@babylonjs/core 6.39.0 → 6.41.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (692) hide show
  1. package/Actions/action.js +3 -1
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/condition.js +1 -0
  4. package/Actions/condition.js.map +1 -1
  5. package/Actions/directActions.d.ts +2 -2
  6. package/Actions/directActions.js +2 -2
  7. package/Actions/directActions.js.map +1 -1
  8. package/Animations/pathCursor.js +1 -0
  9. package/Animations/pathCursor.js.map +1 -1
  10. package/Animations/runtimeAnimation.js +3 -3
  11. package/Animations/runtimeAnimation.js.map +1 -1
  12. package/Audio/audioEngine.js +5 -0
  13. package/Audio/audioEngine.js.map +1 -1
  14. package/Behaviors/Cameras/autoRotationBehavior.d.ts +3 -0
  15. package/Behaviors/Cameras/autoRotationBehavior.js +3 -0
  16. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  17. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -0
  18. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  19. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  20. package/Bones/bone.d.ts +2 -0
  21. package/Bones/bone.js +2 -0
  22. package/Bones/bone.js.map +1 -1
  23. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -2
  24. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  25. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  26. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +9 -9
  27. package/Cameras/Inputs/arcRotateCameraPointersInput.js +9 -9
  28. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  29. package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +3 -0
  30. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +3 -0
  31. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  32. package/Cameras/arcRotateCamera.d.ts +2 -0
  33. package/Cameras/arcRotateCamera.js +2 -0
  34. package/Cameras/arcRotateCamera.js.map +1 -1
  35. package/Cameras/camera.d.ts +2 -0
  36. package/Cameras/camera.js +4 -0
  37. package/Cameras/camera.js.map +1 -1
  38. package/Cameras/followCamera.d.ts +1 -0
  39. package/Cameras/followCamera.js +1 -0
  40. package/Cameras/followCamera.js.map +1 -1
  41. package/Debug/debugLayer.d.ts +4 -1
  42. package/Debug/debugLayer.js +4 -1
  43. package/Debug/debugLayer.js.map +1 -1
  44. package/Debug/physicsViewer.d.ts +1 -0
  45. package/Debug/physicsViewer.js +3 -2
  46. package/Debug/physicsViewer.js.map +1 -1
  47. package/Decorators/nodeDecorator.d.ts +5 -4
  48. package/Decorators/nodeDecorator.js +5 -4
  49. package/Decorators/nodeDecorator.js.map +1 -1
  50. package/DeviceInput/eventFactory.d.ts +2 -0
  51. package/DeviceInput/eventFactory.js +3 -0
  52. package/DeviceInput/eventFactory.js.map +1 -1
  53. package/DeviceInput/webDeviceInputSystem.js +3 -0
  54. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  55. package/Engines/Extensions/engine.multiview.js +2 -0
  56. package/Engines/Extensions/engine.multiview.js.map +1 -1
  57. package/Engines/Native/nativeDataStream.d.ts +32 -0
  58. package/Engines/Native/nativeDataStream.js +32 -0
  59. package/Engines/Native/nativeDataStream.js.map +1 -1
  60. package/Engines/Native/nativePipelineContext.d.ts +0 -3
  61. package/Engines/Native/nativePipelineContext.js +0 -3
  62. package/Engines/Native/nativePipelineContext.js.map +1 -1
  63. package/Engines/WebGL/webGLPipelineContext.d.ts +0 -3
  64. package/Engines/WebGL/webGLPipelineContext.js +0 -3
  65. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  66. package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -0
  67. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  68. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -0
  69. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -0
  70. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  71. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -0
  72. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  73. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -3
  74. package/Engines/WebGPU/webgpuPipelineContext.js +0 -3
  75. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  76. package/Engines/WebGPU/webgpuShaderProcessingContext.js +1 -0
  77. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  78. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -1
  79. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +11 -2
  80. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  81. package/Engines/WebGPU/webgpuTextureHelper.js +22 -0
  82. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  83. package/Engines/WebGPU/webgpuTextureManager.js +2 -1
  84. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  85. package/Engines/engine.js +1 -0
  86. package/Engines/engine.js.map +1 -1
  87. package/Engines/nativeEngine.d.ts +4 -0
  88. package/Engines/nativeEngine.js +5 -0
  89. package/Engines/nativeEngine.js.map +1 -1
  90. package/Engines/thinEngine.js +7 -3
  91. package/Engines/thinEngine.js.map +1 -1
  92. package/Engines/webgpuEngine.d.ts +1 -1
  93. package/Engines/webgpuEngine.js +17 -1
  94. package/Engines/webgpuEngine.js.map +1 -1
  95. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +207 -2
  96. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +207 -6
  97. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
  98. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.d.ts +15 -0
  99. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +9 -0
  100. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
  101. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.d.ts +4 -0
  102. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +4 -0
  103. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
  104. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.d.ts +17 -1
  105. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +14 -1
  106. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
  107. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.d.ts +9 -0
  108. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js +9 -0
  109. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
  110. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.d.ts +5 -0
  111. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js +5 -0
  112. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
  113. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +16 -1
  114. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +13 -1
  115. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
  116. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +12 -1
  117. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +12 -1
  118. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  119. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.d.ts +18 -0
  120. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js +9 -0
  121. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -1
  122. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +12 -0
  123. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +9 -0
  124. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
  125. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +15 -1
  126. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +12 -1
  127. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  128. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +18 -2
  129. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +15 -4
  130. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  131. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +6 -0
  132. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +6 -0
  133. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
  134. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.d.ts +6 -0
  135. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js +6 -0
  136. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  137. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +5 -2
  138. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +4 -1
  139. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  140. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +15 -1
  141. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +12 -1
  142. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  143. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +4 -1
  144. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +3 -0
  145. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  146. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.d.ts +3 -0
  147. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js +3 -0
  148. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
  149. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.d.ts +3 -0
  150. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +3 -0
  151. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  152. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.d.ts +3 -0
  153. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +3 -0
  154. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
  155. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +14 -1
  156. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +11 -1
  157. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  158. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.d.ts +3 -0
  159. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js +3 -0
  160. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
  161. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +3 -0
  162. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +3 -0
  163. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
  164. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.d.ts +15 -2
  165. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +12 -4
  166. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  167. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.d.ts +14 -2
  168. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js +11 -4
  169. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
  170. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.d.ts +15 -2
  171. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +12 -4
  172. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
  173. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.d.ts +3 -0
  174. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +3 -0
  175. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  176. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.d.ts +6 -0
  177. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +6 -0
  178. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
  179. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +15 -2
  180. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +12 -3
  181. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  182. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +18 -1
  183. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +15 -1
  184. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  185. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +6 -0
  186. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +6 -0
  187. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  188. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +14 -2
  189. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +11 -4
  190. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
  191. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +15 -1
  192. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +12 -1
  193. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  194. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +14 -1
  195. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +11 -1
  196. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  197. package/FlowGraph/flowGraph.d.ts +16 -8
  198. package/FlowGraph/flowGraph.js +13 -8
  199. package/FlowGraph/flowGraph.js.map +1 -1
  200. package/FlowGraph/flowGraphBlock.d.ts +54 -5
  201. package/FlowGraph/flowGraphBlock.js +50 -11
  202. package/FlowGraph/flowGraphBlock.js.map +1 -1
  203. package/FlowGraph/flowGraphConnection.d.ts +10 -6
  204. package/FlowGraph/flowGraphConnection.js +10 -6
  205. package/FlowGraph/flowGraphConnection.js.map +1 -1
  206. package/FlowGraph/flowGraphContext.d.ts +10 -8
  207. package/FlowGraph/flowGraphContext.js +10 -8
  208. package/FlowGraph/flowGraphContext.js.map +1 -1
  209. package/FlowGraph/flowGraphCoordinator.d.ts +27 -1
  210. package/FlowGraph/flowGraphCoordinator.js +18 -2
  211. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  212. package/FlowGraph/flowGraphDataConnection.d.ts +26 -1
  213. package/FlowGraph/flowGraphDataConnection.js +23 -1
  214. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  215. package/FlowGraph/flowGraphExecutionBlock.d.ts +27 -1
  216. package/FlowGraph/flowGraphExecutionBlock.js +22 -4
  217. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  218. package/FlowGraph/flowGraphRichTypes.d.ts +24 -1
  219. package/FlowGraph/flowGraphRichTypes.js +18 -1
  220. package/FlowGraph/flowGraphRichTypes.js.map +1 -1
  221. package/FlowGraph/flowGraphSignalConnection.d.ts +2 -0
  222. package/FlowGraph/flowGraphSignalConnection.js +2 -0
  223. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  224. package/Gamepads/gamepad.d.ts +2 -2
  225. package/Gamepads/gamepad.js +2 -2
  226. package/Gamepads/gamepad.js.map +1 -1
  227. package/Gamepads/gamepadSceneComponent.js +2 -0
  228. package/Gamepads/gamepadSceneComponent.js.map +1 -1
  229. package/Gizmos/axisScaleGizmo.d.ts +2 -0
  230. package/Gizmos/axisScaleGizmo.js +2 -0
  231. package/Gizmos/axisScaleGizmo.js.map +1 -1
  232. package/Gizmos/boundingBoxGizmo.d.ts +19 -0
  233. package/Gizmos/boundingBoxGizmo.js +36 -15
  234. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  235. package/Gizmos/cameraGizmo.js +1 -0
  236. package/Gizmos/cameraGizmo.js.map +1 -1
  237. package/Gizmos/gizmo.js +1 -0
  238. package/Gizmos/gizmo.js.map +1 -1
  239. package/Gizmos/gizmoManager.d.ts +18 -0
  240. package/Gizmos/gizmoManager.js +34 -0
  241. package/Gizmos/gizmoManager.js.map +1 -1
  242. package/Gizmos/lightGizmo.d.ts +1 -0
  243. package/Gizmos/lightGizmo.js +1 -0
  244. package/Gizmos/lightGizmo.js.map +1 -1
  245. package/Gizmos/planeRotationGizmo.d.ts +2 -0
  246. package/Gizmos/planeRotationGizmo.js +2 -0
  247. package/Gizmos/planeRotationGizmo.js.map +1 -1
  248. package/Gizmos/positionGizmo.d.ts +11 -0
  249. package/Gizmos/positionGizmo.js +19 -0
  250. package/Gizmos/positionGizmo.js.map +1 -1
  251. package/Gizmos/rotationGizmo.d.ts +14 -0
  252. package/Gizmos/rotationGizmo.js +14 -0
  253. package/Gizmos/rotationGizmo.js.map +1 -1
  254. package/Gizmos/scaleGizmo.d.ts +18 -1
  255. package/Gizmos/scaleGizmo.js +19 -1
  256. package/Gizmos/scaleGizmo.js.map +1 -1
  257. package/Helpers/environmentHelper.d.ts +4 -2
  258. package/Helpers/environmentHelper.js +4 -2
  259. package/Helpers/environmentHelper.js.map +1 -1
  260. package/Layers/effectLayer.d.ts +1 -0
  261. package/Layers/effectLayer.js +1 -0
  262. package/Layers/effectLayer.js.map +1 -1
  263. package/Layers/glowLayer.d.ts +3 -1
  264. package/Layers/glowLayer.js +3 -1
  265. package/Layers/glowLayer.js.map +1 -1
  266. package/Layers/highlightLayer.d.ts +3 -2
  267. package/Layers/highlightLayer.js +3 -2
  268. package/Layers/highlightLayer.js.map +1 -1
  269. package/Lights/light.d.ts +1 -1
  270. package/Lights/light.js +1 -1
  271. package/Lights/light.js.map +1 -1
  272. package/Loading/sceneLoader.js +4 -0
  273. package/Loading/sceneLoader.js.map +1 -1
  274. package/Materials/Background/backgroundMaterial.d.ts +2 -2
  275. package/Materials/Background/backgroundMaterial.js +10 -9
  276. package/Materials/Background/backgroundMaterial.js.map +1 -1
  277. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +72 -0
  278. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +231 -0
  279. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -0
  280. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +0 -1
  281. package/Materials/GreasedLine/greasedLinePluginMaterial.js +0 -1
  282. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  283. package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +0 -1
  284. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +0 -1
  285. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  286. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +2 -1
  287. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -1
  288. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -0
  290. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -0
  292. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -0
  294. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +3 -1
  296. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +3 -1
  297. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  298. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -0
  299. package/Materials/Node/Blocks/triPlanarBlock.js +1 -0
  300. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +2 -0
  302. package/Materials/Node/Blocks/worleyNoise3DBlock.js +2 -0
  303. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  304. package/Materials/Node/nodeMaterial.d.ts +10 -3
  305. package/Materials/Node/nodeMaterial.js +23 -15
  306. package/Materials/Node/nodeMaterial.js.map +1 -1
  307. package/Materials/Node/nodeMaterialBlock.d.ts +3 -1
  308. package/Materials/Node/nodeMaterialBlock.js +4 -1
  309. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  310. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -0
  311. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  312. package/Materials/Node/nodeMaterialBuildStateSharedData.js +1 -0
  313. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  314. package/Materials/PBR/pbrBaseMaterial.d.ts +7 -6
  315. package/Materials/PBR/pbrBaseMaterial.js +15 -13
  316. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  317. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  318. package/Materials/PBR/pbrMaterial.js +2 -1
  319. package/Materials/PBR/pbrMaterial.js.map +1 -1
  320. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +4 -1
  321. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +4 -1
  322. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  323. package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +4 -1
  324. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +4 -1
  325. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  326. package/Materials/Textures/Loaders/envTextureLoader.js +1 -0
  327. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  328. package/Materials/Textures/Loaders/hdrTextureLoader.js +1 -0
  329. package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
  330. package/Materials/Textures/Loaders/tgaTextureLoader.js +1 -0
  331. package/Materials/Textures/Loaders/tgaTextureLoader.js.map +1 -1
  332. package/Materials/Textures/Packer/packer.d.ts +0 -1
  333. package/Materials/Textures/Packer/packer.js +0 -1
  334. package/Materials/Textures/Packer/packer.js.map +1 -1
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../nodeMaterial\";\r\nimport { NodeMaterial } from \"../nodeMaterial\";\r\nimport type { Effect } from \"../../effect\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Texture } from \"../../Textures/texture\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport \"../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see \"boxmap\" in https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class TriPlanarBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n protected _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _textureInfoName: string;\r\n private _imageSource: Nullable<ImageSourceBlock>;\r\n\r\n /**\r\n * Project the texture(s) for a better fit to a cube\r\n */\r\n @editableInPropertyPage(\"Project as cube\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public projectAsCube: boolean = false;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the textureY associated with the node\r\n */\r\n public get textureY(): Nullable<Texture> {\r\n if (this.sourceY.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the textureZ associated with the node\r\n */\r\n public get textureZ(): Nullable<Texture> {\r\n if (this.sourceZ?.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n protected _getImageSourceBlock(connectionPoint: Nullable<NodeMaterialConnectionPoint>): Nullable<ImageSourceBlock> {\r\n return connectionPoint?.isConnected ? (connectionPoint.connectedPoint!.ownerBlock as ImageSourceBlock) : null;\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n const imageSourceBlock = this._getImageSourceBlock(this.source);\r\n if (imageSourceBlock) {\r\n return imageSourceBlock.samplerName;\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets the samplerY name associated with this texture\r\n */\r\n public get samplerYName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceY)?.samplerName ?? null;\r\n }\r\n\r\n /**\r\n * Gets the samplerZ name associated with this texture\r\n */\r\n public get samplerZName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceZ)?.samplerName ?? null;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return this.source.isConnected;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TriPlanarBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string, hideSourceZ = false) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"sharpness\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n this.registerInput(\r\n \"sourceY\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceY\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n if (!hideSourceZ) {\r\n this.registerInput(\r\n \"sourceZ\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceZ\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n }\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"TriPlanarBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the sharpness input component\r\n */\r\n public get sharpness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the sourceY input component\r\n */\r\n public get sourceY(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the sourceZ input component\r\n */\r\n public get sourceZ(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n protected _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? samplerName;\r\n const samplerZName = this.samplerZName ?? samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const z = state._getFreeVariableName(\"z\");\r\n const w = state._getFreeVariableName(\"w\");\r\n const n = state._getFreeVariableName(\"n\");\r\n const uvx = state._getFreeVariableName(\"uvx\");\r\n const uvy = state._getFreeVariableName(\"uvy\");\r\n const uvz = state._getFreeVariableName(\"uvz\");\r\n\r\n state.compilationString += `\r\n vec3 ${n} = ${this.normal.associatedVariableName}.xyz;\r\n\r\n vec2 ${uvx} = ${this.position.associatedVariableName}.yz;\r\n vec2 ${uvy} = ${this.position.associatedVariableName}.zx;\r\n vec2 ${uvz} = ${this.position.associatedVariableName}.xy;\r\n `;\r\n\r\n if (this.projectAsCube) {\r\n state.compilationString += `\r\n ${uvx}.xy = ${uvx}.yx;\r\n\r\n if (${n}.x >= 0.0) {\r\n ${uvx}.x = -${uvx}.x;\r\n }\r\n if (${n}.y < 0.0) {\r\n ${uvy}.y = -${uvy}.y;\r\n }\r\n if (${n}.z < 0.0) {\r\n ${uvz}.x = -${uvz}.x;\r\n }\r\n `;\r\n }\r\n\r\n state.compilationString += `\r\n vec4 ${x} = texture2D(${samplerName}, ${uvx});\r\n vec4 ${y} = texture2D(${samplerYName}, ${uvy});\r\n vec4 ${z} = texture2D(${samplerZName}, ${uvz});\r\n \r\n // blend weights\r\n vec3 ${w} = pow(abs(${n}), vec3(${sharpness}));\r\n\r\n // blend and return\r\n vec4 ${this._tempTextureRead} = (${x}*${w}.x + ${y}*${w}.y + ${z}*${w}.z) / (${w}.x + ${w}.y + ${w}.z); \r\n `;\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string) {\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitUniformFromString(this._textureInfoName, \"float\");\r\n\r\n this._generateTextureLookup(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\n`;\r\n codeString += `${this._codeVariableName}.projectAsCube = ${this.projectAsCube};\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n serializationObject.projectAsCube = this.projectAsCube;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n this.projectAsCube = !!serializationObject.projectAsCube;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TriPlanarBlock\", TriPlanarBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../nodeMaterial\";\r\nimport { NodeMaterial } from \"../nodeMaterial\";\r\nimport type { Effect } from \"../../effect\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Texture } from \"../../Textures/texture\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport \"../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see \"boxmap\" in https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class TriPlanarBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n protected _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _textureInfoName: string;\r\n private _imageSource: Nullable<ImageSourceBlock>;\r\n\r\n /**\r\n * Project the texture(s) for a better fit to a cube\r\n */\r\n @editableInPropertyPage(\"Project as cube\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public projectAsCube: boolean = false;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the textureY associated with the node\r\n */\r\n public get textureY(): Nullable<Texture> {\r\n if (this.sourceY.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the textureZ associated with the node\r\n */\r\n public get textureZ(): Nullable<Texture> {\r\n if (this.sourceZ?.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n protected _getImageSourceBlock(connectionPoint: Nullable<NodeMaterialConnectionPoint>): Nullable<ImageSourceBlock> {\r\n return connectionPoint?.isConnected ? (connectionPoint.connectedPoint!.ownerBlock as ImageSourceBlock) : null;\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n const imageSourceBlock = this._getImageSourceBlock(this.source);\r\n if (imageSourceBlock) {\r\n return imageSourceBlock.samplerName;\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets the samplerY name associated with this texture\r\n */\r\n public get samplerYName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceY)?.samplerName ?? null;\r\n }\r\n\r\n /**\r\n * Gets the samplerZ name associated with this texture\r\n */\r\n public get samplerZName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceZ)?.samplerName ?? null;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return this.source.isConnected;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TriPlanarBlock\r\n * @param name defines the block name\r\n * @param hideSourceZ defines a boolean indicating that normal Z should not be used (false by default)\r\n */\r\n public constructor(name: string, hideSourceZ = false) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"sharpness\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n this.registerInput(\r\n \"sourceY\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceY\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n if (!hideSourceZ) {\r\n this.registerInput(\r\n \"sourceZ\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceZ\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n }\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"TriPlanarBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the sharpness input component\r\n */\r\n public get sharpness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the sourceY input component\r\n */\r\n public get sourceY(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the sourceZ input component\r\n */\r\n public get sourceZ(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n protected _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? samplerName;\r\n const samplerZName = this.samplerZName ?? samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const z = state._getFreeVariableName(\"z\");\r\n const w = state._getFreeVariableName(\"w\");\r\n const n = state._getFreeVariableName(\"n\");\r\n const uvx = state._getFreeVariableName(\"uvx\");\r\n const uvy = state._getFreeVariableName(\"uvy\");\r\n const uvz = state._getFreeVariableName(\"uvz\");\r\n\r\n state.compilationString += `\r\n vec3 ${n} = ${this.normal.associatedVariableName}.xyz;\r\n\r\n vec2 ${uvx} = ${this.position.associatedVariableName}.yz;\r\n vec2 ${uvy} = ${this.position.associatedVariableName}.zx;\r\n vec2 ${uvz} = ${this.position.associatedVariableName}.xy;\r\n `;\r\n\r\n if (this.projectAsCube) {\r\n state.compilationString += `\r\n ${uvx}.xy = ${uvx}.yx;\r\n\r\n if (${n}.x >= 0.0) {\r\n ${uvx}.x = -${uvx}.x;\r\n }\r\n if (${n}.y < 0.0) {\r\n ${uvy}.y = -${uvy}.y;\r\n }\r\n if (${n}.z < 0.0) {\r\n ${uvz}.x = -${uvz}.x;\r\n }\r\n `;\r\n }\r\n\r\n state.compilationString += `\r\n vec4 ${x} = texture2D(${samplerName}, ${uvx});\r\n vec4 ${y} = texture2D(${samplerYName}, ${uvy});\r\n vec4 ${z} = texture2D(${samplerZName}, ${uvz});\r\n \r\n // blend weights\r\n vec3 ${w} = pow(abs(${n}), vec3(${sharpness}));\r\n\r\n // blend and return\r\n vec4 ${this._tempTextureRead} = (${x}*${w}.x + ${y}*${w}.y + ${z}*${w}.z) / (${w}.x + ${w}.y + ${w}.z); \r\n `;\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string) {\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitUniformFromString(this._textureInfoName, \"float\");\r\n\r\n this._generateTextureLookup(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\n`;\r\n codeString += `${this._codeVariableName}.projectAsCube = ${this.projectAsCube};\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n serializationObject.projectAsCube = this.projectAsCube;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n this.projectAsCube = !!serializationObject.projectAsCube;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TriPlanarBlock\", TriPlanarBlock);\r\n"]}
@@ -41,10 +41,12 @@ export declare class WorleyNoise3DBlock extends NodeMaterialBlock {
41
41
  protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
42
42
  /**
43
43
  * Exposes the properties to the UI?
44
+ * @returns - boolean indicating if the block has properties or not
44
45
  */
45
46
  protected _dumpPropertiesCode(): string;
46
47
  /**
47
48
  * Exposes the properties to the Serialize?
49
+ * @returns - a serialized object
48
50
  */
49
51
  serialize(): any;
50
52
  /**
@@ -237,6 +237,7 @@ export class WorleyNoise3DBlock extends NodeMaterialBlock {
237
237
  }
238
238
  /**
239
239
  * Exposes the properties to the UI?
240
+ * @returns - boolean indicating if the block has properties or not
240
241
  */
241
242
  _dumpPropertiesCode() {
242
243
  const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\n`;
@@ -244,6 +245,7 @@ export class WorleyNoise3DBlock extends NodeMaterialBlock {
244
245
  }
245
246
  /**
246
247
  * Exposes the properties to the Serialize?
248
+ * @returns - a serialized object
247
249
  */
248
250
  serialize() {
249
251
  const serializationObject = super.serialize();
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * block used to Generate a Worley Noise 3D Noise Pattern\r\n */\r\n\r\n// Source: https://github.com/Erkaman/glsl-worley\r\n// Converted to BJS by Pryme8\r\n//\r\n// Worley Noise 3D\r\n// Return vec2 value range of -1.0->1.0, F1-F2 respectivly\r\n\r\nexport class WorleyNoise3DBlock extends NodeMaterialBlock {\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Use Manhattan Distance\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: false } })\r\n public manhattanDistance = false;\r\n\r\n /**\r\n * Creates a new WorleyNoise3DBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"jitter\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"x\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"y\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"WorleyNoise3DBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the jitter input component\r\n */\r\n public get jitter(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the x component\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the y component\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this.output.hasEndpoints && !this.x.hasEndpoints && !this.y.hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `vec3 permute(vec3 x){\\n`;\r\n functionString += ` return mod((34.0 * x + 1.0) * x, 289.0);\\n`;\r\n functionString += `}\\n\\n`;\r\n\r\n functionString += `vec3 dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance){\\n`;\r\n functionString += ` return manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z);\\n`;\r\n functionString += `}\\n\\n`;\r\n\r\n functionString += `vec2 worley(vec3 P, float jitter, bool manhattanDistance){\\n`;\r\n functionString += ` float K = 0.142857142857; // 1/7\\n`;\r\n functionString += ` float Ko = 0.428571428571; // 1/2-K/2\\n`;\r\n functionString += ` float K2 = 0.020408163265306; // 1/(7*7)\\n`;\r\n functionString += ` float Kz = 0.166666666667; // 1/6\\n`;\r\n functionString += ` float Kzo = 0.416666666667; // 1/2-1/6*2\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 Pi = mod(floor(P), 289.0);\\n`;\r\n functionString += ` vec3 Pf = fract(P) - 0.5;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);\\n`;\r\n functionString += ` vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);\\n`;\r\n functionString += ` vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));\\n`;\r\n functionString += ` vec3 p1 = permute(p + Pi.y - 1.0);\\n`;\r\n functionString += ` vec3 p2 = permute(p + Pi.y);\\n`;\r\n functionString += ` vec3 p3 = permute(p + Pi.y + 1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 p11 = permute(p1 + Pi.z - 1.0);\\n`;\r\n functionString += ` vec3 p12 = permute(p1 + Pi.z);\\n`;\r\n functionString += ` vec3 p13 = permute(p1 + Pi.z + 1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 p21 = permute(p2 + Pi.z - 1.0);\\n`;\r\n functionString += ` vec3 p22 = permute(p2 + Pi.z);\\n`;\r\n functionString += ` vec3 p23 = permute(p2 + Pi.z + 1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 p31 = permute(p3 + Pi.z - 1.0);\\n`;\r\n functionString += ` vec3 p32 = permute(p3 + Pi.z);\\n`;\r\n functionString += ` vec3 p33 = permute(p3 + Pi.z + 1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox11 = fract(p11*K) - Ko;\\n`;\r\n functionString += ` vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox12 = fract(p12*K) - Ko;\\n`;\r\n functionString += ` vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz12 = floor(p12*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox13 = fract(p13*K) - Ko;\\n`;\r\n functionString += ` vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz13 = floor(p13*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox21 = fract(p21*K) - Ko;\\n`;\r\n functionString += ` vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz21 = floor(p21*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox22 = fract(p22*K) - Ko;\\n`;\r\n functionString += ` vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz22 = floor(p22*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox23 = fract(p23*K) - Ko;\\n`;\r\n functionString += ` vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz23 = floor(p23*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox31 = fract(p31*K) - Ko;\\n`;\r\n functionString += ` vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz31 = floor(p31*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox32 = fract(p32*K) - Ko;\\n`;\r\n functionString += ` vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz32 = floor(p32*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox33 = fract(p33*K) - Ko;\\n`;\r\n functionString += ` vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz33 = floor(p33*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx11 = Pfx + jitter*ox11;\\n`;\r\n functionString += ` vec3 dy11 = Pfy.x + jitter*oy11;\\n`;\r\n functionString += ` vec3 dz11 = Pfz.x + jitter*oz11;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx12 = Pfx + jitter*ox12;\\n`;\r\n functionString += ` vec3 dy12 = Pfy.x + jitter*oy12;\\n`;\r\n functionString += ` vec3 dz12 = Pfz.y + jitter*oz12;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx13 = Pfx + jitter*ox13;\\n`;\r\n functionString += ` vec3 dy13 = Pfy.x + jitter*oy13;\\n`;\r\n functionString += ` vec3 dz13 = Pfz.z + jitter*oz13;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx21 = Pfx + jitter*ox21;\\n`;\r\n functionString += ` vec3 dy21 = Pfy.y + jitter*oy21;\\n`;\r\n functionString += ` vec3 dz21 = Pfz.x + jitter*oz21;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx22 = Pfx + jitter*ox22;\\n`;\r\n functionString += ` vec3 dy22 = Pfy.y + jitter*oy22;\\n`;\r\n functionString += ` vec3 dz22 = Pfz.y + jitter*oz22;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx23 = Pfx + jitter*ox23;\\n`;\r\n functionString += ` vec3 dy23 = Pfy.y + jitter*oy23;\\n`;\r\n functionString += ` vec3 dz23 = Pfz.z + jitter*oz23;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx31 = Pfx + jitter*ox31;\\n`;\r\n functionString += ` vec3 dy31 = Pfy.z + jitter*oy31;\\n`;\r\n functionString += ` vec3 dz31 = Pfz.x + jitter*oz31;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx32 = Pfx + jitter*ox32;\\n`;\r\n functionString += ` vec3 dy32 = Pfy.z + jitter*oy32;\\n`;\r\n functionString += ` vec3 dz32 = Pfz.y + jitter*oz32;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx33 = Pfx + jitter*ox33;\\n`;\r\n functionString += ` vec3 dy33 = Pfy.z + jitter*oy33;\\n`;\r\n functionString += ` vec3 dz33 = Pfz.z + jitter*oz33;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 d11 = dist(dx11, dy11, dz11, manhattanDistance);\\n`;\r\n functionString += ` vec3 d12 =dist(dx12, dy12, dz12, manhattanDistance);\\n`;\r\n functionString += ` vec3 d13 = dist(dx13, dy13, dz13, manhattanDistance);\\n`;\r\n functionString += ` vec3 d21 = dist(dx21, dy21, dz21, manhattanDistance);\\n`;\r\n functionString += ` vec3 d22 = dist(dx22, dy22, dz22, manhattanDistance);\\n`;\r\n functionString += ` vec3 d23 = dist(dx23, dy23, dz23, manhattanDistance);\\n`;\r\n functionString += ` vec3 d31 = dist(dx31, dy31, dz31, manhattanDistance);\\n`;\r\n functionString += ` vec3 d32 = dist(dx32, dy32, dz32, manhattanDistance);\\n`;\r\n functionString += ` vec3 d33 = dist(dx33, dy33, dz33, manhattanDistance);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 d1a = min(d11, d12);\\n`;\r\n functionString += ` d12 = max(d11, d12);\\n`;\r\n functionString += ` d11 = min(d1a, d13); // Smallest now not in d12 or d13\\n`;\r\n functionString += ` d13 = max(d1a, d13);\\n`;\r\n functionString += ` d12 = min(d12, d13); // 2nd smallest now not in d13\\n`;\r\n functionString += ` vec3 d2a = min(d21, d22);\\n`;\r\n functionString += ` d22 = max(d21, d22);\\n`;\r\n functionString += ` d21 = min(d2a, d23); // Smallest now not in d22 or d23\\n`;\r\n functionString += ` d23 = max(d2a, d23);\\n`;\r\n functionString += ` d22 = min(d22, d23); // 2nd smallest now not in d23\\n`;\r\n functionString += ` vec3 d3a = min(d31, d32);\\n`;\r\n functionString += ` d32 = max(d31, d32);\\n`;\r\n functionString += ` d31 = min(d3a, d33); // Smallest now not in d32 or d33\\n`;\r\n functionString += ` d33 = max(d3a, d33);\\n`;\r\n functionString += ` d32 = min(d32, d33); // 2nd smallest now not in d33\\n`;\r\n functionString += ` vec3 da = min(d11, d21);\\n`;\r\n functionString += ` d21 = max(d11, d21);\\n`;\r\n functionString += ` d11 = min(da, d31); // Smallest now in d11\\n`;\r\n functionString += ` d31 = max(da, d31); // 2nd smallest now not in d31\\n`;\r\n functionString += ` d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx;\\n`;\r\n functionString += ` d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest\\n`;\r\n functionString += ` d12 = min(d12, d21); // 2nd smallest now not in d21\\n`;\r\n functionString += ` d12 = min(d12, d22); // nor in d22\\n`;\r\n functionString += ` d12 = min(d12, d31); // nor in d31\\n`;\r\n functionString += ` d12 = min(d12, d32); // nor in d32\\n`;\r\n functionString += ` d11.yz = min(d11.yz,d12.xy); // nor in d12.yz\\n`;\r\n functionString += ` d11.y = min(d11.y,d12.z); // Only two more to go\\n`;\r\n functionString += ` d11.y = min(d11.y,d11.z); // Done! (Phew!)\\n`;\r\n functionString += ` return sqrt(d11.xy); // F1, F2\\n`;\r\n functionString += `}\\n\\n`;\r\n\r\n state._emitFunction(\"worley3D\", functionString, \"// Worley3D\");\r\n\r\n const tempVariable = state._getFreeVariableName(\"worleyTemp\");\r\n\r\n state.compilationString += `vec2 ${tempVariable} = worley(${this.seed.associatedVariableName}, ${this.jitter.associatedVariableName}, ${this.manhattanDistance});\\n`;\r\n\r\n if (this.output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.output, state) + ` = ${tempVariable};\\n`;\r\n }\r\n\r\n if (this.x.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.x, state) + ` = ${tempVariable}.x;\\n`;\r\n }\r\n\r\n if (this.y.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.y, state) + ` = ${tempVariable}.y;\\n`;\r\n }\r\n return this;\r\n }\r\n /**\r\n * Exposes the properties to the UI?\r\n */\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\\n`;\r\n\r\n return codeString;\r\n }\r\n /**\r\n * Exposes the properties to the Serialize?\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.manhattanDistance = this.manhattanDistance;\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * Exposes the properties to the deserialize?\r\n * @param serializationObject\r\n * @param scene\r\n * @param rootUrl\r\n */\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.manhattanDistance = serializationObject.manhattanDistance;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WorleyNoise3DBlock\", WorleyNoise3DBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * block used to Generate a Worley Noise 3D Noise Pattern\r\n */\r\n\r\n// Source: https://github.com/Erkaman/glsl-worley\r\n// Converted to BJS by Pryme8\r\n//\r\n// Worley Noise 3D\r\n// Return vec2 value range of -1.0->1.0, F1-F2 respectivly\r\n\r\nexport class WorleyNoise3DBlock extends NodeMaterialBlock {\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Use Manhattan Distance\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: false } })\r\n public manhattanDistance = false;\r\n\r\n /**\r\n * Creates a new WorleyNoise3DBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"jitter\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"x\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"y\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"WorleyNoise3DBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the jitter input component\r\n */\r\n public get jitter(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the x component\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the y component\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this.output.hasEndpoints && !this.x.hasEndpoints && !this.y.hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `vec3 permute(vec3 x){\\n`;\r\n functionString += ` return mod((34.0 * x + 1.0) * x, 289.0);\\n`;\r\n functionString += `}\\n\\n`;\r\n\r\n functionString += `vec3 dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance){\\n`;\r\n functionString += ` return manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z);\\n`;\r\n functionString += `}\\n\\n`;\r\n\r\n functionString += `vec2 worley(vec3 P, float jitter, bool manhattanDistance){\\n`;\r\n functionString += ` float K = 0.142857142857; // 1/7\\n`;\r\n functionString += ` float Ko = 0.428571428571; // 1/2-K/2\\n`;\r\n functionString += ` float K2 = 0.020408163265306; // 1/(7*7)\\n`;\r\n functionString += ` float Kz = 0.166666666667; // 1/6\\n`;\r\n functionString += ` float Kzo = 0.416666666667; // 1/2-1/6*2\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 Pi = mod(floor(P), 289.0);\\n`;\r\n functionString += ` vec3 Pf = fract(P) - 0.5;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);\\n`;\r\n functionString += ` vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);\\n`;\r\n functionString += ` vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));\\n`;\r\n functionString += ` vec3 p1 = permute(p + Pi.y - 1.0);\\n`;\r\n functionString += ` vec3 p2 = permute(p + Pi.y);\\n`;\r\n functionString += ` vec3 p3 = permute(p + Pi.y + 1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 p11 = permute(p1 + Pi.z - 1.0);\\n`;\r\n functionString += ` vec3 p12 = permute(p1 + Pi.z);\\n`;\r\n functionString += ` vec3 p13 = permute(p1 + Pi.z + 1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 p21 = permute(p2 + Pi.z - 1.0);\\n`;\r\n functionString += ` vec3 p22 = permute(p2 + Pi.z);\\n`;\r\n functionString += ` vec3 p23 = permute(p2 + Pi.z + 1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 p31 = permute(p3 + Pi.z - 1.0);\\n`;\r\n functionString += ` vec3 p32 = permute(p3 + Pi.z);\\n`;\r\n functionString += ` vec3 p33 = permute(p3 + Pi.z + 1.0);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox11 = fract(p11*K) - Ko;\\n`;\r\n functionString += ` vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox12 = fract(p12*K) - Ko;\\n`;\r\n functionString += ` vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz12 = floor(p12*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox13 = fract(p13*K) - Ko;\\n`;\r\n functionString += ` vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz13 = floor(p13*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox21 = fract(p21*K) - Ko;\\n`;\r\n functionString += ` vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz21 = floor(p21*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox22 = fract(p22*K) - Ko;\\n`;\r\n functionString += ` vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz22 = floor(p22*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox23 = fract(p23*K) - Ko;\\n`;\r\n functionString += ` vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz23 = floor(p23*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox31 = fract(p31*K) - Ko;\\n`;\r\n functionString += ` vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz31 = floor(p31*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox32 = fract(p32*K) - Ko;\\n`;\r\n functionString += ` vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz32 = floor(p32*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 ox33 = fract(p33*K) - Ko;\\n`;\r\n functionString += ` vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;\\n`;\r\n functionString += ` vec3 oz33 = floor(p33*K2)*Kz - Kzo;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx11 = Pfx + jitter*ox11;\\n`;\r\n functionString += ` vec3 dy11 = Pfy.x + jitter*oy11;\\n`;\r\n functionString += ` vec3 dz11 = Pfz.x + jitter*oz11;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx12 = Pfx + jitter*ox12;\\n`;\r\n functionString += ` vec3 dy12 = Pfy.x + jitter*oy12;\\n`;\r\n functionString += ` vec3 dz12 = Pfz.y + jitter*oz12;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx13 = Pfx + jitter*ox13;\\n`;\r\n functionString += ` vec3 dy13 = Pfy.x + jitter*oy13;\\n`;\r\n functionString += ` vec3 dz13 = Pfz.z + jitter*oz13;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx21 = Pfx + jitter*ox21;\\n`;\r\n functionString += ` vec3 dy21 = Pfy.y + jitter*oy21;\\n`;\r\n functionString += ` vec3 dz21 = Pfz.x + jitter*oz21;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx22 = Pfx + jitter*ox22;\\n`;\r\n functionString += ` vec3 dy22 = Pfy.y + jitter*oy22;\\n`;\r\n functionString += ` vec3 dz22 = Pfz.y + jitter*oz22;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx23 = Pfx + jitter*ox23;\\n`;\r\n functionString += ` vec3 dy23 = Pfy.y + jitter*oy23;\\n`;\r\n functionString += ` vec3 dz23 = Pfz.z + jitter*oz23;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx31 = Pfx + jitter*ox31;\\n`;\r\n functionString += ` vec3 dy31 = Pfy.z + jitter*oy31;\\n`;\r\n functionString += ` vec3 dz31 = Pfz.x + jitter*oz31;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx32 = Pfx + jitter*ox32;\\n`;\r\n functionString += ` vec3 dy32 = Pfy.z + jitter*oy32;\\n`;\r\n functionString += ` vec3 dz32 = Pfz.y + jitter*oz32;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 dx33 = Pfx + jitter*ox33;\\n`;\r\n functionString += ` vec3 dy33 = Pfy.z + jitter*oy33;\\n`;\r\n functionString += ` vec3 dz33 = Pfz.z + jitter*oz33;\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 d11 = dist(dx11, dy11, dz11, manhattanDistance);\\n`;\r\n functionString += ` vec3 d12 =dist(dx12, dy12, dz12, manhattanDistance);\\n`;\r\n functionString += ` vec3 d13 = dist(dx13, dy13, dz13, manhattanDistance);\\n`;\r\n functionString += ` vec3 d21 = dist(dx21, dy21, dz21, manhattanDistance);\\n`;\r\n functionString += ` vec3 d22 = dist(dx22, dy22, dz22, manhattanDistance);\\n`;\r\n functionString += ` vec3 d23 = dist(dx23, dy23, dz23, manhattanDistance);\\n`;\r\n functionString += ` vec3 d31 = dist(dx31, dy31, dz31, manhattanDistance);\\n`;\r\n functionString += ` vec3 d32 = dist(dx32, dy32, dz32, manhattanDistance);\\n`;\r\n functionString += ` vec3 d33 = dist(dx33, dy33, dz33, manhattanDistance);\\n`;\r\n functionString += `\\n`;\r\n functionString += ` vec3 d1a = min(d11, d12);\\n`;\r\n functionString += ` d12 = max(d11, d12);\\n`;\r\n functionString += ` d11 = min(d1a, d13); // Smallest now not in d12 or d13\\n`;\r\n functionString += ` d13 = max(d1a, d13);\\n`;\r\n functionString += ` d12 = min(d12, d13); // 2nd smallest now not in d13\\n`;\r\n functionString += ` vec3 d2a = min(d21, d22);\\n`;\r\n functionString += ` d22 = max(d21, d22);\\n`;\r\n functionString += ` d21 = min(d2a, d23); // Smallest now not in d22 or d23\\n`;\r\n functionString += ` d23 = max(d2a, d23);\\n`;\r\n functionString += ` d22 = min(d22, d23); // 2nd smallest now not in d23\\n`;\r\n functionString += ` vec3 d3a = min(d31, d32);\\n`;\r\n functionString += ` d32 = max(d31, d32);\\n`;\r\n functionString += ` d31 = min(d3a, d33); // Smallest now not in d32 or d33\\n`;\r\n functionString += ` d33 = max(d3a, d33);\\n`;\r\n functionString += ` d32 = min(d32, d33); // 2nd smallest now not in d33\\n`;\r\n functionString += ` vec3 da = min(d11, d21);\\n`;\r\n functionString += ` d21 = max(d11, d21);\\n`;\r\n functionString += ` d11 = min(da, d31); // Smallest now in d11\\n`;\r\n functionString += ` d31 = max(da, d31); // 2nd smallest now not in d31\\n`;\r\n functionString += ` d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx;\\n`;\r\n functionString += ` d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest\\n`;\r\n functionString += ` d12 = min(d12, d21); // 2nd smallest now not in d21\\n`;\r\n functionString += ` d12 = min(d12, d22); // nor in d22\\n`;\r\n functionString += ` d12 = min(d12, d31); // nor in d31\\n`;\r\n functionString += ` d12 = min(d12, d32); // nor in d32\\n`;\r\n functionString += ` d11.yz = min(d11.yz,d12.xy); // nor in d12.yz\\n`;\r\n functionString += ` d11.y = min(d11.y,d12.z); // Only two more to go\\n`;\r\n functionString += ` d11.y = min(d11.y,d11.z); // Done! (Phew!)\\n`;\r\n functionString += ` return sqrt(d11.xy); // F1, F2\\n`;\r\n functionString += `}\\n\\n`;\r\n\r\n state._emitFunction(\"worley3D\", functionString, \"// Worley3D\");\r\n\r\n const tempVariable = state._getFreeVariableName(\"worleyTemp\");\r\n\r\n state.compilationString += `vec2 ${tempVariable} = worley(${this.seed.associatedVariableName}, ${this.jitter.associatedVariableName}, ${this.manhattanDistance});\\n`;\r\n\r\n if (this.output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.output, state) + ` = ${tempVariable};\\n`;\r\n }\r\n\r\n if (this.x.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.x, state) + ` = ${tempVariable}.x;\\n`;\r\n }\r\n\r\n if (this.y.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.y, state) + ` = ${tempVariable}.y;\\n`;\r\n }\r\n return this;\r\n }\r\n /**\r\n * Exposes the properties to the UI?\r\n * @returns - boolean indicating if the block has properties or not\r\n */\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\\n`;\r\n\r\n return codeString;\r\n }\r\n /**\r\n * Exposes the properties to the Serialize?\r\n * @returns - a serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.manhattanDistance = this.manhattanDistance;\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * Exposes the properties to the deserialize?\r\n * @param serializationObject\r\n * @param scene\r\n * @param rootUrl\r\n */\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.manhattanDistance = serializationObject.manhattanDistance;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WorleyNoise3DBlock\", WorleyNoise3DBlock);\r\n"]}
@@ -138,7 +138,9 @@ export declare class NodeMaterial extends PushMaterial {
138
138
  */
139
139
  static _BlockIsTextureBlock(block: NodeMaterialBlock): block is NodeMaterialTextureBlocks;
140
140
  private BJSNODEMATERIALEDITOR;
141
- /** Get the inspector from bundle or global */
141
+ /** Get the inspector from bundle or global
142
+ * @returns the global NME
143
+ */
142
144
  private _getGlobalNodeMaterialEditor;
143
145
  /**
144
146
  * Snippet ID if the material was created from the snippet server
@@ -327,7 +329,8 @@ export declare class NodeMaterial extends PushMaterial {
327
329
  get prePassTextureInputs(): number[];
328
330
  /**
329
331
  * Sets the required values to the prepass renderer.
330
- * @param prePassRenderer defines the prepass renderer to set.
332
+ * @param prePassRenderer defines the prepass renderer to set
333
+ * @returns true if the pre pass is needed
331
334
  */
332
335
  setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean;
333
336
  /**
@@ -429,7 +432,9 @@ export declare class NodeMaterial extends PushMaterial {
429
432
  * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
430
433
  */
431
434
  dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
432
- /** Creates the node editor window. */
435
+ /** Creates the node editor window.
436
+ * @param additionalConfig Define the configuration of the editor
437
+ */
433
438
  private _createNodeEditor;
434
439
  /**
435
440
  * Launch the node material editor
@@ -497,10 +502,12 @@ export declare class NodeMaterial extends PushMaterial {
497
502
  * Makes a duplicate of the current material.
498
503
  * @param name defines the name to use for the new material
499
504
  * @param shareEffect defines if the clone material should share the same effect (default is false)
505
+ * @returns the cloned material
500
506
  */
501
507
  clone(name: string, shareEffect?: boolean): NodeMaterial;
502
508
  /**
503
509
  * Awaits for all the material textures to be ready before resolving the returned promise.
510
+ * @returns A promise that resolves when the textures are ready.
504
511
  */
505
512
  whenTexturesReadyAsync(): Promise<void[]>;
506
513
  /**
@@ -127,7 +127,9 @@ export class NodeMaterial extends PushMaterial {
127
127
  block.getClassName() === "BiPlanarBlock" ||
128
128
  block.getClassName() === "PrePassTextureBlock");
129
129
  }
130
- /** Get the inspector from bundle or global */
130
+ /** Get the inspector from bundle or global
131
+ * @returns the global NME
132
+ */
131
133
  _getGlobalNodeMaterialEditor() {
132
134
  // UMD Global name detection from Webpack Bundle UMD Name.
133
135
  if (typeof NODEEDITOR !== "undefined") {
@@ -360,6 +362,7 @@ export class NodeMaterial extends PushMaterial {
360
362
  */
361
363
  addOutputNode(node) {
362
364
  if (node.target === null) {
365
+ // eslint-disable-next-line no-throw-literal
363
366
  throw "This node is not meant to be an output node. You may want to explicitly set its target value.";
364
367
  }
365
368
  if ((node.target & NodeMaterialBlockTargets.Vertex) !== 0) {
@@ -456,6 +459,7 @@ export class NodeMaterial extends PushMaterial {
456
459
  const className = node.getClassName();
457
460
  for (const other of this.attachedBlocks) {
458
461
  if (other.getClassName() === className) {
462
+ // eslint-disable-next-line no-throw-literal
459
463
  throw `Cannot have multiple blocks of type ${className} in the same NodeMaterial`;
460
464
  }
461
465
  }
@@ -532,9 +536,11 @@ export class NodeMaterial extends PushMaterial {
532
536
  const engine = this.getScene().getEngine();
533
537
  const allowEmptyVertexProgram = this._mode === NodeMaterialModes.Particle;
534
538
  if (this._vertexOutputNodes.length === 0 && !allowEmptyVertexProgram) {
539
+ // eslint-disable-next-line no-throw-literal
535
540
  throw "You must define at least one vertexOutputNode";
536
541
  }
537
542
  if (this._fragmentOutputNodes.length === 0) {
543
+ // eslint-disable-next-line no-throw-literal
538
544
  throw "You must define at least one fragmentOutputNode";
539
545
  }
540
546
  // Compilation state
@@ -705,7 +711,8 @@ export class NodeMaterial extends PushMaterial {
705
711
  }
706
712
  /**
707
713
  * Sets the required values to the prepass renderer.
708
- * @param prePassRenderer defines the prepass renderer to set.
714
+ * @param prePassRenderer defines the prepass renderer to set
715
+ * @returns true if the pre pass is needed
709
716
  */
710
717
  setPrePassRenderer(prePassRenderer) {
711
718
  const prePassTexturesRequired = this.prePassTextureInputs.concat(this.prePassTextureOutputs);
@@ -806,9 +813,7 @@ export class NodeMaterial extends PushMaterial {
806
813
  const defines = new NodeMaterialDefines();
807
814
  const result = this._processDefines(dummyMesh, defines);
808
815
  Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString);
809
- let effect = this.getScene()
810
- .getEngine()
811
- .createEffect({
816
+ let effect = this.getScene().getEngine().createEffect({
812
817
  vertexElement: tempName,
813
818
  fragmentElement: tempName,
814
819
  }, [VertexBuffer.PositionKind], this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString(), result === null || result === void 0 ? void 0 : result.fallbacks, undefined);
@@ -827,9 +832,7 @@ export class NodeMaterial extends PushMaterial {
827
832
  if (result) {
828
833
  Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString);
829
834
  TimingTools.SetImmediate(() => {
830
- effect = this.getScene()
831
- .getEngine()
832
- .createEffect({
835
+ effect = this.getScene().getEngine().createEffect({
833
836
  vertexElement: tempName,
834
837
  fragmentElement: tempName,
835
838
  }, [VertexBuffer.PositionKind], this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString(), result === null || result === void 0 ? void 0 : result.fallbacks, undefined);
@@ -1020,8 +1023,9 @@ export class NodeMaterial extends PushMaterial {
1020
1023
  this._animationFrame = frameId;
1021
1024
  }
1022
1025
  }
1023
- if (subMesh.effect && this.isFrozen) {
1024
- if (subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {
1026
+ const drawWrapper = subMesh._drawWrapper;
1027
+ if (drawWrapper.effect && this.isFrozen) {
1028
+ if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
1025
1029
  return true;
1026
1030
  }
1027
1031
  }
@@ -1086,8 +1090,8 @@ export class NodeMaterial extends PushMaterial {
1086
1090
  return false;
1087
1091
  }
1088
1092
  defines._renderId = scene.getRenderId();
1089
- subMesh.effect._wasPreviouslyReady = true;
1090
- subMesh.effect._wasPreviouslyUsingInstances = useInstances;
1093
+ drawWrapper._wasPreviouslyReady = true;
1094
+ drawWrapper._wasPreviouslyUsingInstances = useInstances;
1091
1095
  this._checkScenePerformancePriority();
1092
1096
  return true;
1093
1097
  }
@@ -1133,7 +1137,7 @@ export class NodeMaterial extends PushMaterial {
1133
1137
  this._activeEffect = effect;
1134
1138
  // Matrices
1135
1139
  this.bindOnlyWorldMatrix(world);
1136
- const mustRebind = this._mustRebind(scene, effect, mesh.visibility);
1140
+ const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);
1137
1141
  const sharedData = this._sharedData;
1138
1142
  if (mustRebind) {
1139
1143
  // Bindable blocks
@@ -1153,7 +1157,7 @@ export class NodeMaterial extends PushMaterial {
1153
1157
  block.bind(effect, this, mesh, subMesh);
1154
1158
  }
1155
1159
  }
1156
- this._afterBind(mesh, this._activeEffect);
1160
+ this._afterBind(mesh, this._activeEffect, subMesh);
1157
1161
  }
1158
1162
  /**
1159
1163
  * Gets the active textures from the material
@@ -1238,7 +1242,9 @@ export class NodeMaterial extends PushMaterial {
1238
1242
  }
1239
1243
  super.dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
1240
1244
  }
1241
- /** Creates the node editor window. */
1245
+ /** Creates the node editor window.
1246
+ * @param additionalConfig Define the configuration of the editor
1247
+ */
1242
1248
  _createNodeEditor(additionalConfig) {
1243
1249
  const nodeEditorConfig = Object.assign({ nodeMaterial: this }, additionalConfig);
1244
1250
  this.BJSNODEMATERIALEDITOR.NodeEditor.Show(nodeEditorConfig);
@@ -1656,6 +1662,7 @@ export class NodeMaterial extends PushMaterial {
1656
1662
  * Makes a duplicate of the current material.
1657
1663
  * @param name defines the name to use for the new material
1658
1664
  * @param shareEffect defines if the clone material should share the same effect (default is false)
1665
+ * @returns the cloned material
1659
1666
  */
1660
1667
  clone(name, shareEffect = false) {
1661
1668
  const serializationObject = this.serialize();
@@ -1669,6 +1676,7 @@ export class NodeMaterial extends PushMaterial {
1669
1676
  }
1670
1677
  /**
1671
1678
  * Awaits for all the material textures to be ready before resolving the returned promise.
1679
+ * @returns A promise that resolves when the textures are ready.
1672
1680
  */
1673
1681
  whenTexturesReadyAsync() {
1674
1682
  // Ensures all textures are ready to render.