d.ts +8 -0
- package/FlowGraph/serialization.js +12 -4
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/typeDefinitions.d.ts +86 -1
- package/FlowGraph/typeDefinitions.js.map +1 -1
- package/Materials/Textures/dynamicTexture.js +2 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/hardwareTextureWrapper.d.ts +1 -1
- package/Materials/Textures/hardwareTextureWrapper.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +6 -2
- package/Materials/Textures/internalTexture.js +6 -4
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +10 -10
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/material.d.ts +1 -1
- package/Materials/material.js +3 -1
- package/Materials/material.js.map +1 -1
- package/Materials/shaderMaterial.js +2 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +2 -0
- package/Materials/uniformBuffer.js +16 -0
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.d.ts +2 -1
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.d.ts +2 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/WebGPU/webgpuDataBuffer.d.ts +1 -0
- package/Meshes/WebGPU/webgpuDataBuffer.js +2 -0
- package/Meshes/WebGPU/webgpuDataBuffer.js.map +1 -1
- package/Meshes/geometry.js +3 -3
- package/Meshes/geometry.js.map +1 -1
- package/Misc/brdfTextureTools.js +9 -7
- package/Misc/brdfTextureTools.js.map +1 -1
- package/Misc/rgbdTextureTools.js +37 -37
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/ObjectModel/index.d.ts +1 -0
- package/ObjectModel/index.js +2 -0
- package/ObjectModel/index.js.map +1 -0
- package/ObjectModel/objectModelInterfaces.d.ts +21 -0
- package/ObjectModel/objectModelInterfaces.js +2 -0
- package/ObjectModel/objectModelInterfaces.js.map +1 -0
- package/Particles/computeShaderParticleSystem.js +2 -2
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.js +1 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +2 -5
- package/Particles/particleSystem.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js +1 -6
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Rendering/renderingManager.js +1 -1
- package/Rendering/renderingManager.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.d.ts +9 -1
- package/XR/features/WebXRControllerTeleportation.js +10 -0
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/package.json +1 -1
- package/types.d.ts +5 -1
- package/types.js +0 -2
- package/types.js.map +1 -1
- package/FlowGraph/flowGraphPath.d.ts +0 -45
- package/FlowGraph/flowGraphPath.js +0 -156
- package/FlowGraph/flowGraphPath.js.map +0 -1
- package/FlowGraph/flowGraphPathComponent.d.ts +0 -42
- package/FlowGraph/flowGraphPathComponent.js +0 -51
- package/FlowGraph/flowGraphPathComponent.js.map +0 -1
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +0 -1
- /package/FlowGraph/{flowGraphWithOnDoneExecutionBlock.d.ts → flowGraphExecutionBlockWithOutSignal.d.ts} +0 -0
package/FlowGraph/index.js.map
CHANGED
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/index.ts"],"names":[],"mappings":"AAAA,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/index.ts"],"names":[],"mappings":"AAAA,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,sDAAsD;AACtD,cAAc,gBAAgB,CAAC","sourcesContent":["export * from \"./flowGraph\";\r\nexport * from \"./flowGraphBlock\";\r\nexport * from \"./flowGraphSignalConnection\";\r\nexport * from \"./flowGraphExecutionBlock\";\r\nexport * from \"./flowGraphEventBlock\";\r\nexport * from \"./flowGraphRichTypes\";\r\nexport * from \"./flowGraphContext\";\r\nexport * from \"./flowGraphCoordinator\";\r\nexport * from \"./typeDefinitions\";\r\nexport * from \"./flowGraphContextLogger\";\r\nexport * from \"./flowGraphConnection\";\r\nexport * from \"./flowGraphDataConnection\";\r\n// eslint-disable-next-line import/no-internal-modules\r\nexport * from \"./Blocks/index\";\r\n"]}
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* @returns
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export declare function defaultValueParseFunction(key: string, serializationObject: any, scene: Scene): any;
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/**
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* Given a name of a flow graph block class, return if this
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* class needs to be created with a path converter. Used in
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* parsing.
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* @param className the name of the flow graph block class
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* @returns a boolean indicating if the class needs a path converter
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*/
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export declare function needsPathConverter(className: string): boolean;
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import { Color3, Color4 } from "../Maths/math.color.js";
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import { Quaternion, Vector2, Vector3, Vector4 } from "../Maths/math.vector.js";
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import { FlowGraphPath } from "./flowGraphPath.js";
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function isMeshClassName(className) {
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else if (isVectorClassName(className)) {
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finalValue = parseVector(className, intermediateValue.value);
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}
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else if (className === FlowGraphPath.ClassName) {
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finalValue = FlowGraphPath.Parse(intermediateValue);
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}
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finalValue = intermediateValue.value;
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}
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/**
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* Given a name of a flow graph block class, return if this
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* class needs to be created with a path converter. Used in
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*/
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export function needsPathConverter(className) {
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// I am not using the ClassName property here because it was causing a circular dependency
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// that jest didn't like!
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return className === "FGSetPropertyBlock" || className === "FGGetPropertyBlock" || className === "FGPlayAnimationBlock" || className === "FGMeshPickEventBlock";
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}
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//# sourceMappingURL=serialization.js.map
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{"version":3,"file":"serialization.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/serialization.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AACrD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;
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{"version":3,"file":"serialization.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/serialization.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AACrD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAG7E,SAAS,eAAe,CAAC,SAAiB;IACtC,OAAO,CACH,SAAS,KAAK,MAAM;QACpB,SAAS,KAAK,cAAc;QAC5B,SAAS,KAAK,YAAY;QAC1B,SAAS,KAAK,cAAc;QAC5B,SAAS,KAAK,WAAW;QACzB,SAAS,KAAK,cAAc;QAC5B,SAAS,KAAK,iBAAiB;QAC/B,SAAS,KAAK,WAAW,CAC5B,CAAC;AACN,CAAC;AAED,SAAS,iBAAiB,CAAC,SAAiB;IACxC,OAAO,SAAS,KAAK,SAAS,IAAI,SAAS,KAAK,SAAS,IAAI,SAAS,KAAK,SAAS,IAAI,SAAS,KAAK,YAAY,IAAI,SAAS,KAAK,QAAQ,IAAI,SAAS,KAAK,QAAQ,CAAC;AAC3K,CAAC;AAED,SAAS,WAAW,CAAC,SAAiB,EAAE,KAAoB;IACxD,IAAI,SAAS,KAAK,SAAS,EAAE;QACzB,OAAO,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;KACnC;SAAM,IAAI,SAAS,KAAK,SAAS,EAAE;QAChC,OAAO,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;KACnC;SAAM,IAAI,SAAS,KAAK,SAAS,EAAE;QAChC,OAAO,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;KACnC;SAAM,IAAI,SAAS,KAAK,YAAY,EAAE;QACnC,OAAO,UAAU,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;KACtC;SAAM,IAAI,SAAS,KAAK,QAAQ,EAAE;QAC/B,OAAO,IAAI,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;KACnD;SAAM,IAAI,SAAS,KAAK,QAAQ,EAAE;QAC/B,OAAO,IAAI,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;KAC7D;SAAM;QACH,MAAM,IAAI,KAAK,CAAC,6BAA6B,SAAS,EAAE,CAAC,CAAC;KAC7D;AACL,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,iCAAiC,CAAC,GAAW,EAAE,KAAU,EAAE,mBAAwB;;IAC/F,MAAM,SAAS,GAAG,MAAA,MAAA,KAAK,aAAL,KAAK,uBAAL,KAAK,CAAE,YAAY,qDAAI,mCAAI,EAAE,CAAC;IAChD,IAAI,eAAe,CAAC,SAAS,CAAC,EAAE;QAC5B,mBAAmB,CAAC,GAAG,CAAC,GAAG;YACvB,IAAI,EAAE,KAAK,CAAC,IAAI;YAChB,SAAS;SACZ,CAAC;KACL;SAAM,IAAI,iBAAiB,CAAC,SAAS,CAAC,EAAE;QACrC,mBAAmB,CAAC,GAAG,CAAC,GAAG;YACvB,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;YACtB,SAAS;SACZ,CAAC;KACL;SAAM;QACH,mBAAmB,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;KACpC;AACL,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,yBAAyB,CAAC,GAAW,EAAE,mBAAwB,EAAE,KAAY;IACzF,MAAM,iBAAiB,GAAG,mBAAmB,CAAC,GAAG,CAAC,CAAC;IACnD,IAAI,UAAU,CAAC;IACf,MAAM,SAAS,GAAG,iBAAiB,aAAjB,iBAAiB,uBAAjB,iBAAiB,CAAE,SAAS,CAAC;IAC/C,IAAI,eAAe,CAAC,SAAS,CAAC,EAAE;QAC5B,UAAU,GAAG,KAAK,CAAC,aAAa,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;KAC5D;SAAM,IAAI,iBAAiB,CAAC,SAAS,CAAC,EAAE;QACrC,UAAU,GAAG,WAAW,CAAC,SAAS,EAAE,iBAAiB,CAAC,KAAK,CAAC,CAAC;KAChE;SAAM,IAAI,iBAAiB,IAAI,iBAAiB,CAAC,KAAK,KAAK,SAAS,EAAE;QACnE,UAAU,GAAG,iBAAiB,CAAC,KAAK,CAAC;KACxC;SAAM;QACH,UAAU,GAAG,iBAAiB,CAAC;KAClC;IACD,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,kBAAkB,CAAC,SAAiB;IAChD,0FAA0F;IAC1F,yBAAyB;IACzB,OAAO,SAAS,KAAK,oBAAoB,IAAI,SAAS,KAAK,oBAAoB,IAAI,SAAS,KAAK,sBAAsB,IAAI,SAAS,KAAK,sBAAsB,CAAC;AACpK,CAAC","sourcesContent":["import { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Quaternion, Vector2, Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nfunction isMeshClassName(className: string) {\r\n return (\r\n className === \"Mesh\" ||\r\n className === \"AbstractMesh\" ||\r\n className === \"GroundMesh\" ||\r\n className === \"InstanceMesh\" ||\r\n className === \"LinesMesh\" ||\r\n className === \"GoldbergMesh\" ||\r\n className === \"GreasedLineMesh\" ||\r\n className === \"TrailMesh\"\r\n );\r\n}\r\n\r\nfunction isVectorClassName(className: string) {\r\n return className === \"Vector2\" || className === \"Vector3\" || className === \"Vector4\" || className === \"Quaternion\" || className === \"Color3\" || className === \"Color4\";\r\n}\r\n\r\nfunction parseVector(className: string, value: Array<number>) {\r\n if (className === \"Vector2\") {\r\n return Vector2.FromArray(value);\r\n } else if (className === \"Vector3\") {\r\n return Vector3.FromArray(value);\r\n } else if (className === \"Vector4\") {\r\n return Vector4.FromArray(value);\r\n } else if (className === \"Quaternion\") {\r\n return Quaternion.FromArray(value);\r\n } else if (className === \"Color3\") {\r\n return new Color3(value[0], value[1], value[2]);\r\n } else if (className === \"Color4\") {\r\n return new Color4(value[0], value[1], value[2], value[3]);\r\n } else {\r\n throw new Error(`Unknown vector class name ${className}`);\r\n }\r\n}\r\n\r\n/**\r\n * The default function that serializes values in a context object to a serialization object\r\n * @param key the key where the value should be stored in the serialization object\r\n * @param value the value to store\r\n * @param serializationObject the object where the value will be stored\r\n */\r\nexport function defaultValueSerializationFunction(key: string, value: any, serializationObject: any) {\r\n const className = value?.getClassName?.() ?? \"\";\r\n if (isMeshClassName(className)) {\r\n serializationObject[key] = {\r\n name: value.name,\r\n className,\r\n };\r\n } else if (isVectorClassName(className)) {\r\n serializationObject[key] = {\r\n value: value.asArray(),\r\n className,\r\n };\r\n } else {\r\n serializationObject[key] = value;\r\n }\r\n}\r\n\r\n/**\r\n * The default function that parses values stored in a serialization object\r\n * @param key the key to the value that will be parsed\r\n * @param serializationObject the object that will be parsed\r\n * @param scene\r\n * @returns\r\n */\r\nexport function defaultValueParseFunction(key: string, serializationObject: any, scene: Scene) {\r\n const intermediateValue = serializationObject[key];\r\n let finalValue;\r\n const className = intermediateValue?.className;\r\n if (isMeshClassName(className)) {\r\n finalValue = scene.getMeshByName(intermediateValue.name);\r\n } else if (isVectorClassName(className)) {\r\n finalValue = parseVector(className, intermediateValue.value);\r\n } else if (intermediateValue && intermediateValue.value !== undefined) {\r\n finalValue = intermediateValue.value;\r\n } else {\r\n finalValue = intermediateValue;\r\n }\r\n return finalValue;\r\n}\r\n\r\n/**\r\n * Given a name of a flow graph block class, return if this\r\n * class needs to be created with a path converter. Used in\r\n * parsing.\r\n * @param className the name of the flow graph block class\r\n * @returns a boolean indicating if the class needs a path converter\r\n */\r\nexport function needsPathConverter(className: string) {\r\n // I am not using the ClassName property here because it was causing a circular dependency\r\n // that jest didn't like!\r\n return className === \"FGSetPropertyBlock\" || className === \"FGGetPropertyBlock\" || className === \"FGPlayAnimationBlock\" || className === \"FGMeshPickEventBlock\";\r\n}\r\n"]}
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@@ -1,33 +1,118 @@
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import type { FlowGraphConnectionType } from "./flowGraphConnection";
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* An accessor that allows modifying properties on some other object.
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export interface IObjectAccessor {
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/**
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* The type of the object that is converted
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*/
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type: string;
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/**
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* Get a property value from the object.
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get(...args: any[]): any;
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/**
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* Set a property value on the object.
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*/
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set(value: any, ...args: any[]): void;
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/**
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* Get the original object
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*/
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getObject(...args: any[]): any;
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}
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/**
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* A Serialized Flow Graph Context
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*/
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export interface ISerializedFlowGraphContext {
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/**
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* The unique id of the context
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*/
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uniqueId: string;
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/**
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* User variables
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*/
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[key: string]: any;
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};
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/**
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* Values of the connection points
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*/
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_connectionValues: {
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[key: string]: any;
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};
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}
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/**
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* A Serialized Flow Graph Connection
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*/
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export interface ISerializedFlowGraphConnection {
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/**
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* The unique id of the connection
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*/
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uniqueId: string;
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/**
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* The name of the connection
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*/
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name: string;
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/**
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* The type of the connection
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*/
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_connectionType: FlowGraphConnectionType;
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/**
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* The id of the connection that this is connected to
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*/
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connectedPointIds: string[];
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}
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/**
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* A Serialized Flow Graph Block
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*/
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export interface ISerializedFlowGraphBlock {
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/**
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* The class name of the block
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*/
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className: string;
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/**
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* Configuration parameters for the block
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*/
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config: any;
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/**
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* The unique id of the block
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*/
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uniqueId: string;
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/**
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* Input connection data
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*/
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dataInputs: ISerializedFlowGraphConnection[];
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/**
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* Output connection data
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*/
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dataOutputs: ISerializedFlowGraphConnection[];
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/**
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* Metadata for the block
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*/
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metadata: any;
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/**
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* Input connection signal
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*/
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signalInputs: ISerializedFlowGraphConnection[];
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/**
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* Output connection signal
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*/
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signalOutputs: ISerializedFlowGraphConnection[];
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}
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/**
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* A Serialized Flow Graph
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*/
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export interface ISerializedFlowGraph {
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/**
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* Contexts belonging to the flow graph
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*/
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executionContexts: ISerializedFlowGraphContext[];
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/**
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* Blocks belonging to the flow graph
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*/
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allBlocks: ISerializedFlowGraphBlock[];
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}
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{"version":3,"file":"typeDefinitions.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/typeDefinitions.ts"],"names":[],"mappings":"","sourcesContent":["import type { FlowGraphConnectionType } from \"./flowGraphConnection\";\r\n\r\n/**\r\n *
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{"version":3,"file":"typeDefinitions.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/typeDefinitions.ts"],"names":[],"mappings":"","sourcesContent":["import type { FlowGraphConnectionType } from \"./flowGraphConnection\";\r\n\r\n/**\r\n * An accessor that allows modifying properties on some other object.\r\n */\r\nexport interface IObjectAccessor {\r\n /**\r\n * The type of the object that is converted\r\n */\r\n type: string;\r\n /**\r\n * Get a property value from the object.\r\n * @param args any necessary arguments to get the property value\r\n */\r\n get(...args: any[]): any;\r\n /**\r\n * Set a property value on the object.\r\n * @param value the value to set\r\n * @param args any necessary arguments to set the property value\r\n */\r\n set(value: any, ...args: any[]): void;\r\n /**\r\n * Get the original object\r\n * @param args any necessary arguments to get the original object\r\n */\r\n getObject(...args: any[]): any;\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Context\r\n */\r\nexport interface ISerializedFlowGraphContext {\r\n /**\r\n * The unique id of the context\r\n */\r\n uniqueId: string;\r\n /**\r\n * User variables\r\n */\r\n _userVariables: { [key: string]: any };\r\n /**\r\n * Values of the connection points\r\n */\r\n _connectionValues: { [key: string]: any };\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Connection\r\n */\r\nexport interface ISerializedFlowGraphConnection {\r\n /**\r\n * The unique id of the connection\r\n */\r\n uniqueId: string;\r\n /**\r\n * The name of the connection\r\n */\r\n name: string;\r\n /**\r\n * The type of the connection\r\n */\r\n _connectionType: FlowGraphConnectionType;\r\n /**\r\n * The id of the connection that this is connected to\r\n */\r\n connectedPointIds: string[];\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Block\r\n */\r\nexport interface ISerializedFlowGraphBlock {\r\n /**\r\n * The class name of the block\r\n */\r\n className: string;\r\n /**\r\n * Configuration parameters for the block\r\n */\r\n config: any;\r\n /**\r\n * The unique id of the block\r\n */\r\n uniqueId: string;\r\n /**\r\n * Input connection data\r\n */\r\n dataInputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Output connection data\r\n */\r\n dataOutputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Metadata for the block\r\n */\r\n metadata: any;\r\n /**\r\n * Input connection signal\r\n */\r\n signalInputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Output connection signal\r\n */\r\n signalOutputs: ISerializedFlowGraphConnection[];\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph\r\n */\r\nexport interface ISerializedFlowGraph {\r\n /**\r\n * Contexts belonging to the flow graph\r\n */\r\n executionContexts: ISerializedFlowGraphContext[];\r\n /**\r\n * Blocks belonging to the flow graph\r\n */\r\n allBlocks: ISerializedFlowGraphBlock[];\r\n}\r\n"]}
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* Disposes the dynamic texture.
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*/
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dispose() {
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var _a;
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if (this._ownCanvas) {
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this._canvas.remove();
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(_a = this._canvas) === null || _a === void 0 ? void 0 : _a.remove();
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}
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-
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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n\r\n constructor(\r\n name: string,\r\n options: any,\r\n scene: Nullable<Scene> = null,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas.remove();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
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|
+
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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n\r\n constructor(\r\n name: string,\r\n options: any,\r\n scene: Nullable<Scene> = null,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas?.remove();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
|
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@@ -2,7 +2,7 @@
|
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2
2
|
export interface HardwareTextureWrapper {
|
|
3
3
|
underlyingResource: any;
|
|
4
4
|
set(hardwareTexture: any): void;
|
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5
|
-
setUsage(textureSource: number, generateMipMaps: boolean, isCube: boolean, width: number, height: number): void;
|
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5
|
+
setUsage(textureSource: number, generateMipMaps: boolean, is2DArray: boolean, isCube: boolean, is3D: boolean, width: number, height: number, depth: number): void;
|
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6
6
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reset(): void;
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7
7
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release(): void;
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8
8
|
}
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"hardwareTextureWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/hardwareTextureWrapper.ts"],"names":[],"mappings":"","sourcesContent":["/** @internal */\r\nexport interface HardwareTextureWrapper {\r\n underlyingResource: any;\r\n\r\n set(hardwareTexture: any): void;\r\n setUsage(textureSource: number, generateMipMaps: boolean, isCube: boolean, width: number, height: number): void;\r\n reset(): void;\r\n release(): void;\r\n}\r\n"]}
|
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1
|
+
{"version":3,"file":"hardwareTextureWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/hardwareTextureWrapper.ts"],"names":[],"mappings":"","sourcesContent":["/** @internal */\r\nexport interface HardwareTextureWrapper {\r\n underlyingResource: any;\r\n\r\n set(hardwareTexture: any): void;\r\n setUsage(textureSource: number, generateMipMaps: boolean, is2DArray: boolean, isCube: boolean, is3D: boolean, width: number, height: number, depth: number): void;\r\n reset(): void;\r\n release(): void;\r\n}\r\n"]}
|
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@@ -1,5 +1,5 @@
|
|
|
1
1
|
import { Observable } from "../../Misc/observable";
|
|
2
|
-
import type { Nullable, int } from "../../types";
|
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2
|
+
import type { ImageSource, Nullable, int } from "../../types";
|
|
3
3
|
import type { ICanvas, ICanvasRenderingContext } from "../../Engines/ICanvas";
|
|
4
4
|
import type { HardwareTextureWrapper } from "./hardwareTextureWrapper";
|
|
5
5
|
import { TextureSampler } from "./textureSampler";
|
|
@@ -214,6 +214,10 @@ export declare class InternalTexture extends TextureSampler {
|
|
|
214
214
|
/** @internal */
|
|
215
215
|
_useSRGBBuffer: boolean;
|
|
216
216
|
/** @internal */
|
|
217
|
+
_creationFlags: number;
|
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218
|
+
/** @internal */
|
|
219
|
+
_originalFormat?: number;
|
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220
|
+
/** @internal */
|
|
217
221
|
_lodTextureHigh: Nullable<BaseTexture>;
|
|
218
222
|
/** @internal */
|
|
219
223
|
_lodTextureMid: Nullable<BaseTexture>;
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@@ -236,7 +240,7 @@ export declare class InternalTexture extends TextureSampler {
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236
240
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/** @internal */
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237
241
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_premulAlpha: boolean;
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238
242
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/** @internal */
|
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239
|
-
_dynamicTextureSource: Nullable<
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243
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+
_dynamicTextureSource: Nullable<ImageSource>;
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240
244
|
private _engine;
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241
245
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private _uniqueId;
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242
246
|
/** @internal */
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@@ -233,6 +233,8 @@ export class InternalTexture extends TextureSampler {
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233
233
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this._lodGenerationOffset = 0;
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234
234
|
/** @internal */
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235
235
|
this._useSRGBBuffer = false;
|
|
236
|
+
/** @internal */
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237
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+
this._creationFlags = 0;
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236
238
|
// The following three fields helps sharing generated fixed LODs for texture filtering
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237
239
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// In environment not supporting the textureLOD extension like EDGE. They are for internal use only.
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238
240
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// They are at the level of the gl texture to benefit from the cache.
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@@ -291,7 +293,7 @@ export class InternalTexture extends TextureSampler {
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291
293
|
}
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292
294
|
/** @internal */
|
|
293
295
|
_rebuild() {
|
|
294
|
-
var _a;
|
|
296
|
+
var _a, _b;
|
|
295
297
|
this.isReady = false;
|
|
296
298
|
this._cachedCoordinatesMode = null;
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|
297
299
|
this._cachedWrapU = null;
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@@ -326,7 +328,7 @@ export class InternalTexture extends TextureSampler {
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326
328
|
}, null, this._buffer, undefined, this.format, this._extension, undefined, undefined, undefined, this._useSRGBBuffer);
|
|
327
329
|
return;
|
|
328
330
|
case InternalTextureSource.Raw:
|
|
329
|
-
proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression, this.type,
|
|
331
|
+
proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression, this.type, this._creationFlags, this._useSRGBBuffer);
|
|
330
332
|
proxy._swapAndDie(this, false);
|
|
331
333
|
this.isReady = true;
|
|
332
334
|
break;
|
|
@@ -355,7 +357,7 @@ export class InternalTexture extends TextureSampler {
|
|
|
355
357
|
}, null, this.format, this._extension, false, 0, 0, null, undefined, this._useSRGBBuffer);
|
|
356
358
|
return;
|
|
357
359
|
case InternalTextureSource.CubeRaw:
|
|
358
|
-
proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
|
|
360
|
+
proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, (_b = this._originalFormat) !== null && _b !== void 0 ? _b : this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
|
|
359
361
|
proxy._swapAndDie(this, false);
|
|
360
362
|
this.isReady = true;
|
|
361
363
|
break;
|
|
@@ -380,7 +382,7 @@ export class InternalTexture extends TextureSampler {
|
|
|
380
382
|
_swapAndDie(target, swapAll = true) {
|
|
381
383
|
// TODO what about refcount on target?
|
|
382
384
|
var _a;
|
|
383
|
-
(_a = this._hardwareTexture) === null || _a === void 0 ? void 0 : _a.setUsage(target._source, this.generateMipMaps, this.isCube, this.width, this.height);
|
|
385
|
+
(_a = this._hardwareTexture) === null || _a === void 0 ? void 0 : _a.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);
|
|
384
386
|
target._hardwareTexture = this._hardwareTexture;
|
|
385
387
|
if (swapAll) {
|
|
386
388
|
target._isRGBD = this._isRGBD;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Observable } from \"../../Misc/observable\";\r\nimport type { Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageBitmap | ImageData | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | OffscreenCanvas> = null;\r\n\r\n private _engine: ThinEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): ThinEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.isCube, this.width, this.height);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}
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+
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{ Observable } from \"../../Misc/observable\";\r\nimport type { ImageSource, Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n /** @internal */\r\n public _creationFlags: number = 0;\r\n /** @internal */\r\n public _originalFormat?: number;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageSource> = null;\r\n\r\n private _engine: ThinEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): ThinEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this._originalFormat ?? this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}
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@@ -577,12 +577,14 @@ export class RenderTargetTexture extends Texture {
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577
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useCameraPostProcess = this.useCameraPostProcesses;
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}
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if (this._waitingRenderList) {
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-
this.
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-
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+
if (!this.renderListPredicate) {
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this.renderList = [];
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+
for (let index = 0; index < this._waitingRenderList.length; index++) {
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+
const id = this._waitingRenderList[index];
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+
const mesh = scene.getMeshById(id);
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if (mesh) {
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+
this.renderList.push(mesh);
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}
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}
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}
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this._waitingRenderList = undefined;
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@@ -857,10 +859,8 @@ export class RenderTargetTexture extends Texture {
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if (this.onClearObservable.hasObservers()) {
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this.onClearObservable.notifyObservers(engine);
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}
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-
else {
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-
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-
engine.clear(this.clearColor || scene.clearColor, true, true, true);
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-
}
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862
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+
else if (!this.skipInitialClear) {
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engine.clear(this.clearColor || scene.clearColor, true, true, true);
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}
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if (!this._doNotChangeAspectRatio) {
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scene.updateTransformMatrix(true);
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