@babylonjs/core 6.40.0 → 6.41.1

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 (729) hide show
  1. package/Animations/animatable.js +1 -2
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/animation.js +4 -6
  4. package/Animations/animation.js.map +1 -1
  5. package/Animations/animationGroup.js +3 -3
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/runtimeAnimation.js +3 -3
  8. package/Animations/runtimeAnimation.js.map +1 -1
  9. package/Audio/audioEngine.js +3 -5
  10. package/Audio/audioEngine.js.map +1 -1
  11. package/Audio/audioSceneComponent.js +1 -2
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/sound.js +48 -74
  14. package/Audio/sound.js.map +1 -1
  15. package/Audio/soundTrack.js +6 -12
  16. package/Audio/soundTrack.js.map +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -2
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  20. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/fadeInOutBehavior.js +2 -4
  22. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  23. package/Behaviors/Meshes/followBehavior.js +1 -2
  24. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  25. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  26. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  27. package/Bones/bone.js +4 -6
  28. package/Bones/bone.js.map +1 -1
  29. package/Bones/skeleton.js +2 -3
  30. package/Bones/skeleton.js.map +1 -1
  31. package/Buffers/buffer.align.js +5 -8
  32. package/Buffers/buffer.align.js.map +1 -1
  33. package/Buffers/buffer.js +6 -8
  34. package/Buffers/buffer.js.map +1 -1
  35. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -4
  36. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  37. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -5
  38. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  40. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  41. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  42. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  43. package/Cameras/arcRotateCamera.js +1 -2
  44. package/Cameras/arcRotateCamera.js.map +1 -1
  45. package/Cameras/camera.d.ts +5 -0
  46. package/Cameras/camera.js +18 -11
  47. package/Cameras/camera.js.map +1 -1
  48. package/Collisions/pickingInfo.js +1 -1
  49. package/Collisions/pickingInfo.js.map +1 -1
  50. package/Compute/computeEffect.js +5 -8
  51. package/Compute/computeEffect.js.map +1 -1
  52. package/Compute/computeShader.js +12 -9
  53. package/Compute/computeShader.js.map +1 -1
  54. package/Culling/Octrees/octreeSceneComponent.js +1 -2
  55. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  56. package/Culling/boundingBox.js +2 -3
  57. package/Culling/boundingBox.js.map +1 -1
  58. package/Culling/ray.d.ts +6 -1
  59. package/Culling/ray.js +9 -4
  60. package/Culling/ray.js.map +1 -1
  61. package/Debug/debugLayer.js +4 -1
  62. package/Debug/debugLayer.js.map +1 -1
  63. package/Debug/directionalLightFrustumViewer.js +7 -9
  64. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  65. package/Debug/physicsViewer.js +7 -9
  66. package/Debug/physicsViewer.js.map +1 -1
  67. package/Debug/rayHelper.js +1 -2
  68. package/Debug/rayHelper.js.map +1 -1
  69. package/Debug/skeletonViewer.js +26 -31
  70. package/Debug/skeletonViewer.js.map +1 -1
  71. package/Decorators/nodeDecorator.js +1 -1
  72. package/Decorators/nodeDecorator.js.map +1 -1
  73. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -5
  74. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  75. package/DeviceInput/eventFactory.js +1 -1
  76. package/DeviceInput/eventFactory.js.map +1 -1
  77. package/DeviceInput/internalDeviceSourceManager.js +1 -2
  78. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  79. package/DeviceInput/webDeviceInputSystem.js +9 -12
  80. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  81. package/Engines/Extensions/engine.cubeTexture.js +6 -1
  82. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  83. package/Engines/Extensions/engine.multiRender.js +3 -4
  84. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/Extensions/engine.rawTexture.js +4 -4
  86. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  87. package/Engines/Extensions/engine.readTexture.js +2 -3
  88. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  89. package/Engines/Extensions/engine.renderTarget.js +9 -5
  90. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  91. package/Engines/Extensions/engine.renderTargetCube.js +9 -1
  92. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  93. package/Engines/Extensions/engine.views.js +1 -2
  94. package/Engines/Extensions/engine.views.js.map +1 -1
  95. package/Engines/Processors/shaderCodeNode.js +6 -7
  96. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  97. package/Engines/Processors/shaderProcessor.js +6 -11
  98. package/Engines/Processors/shaderProcessor.js.map +1 -1
  99. package/Engines/WebGL/webGLHardwareTexture.js +1 -2
  100. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  101. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -5
  102. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  103. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +9 -2
  104. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  105. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -2
  106. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  107. package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -6
  108. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  109. package/Engines/WebGPU/Extensions/engine.query.js +2 -4
  110. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  111. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  112. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  113. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -5
  114. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  115. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +11 -3
  116. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  117. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +2 -3
  118. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  119. package/Engines/WebGPU/Extensions/engine.textureSampler.js +1 -2
  120. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  121. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -2
  122. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  123. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  124. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  125. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -7
  126. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  127. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +15 -20
  128. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  129. package/Engines/WebGPU/webgpuCacheSampler.js +10 -5
  130. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  131. package/Engines/WebGPU/webgpuClearQuad.js +2 -3
  132. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  133. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -2
  134. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  135. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  136. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  137. package/Engines/WebGPU/webgpuDrawContext.js +1 -2
  138. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  139. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -6
  140. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  141. package/Engines/WebGPU/webgpuMaterialContext.js +2 -3
  142. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  143. package/Engines/WebGPU/webgpuOcclusionQuery.js +3 -5
  144. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  145. package/Engines/WebGPU/webgpuPipelineContext.js +2 -4
  146. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  147. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  148. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  149. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -4
  150. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  151. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -4
  152. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  153. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +5 -4
  154. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  155. package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -2
  156. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  157. package/Engines/WebGPU/webgpuTextureManager.js +40 -43
  158. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  159. package/Engines/WebGPU/webgpuTimestampQuery.js +12 -7
  160. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  161. package/Engines/WebGPU/webgpuTintWASM.js +4 -1
  162. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  163. package/Engines/engine.js +4 -7
  164. package/Engines/engine.js.map +1 -1
  165. package/Engines/nativeEngine.js +16 -22
  166. package/Engines/nativeEngine.js.map +1 -1
  167. package/Engines/nullEngine.js +9 -1
  168. package/Engines/nullEngine.js.map +1 -1
  169. package/Engines/renderTargetWrapper.js +11 -16
  170. package/Engines/renderTargetWrapper.js.map +1 -1
  171. package/Engines/thinEngine.js +32 -45
  172. package/Engines/thinEngine.js.map +1 -1
  173. package/Engines/webgpuEngine.js +77 -95
  174. package/Engines/webgpuEngine.js.map +1 -1
  175. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +2 -3
  176. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  177. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +3 -6
  178. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  179. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -2
  180. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  181. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +1 -2
  182. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  183. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +2 -4
  184. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  185. package/FlowGraph/flowGraph.js +1 -2
  186. package/FlowGraph/flowGraph.js.map +1 -1
  187. package/FlowGraph/flowGraphBlock.js +2 -4
  188. package/FlowGraph/flowGraphBlock.js.map +1 -1
  189. package/FlowGraph/flowGraphContext.js +1 -2
  190. package/FlowGraph/flowGraphContext.js.map +1 -1
  191. package/FlowGraph/flowGraphCoordinator.js +4 -7
  192. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  193. package/FlowGraph/flowGraphSignalConnection.js +1 -2
  194. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  195. package/FlowGraph/serialization.js +2 -3
  196. package/FlowGraph/serialization.js.map +1 -1
  197. package/Gamepads/gamepadManager.js +1 -1
  198. package/Gamepads/gamepadManager.js.map +1 -1
  199. package/Gizmos/axisDragGizmo.js +2 -4
  200. package/Gizmos/axisDragGizmo.js.map +1 -1
  201. package/Gizmos/axisScaleGizmo.js +5 -8
  202. package/Gizmos/axisScaleGizmo.js.map +1 -1
  203. package/Gizmos/boundingBoxGizmo.js +1 -1
  204. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  205. package/Gizmos/cameraGizmo.js +2 -3
  206. package/Gizmos/cameraGizmo.js.map +1 -1
  207. package/Gizmos/gizmo.js +4 -7
  208. package/Gizmos/gizmo.js.map +1 -1
  209. package/Gizmos/gizmoManager.js +3 -4
  210. package/Gizmos/gizmoManager.js.map +1 -1
  211. package/Gizmos/planeDragGizmo.js +2 -4
  212. package/Gizmos/planeDragGizmo.js.map +1 -1
  213. package/Gizmos/planeRotationGizmo.js +2 -4
  214. package/Gizmos/planeRotationGizmo.js.map +1 -1
  215. package/Helpers/environmentHelper.js +8 -2
  216. package/Helpers/environmentHelper.js.map +1 -1
  217. package/Helpers/videoDome.js +1 -2
  218. package/Helpers/videoDome.js.map +1 -1
  219. package/Inputs/scene.inputManager.js +8 -10
  220. package/Inputs/scene.inputManager.js.map +1 -1
  221. package/Layers/effectLayer.js +16 -10
  222. package/Layers/effectLayer.js.map +1 -1
  223. package/Layers/glowLayer.js +16 -6
  224. package/Layers/glowLayer.js.map +1 -1
  225. package/Layers/highlightLayer.js +12 -3
  226. package/Layers/highlightLayer.js.map +1 -1
  227. package/Layers/layer.js +1 -2
  228. package/Layers/layer.js.map +1 -1
  229. package/LensFlares/lensFlareSystem.js +1 -2
  230. package/LensFlares/lensFlareSystem.js.map +1 -1
  231. package/Lights/Shadows/cascadedShadowGenerator.js +21 -25
  232. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  233. package/Lights/Shadows/shadowGenerator.js +18 -21
  234. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  235. package/Lights/light.js +2 -4
  236. package/Lights/light.js.map +1 -1
  237. package/Lights/shadowLight.js +1 -1
  238. package/Lights/shadowLight.js.map +1 -1
  239. package/Loading/Plugins/babylonFileLoader.js +1 -2
  240. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  241. package/Loading/sceneLoader.js +1 -1
  242. package/Loading/sceneLoader.js.map +1 -1
  243. package/Materials/Background/backgroundMaterial.js +8 -7
  244. package/Materials/Background/backgroundMaterial.js.map +1 -1
  245. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +7 -6
  246. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  247. package/Materials/GreasedLine/greasedLinePluginMaterial.js +26 -32
  248. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  249. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +22 -27
  250. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  251. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -7
  252. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
  254. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -2
  256. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -1
  258. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -16
  260. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -3
  262. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -2
  264. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -4
  266. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/Input/inputBlock.js +1 -2
  268. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +24 -26
  270. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  272. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +45 -49
  274. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
  276. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
  278. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  280. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -28
  282. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +1 -2
  284. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  286. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +43 -33
  288. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/biPlanarBlock.js +1 -2
  290. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/cloudBlock.js +2 -3
  292. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/colorMergerBlock.js +4 -5
  294. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/customBlock.js +4 -6
  296. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +2 -4
  298. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/triPlanarBlock.js +14 -23
  300. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/vectorMergerBlock.js +4 -5
  302. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  303. package/Materials/Node/nodeMaterial.js +25 -23
  304. package/Materials/Node/nodeMaterial.js.map +1 -1
  305. package/Materials/Node/nodeMaterialBlock.js +3 -4
  306. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  307. package/Materials/Node/nodeMaterialBuildState.js +1 -1
  308. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  309. package/Materials/PBR/pbrBaseMaterial.js +33 -35
  310. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  311. package/Materials/PBR/pbrClearCoatConfiguration.js +6 -9
  312. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  313. package/Materials/PBR/pbrIridescenceConfiguration.js +4 -7
  314. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  315. package/Materials/PBR/pbrSheenConfiguration.js +4 -7
  316. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  317. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  318. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  319. package/Materials/Textures/Packer/packer.js +13 -14
  320. package/Materials/Textures/Packer/packer.js.map +1 -1
  321. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +1 -2
  322. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  323. package/Materials/Textures/Procedurals/proceduralTexture.js +19 -11
  324. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  325. package/Materials/Textures/baseTexture.js +2 -4
  326. package/Materials/Textures/baseTexture.js.map +1 -1
  327. package/Materials/Textures/cubeTexture.js +7 -13
  328. package/Materials/Textures/cubeTexture.js.map +1 -1
  329. package/Materials/Textures/dynamicTexture.js +1 -2
  330. package/Materials/Textures/dynamicTexture.js.map +1 -1
  331. package/Materials/Textures/hdrCubeTexture.js +2 -4
  332. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  333. package/Materials/Textures/htmlElementTexture.js +5 -3
  334. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  335. package/Materials/Textures/internalTexture.js +3 -5
  336. package/Materials/Textures/internalTexture.js.map +1 -1
  337. package/Materials/Textures/mirrorTexture.js +3 -6
  338. package/Materials/Textures/mirrorTexture.js.map +1 -1
  339. package/Materials/Textures/multiRenderTarget.js +5 -8
  340. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  341. package/Materials/Textures/rawTexture.js +1 -1
  342. package/Materials/Textures/rawTexture.js.map +1 -1
  343. package/Materials/Textures/renderTargetTexture.js +22 -34
  344. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  345. package/Materials/Textures/texture.js +16 -21
  346. package/Materials/Textures/texture.js.map +1 -1
  347. package/Materials/Textures/thinRenderTargetTexture.js +2 -4
  348. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  349. package/Materials/Textures/thinTexture.js +1 -1
  350. package/Materials/Textures/thinTexture.js.map +1 -1
  351. package/Materials/Textures/videoTexture.js +12 -10
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  718. package/XR/webXRFeaturesManager.js.map +1 -1
  719. package/XR/webXRInput.js +6 -1
  720. package/XR/webXRInput.js.map +1 -1
  721. package/XR/webXRInputSource.js +1 -2
  722. package/XR/webXRInputSource.js.map +1 -1
  723. package/XR/webXRSessionManager.js +16 -29
  724. package/XR/webXRSessionManager.js.map +1 -1
  725. package/assetContainer.js +4 -1
  726. package/assetContainer.js.map +1 -1
  727. package/package.json +1 -1
  728. package/scene.js +18 -17
  729. package/scene.js.map +1 -1
@@ -235,24 +235,23 @@ export class MeshDebugPluginMaterial extends MaterialPluginBase {
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  * @param options Options for the mesh debug plugin
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  */
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  constructor(material, options = {}) {
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- var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o;
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  const defines = new MeshDebugDefines();
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- defines.DBG_MODE = (_a = options.mode) !== null && _a !== void 0 ? _a : defines.DBG_MODE;
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- defines.DBG_MULTIPLY = (_b = options.multiply) !== null && _b !== void 0 ? _b : defines.DBG_MULTIPLY;
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+ defines.DBG_MODE = options.mode ?? defines.DBG_MODE;
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+ defines.DBG_MULTIPLY = options.multiply ?? defines.DBG_MULTIPLY;
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  super(material, "MeshDebug", 200, defines, true, true);
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  this._mode = defines.DBG_MODE;
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  this._multiply = defines.DBG_MULTIPLY;
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- this.shadedDiffuseColor = (_c = options.shadedDiffuseColor) !== null && _c !== void 0 ? _c : new Color3(1, 1, 1);
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- this.shadedSpecularColor = (_d = options.shadedSpecularColor) !== null && _d !== void 0 ? _d : new Color3(0.8, 0.8, 0.8);
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- this.shadedSpecularPower = (_e = options.shadedSpecularPower) !== null && _e !== void 0 ? _e : 10;
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- this.wireframeThickness = (_f = options.wireframeThickness) !== null && _f !== void 0 ? _f : 0.7;
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- this.wireframeTrianglesColor = (_g = options.wireframeTrianglesColor) !== null && _g !== void 0 ? _g : new Color3(0, 0, 0);
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- this.wireframeVerticesColor = (_h = options.wireframeVerticesColor) !== null && _h !== void 0 ? _h : new Color3(0.8, 0.8, 0.8);
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- this.vertexColor = (_j = options.vertexColor) !== null && _j !== void 0 ? _j : new Color3(0, 0, 0);
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- this.vertexRadius = (_k = options.vertexRadius) !== null && _k !== void 0 ? _k : 1.2;
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- this.uvScale = (_l = options.uvScale) !== null && _l !== void 0 ? _l : 20;
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- this.uvPrimaryColor = (_m = options.uvPrimaryColor) !== null && _m !== void 0 ? _m : new Color3(1, 1, 1);
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- this.uvSecondaryColor = (_o = options.uvSecondaryColor) !== null && _o !== void 0 ? _o : new Color3(0.5, 0.5, 0.5);
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+ this.shadedDiffuseColor = options.shadedDiffuseColor ?? new Color3(1, 1, 1);
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+ this.shadedSpecularColor = options.shadedSpecularColor ?? new Color3(0.8, 0.8, 0.8);
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+ this.shadedSpecularPower = options.shadedSpecularPower ?? 10;
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+ this.wireframeThickness = options.wireframeThickness ?? 0.7;
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+ this.wireframeTrianglesColor = options.wireframeTrianglesColor ?? new Color3(0, 0, 0);
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+ this.wireframeVerticesColor = options.wireframeVerticesColor ?? new Color3(0.8, 0.8, 0.8);
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+ this.vertexColor = options.vertexColor ?? new Color3(0, 0, 0);
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+ this.vertexRadius = options.vertexRadius ?? 1.2;
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+ this.uvScale = options.uvScale ?? 20;
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+ this.uvPrimaryColor = options.uvPrimaryColor ?? new Color3(1, 1, 1);
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+ this.uvSecondaryColor = options.uvSecondaryColor ?? new Color3(0.5, 0.5, 0.5);
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  this._materialColor = MeshDebugPluginMaterial.MaterialColors[MeshDebugPluginMaterial._PluginCount++ % MeshDebugPluginMaterial.MaterialColors.length];
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  this.isEnabled = true;
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  }
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { FloatArray, Nullable } from \"../types\";\r\nimport { MaterialDefines } from \"./materialDefines\";\r\nimport type { PBRBaseMaterial } from \"./PBR/pbrBaseMaterial\";\r\nimport type { StandardMaterial } from \"./standardMaterial\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Color3 } from \"core/Maths/math\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { expandToProperty, serialize, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\nconst vertexDefinitions = `#if defined(DBG_ENABLED)\r\nattribute float dbg_initialPass;\r\nvarying vec3 dbg_vBarycentric;\r\nflat varying vec3 dbg_vVertexWorldPos;\r\nflat varying float dbg_vPass;\r\n#endif`;\r\n\r\nconst vertexMainEnd = `#if defined(DBG_ENABLED)\r\nfloat dbg_vertexIndex = mod(float(gl_VertexID), 3.);\r\nif (dbg_vertexIndex == 0.0) { \r\n dbg_vBarycentric = vec3(1.,0.,0.); \r\n}\r\nelse if (dbg_vertexIndex == 1.0) { \r\n dbg_vBarycentric = vec3(0.,1.,0.); \r\n}\r\nelse { \r\n dbg_vBarycentric = vec3(0.,0.,1.); \r\n}\r\n\r\ndbg_vVertexWorldPos = vPositionW;\r\ndbg_vPass = dbg_initialPass;\r\n#endif`;\r\n\r\nconst fragmentUniforms = `#if defined(DBG_ENABLED)\r\nuniform vec3 dbg_shadedDiffuseColor;\r\nuniform vec4 dbg_shadedSpecularColorPower;\r\nuniform vec3 dbg_thicknessRadiusScale;\r\n\r\n#if DBG_MODE == 2 || DBG_MODE == 3\r\n uniform vec3 dbg_vertexColor;\r\n#endif\r\n\r\n#if DBG_MODE == 1\r\n uniform vec3 dbg_wireframeTrianglesColor;\r\n#elif DBG_MODE == 3\r\n uniform vec3 dbg_wireframeVerticesColor;\r\n#elif DBG_MODE == 4 || DBG_MODE == 5\r\n uniform vec3 dbg_uvPrimaryColor;\r\n uniform vec3 dbg_uvSecondaryColor;\r\n#elif DBG_MODE == 7\r\n uniform vec3 dbg_materialColor;\r\n#endif\r\n#endif`;\r\n\r\nconst fragmentDefinitions = `#if defined(DBG_ENABLED)\r\nvarying vec3 dbg_vBarycentric;\r\nflat varying vec3 dbg_vVertexWorldPos;\r\nflat varying float dbg_vPass;\r\n\r\n#if !defined(DBG_MULTIPLY)\r\n vec3 dbg_applyShading(vec3 color) {\r\n vec3 N = vNormalW.xyz;\r\n vec3 L = normalize(vEyePosition.xyz - vPositionW.xyz);\r\n vec3 H = normalize(L + L);\r\n float LdotN = clamp(dot(L,N), 0., 1.);\r\n float HdotN = clamp(dot(H,N), 0., 1.);\r\n float specTerm = pow(HdotN, dbg_shadedSpecularColorPower.w);\r\n color *= (LdotN / PI);\r\n color += dbg_shadedSpecularColorPower.rgb * (specTerm / PI);\r\n return color;\r\n }\r\n#endif\r\n\r\n#if DBG_MODE == 1 || DBG_MODE == 3\r\n float dbg_edgeFactor() {\r\n vec3 d = fwidth(dbg_vBarycentric);\r\n vec3 a3 = smoothstep(vec3(0.), d * dbg_thicknessRadiusScale.x, dbg_vBarycentric);\r\n return min(min(a3.x, a3.y), a3.z);\r\n }\r\n#endif\r\n\r\n#if DBG_MODE == 2 || DBG_MODE == 3\r\n float dbg_cornerFactor() {\r\n vec3 worldPos = vPositionW;\r\n float dist = length(worldPos - dbg_vVertexWorldPos);\r\n float camDist = length(worldPos - vEyePosition.xyz);\r\n float d = sqrt(camDist) * .001;\r\n return smoothstep((dbg_thicknessRadiusScale.y * d), ((dbg_thicknessRadiusScale.y * 1.01) * d), dist);\r\n }\r\n#endif\r\n\r\n#if (DBG_MODE == 4 && defined(UV1)) || (DBG_MODE == 5 && defined(UV2))\r\n float dbg_checkerboardFactor(vec2 uv) {\r\n vec2 f = fract(uv * dbg_thicknessRadiusScale.z);\r\n f -= .5;\r\n return (f.x * f.y) > 0. ? 1. : 0.;\r\n }\r\n#endif\r\n#endif`;\r\n\r\nconst fragmentMainEnd = `#if defined(DBG_ENABLED)\r\nvec3 dbg_color = vec3(1.);\r\n#if DBG_MODE == 1\r\n dbg_color = mix(dbg_wireframeTrianglesColor, vec3(1.), dbg_edgeFactor());\r\n#elif DBG_MODE == 2 || DBG_MODE == 3\r\n float dbg_cornerFactor = dbg_cornerFactor();\r\n if (dbg_vPass == 0. && dbg_cornerFactor == 1.) discard;\r\n dbg_color = mix(dbg_vertexColor, vec3(1.), dbg_cornerFactor);\r\n #if DBG_MODE == 3\r\n dbg_color *= mix(dbg_wireframeVerticesColor, vec3(1.), dbg_edgeFactor());\r\n #endif\r\n#elif DBG_MODE == 4 && defined(UV1)\r\n dbg_color = mix(dbg_uvPrimaryColor, dbg_uvSecondaryColor, dbg_checkerboardFactor(vMainUV1));\r\n#elif DBG_MODE == 5 && defined(UV2)\r\n dbg_color = mix(dbg_uvPrimaryColor, dbg_uvSecondaryColor, dbg_checkerboardFactor(vMainUV2));\r\n#elif DBG_MODE == 6 && defined(VERTEXCOLOR)\r\n dbg_color = vColor.rgb;\r\n#elif DBG_MODE == 7\r\n dbg_color = dbg_materialColor;\r\n#endif\r\n\r\n#if defined(DBG_MULTIPLY)\r\n gl_FragColor *= vec4(dbg_color, 1.);\r\n#else\r\n #if DBG_MODE != 6\r\n gl_FragColor = vec4(dbg_applyShading(dbg_shadedDiffuseColor) * dbg_color, 1.);\r\n #else\r\n gl_FragColor = vec4(dbg_color, 1.);\r\n #endif\r\n#endif\r\n#endif`;\r\n\r\nconst defaultMaterialColors = [\r\n new Color3(0.98, 0.26, 0.38),\r\n new Color3(0.47, 0.75, 0.3),\r\n new Color3(0, 0.26, 0.77),\r\n new Color3(0.97, 0.6, 0.76),\r\n new Color3(0.19, 0.63, 0.78),\r\n new Color3(0.98, 0.8, 0.6),\r\n new Color3(0.65, 0.43, 0.15),\r\n new Color3(0.15, 0.47, 0.22),\r\n new Color3(0.67, 0.71, 0.86),\r\n new Color3(0.09, 0.46, 0.56),\r\n new Color3(0.8, 0.98, 0.02),\r\n new Color3(0.39, 0.29, 0.13),\r\n new Color3(0.53, 0.63, 0.06),\r\n new Color3(0.95, 0.96, 0.41),\r\n new Color3(1, 0.72, 0.94),\r\n new Color3(0.63, 0.08, 0.31),\r\n new Color3(0.66, 0.96, 0.95),\r\n new Color3(0.22, 0.14, 0.19),\r\n new Color3(0.14, 0.65, 0.59),\r\n new Color3(0.93, 1, 0.68),\r\n new Color3(0.93, 0.14, 0.44),\r\n new Color3(0.47, 0.86, 0.67),\r\n new Color3(0.85, 0.07, 0.78),\r\n new Color3(0.53, 0.64, 0.98),\r\n new Color3(0.43, 0.37, 0.56),\r\n new Color3(0.71, 0.65, 0.25),\r\n new Color3(0.66, 0.19, 0.01),\r\n new Color3(0.94, 0.53, 0.12),\r\n new Color3(0.41, 0.44, 0.44),\r\n new Color3(0.24, 0.71, 0.96),\r\n new Color3(0.57, 0.28, 0.56),\r\n new Color3(0.44, 0.98, 0.42),\r\n];\r\n\r\n/**\r\n * Supported visualizations of MeshDebugPluginMaterial\r\n */\r\nexport enum MeshDebugMode {\r\n /**\r\n * Material without any mesh debug visualization\r\n */\r\n NONE = 0,\r\n /**\r\n * A wireframe of the mesh\r\n * NOTE: For this mode to work correctly, convertToUnIndexedMesh() or MeshDebugPluginMaterial.PrepareMeshForTrianglesAndVerticesMode() must first be called on mesh.\r\n */\r\n TRIANGLES = 1,\r\n /**\r\n * Points drawn over vertices of mesh\r\n * NOTE: For this mode to work correctly, MeshDebugPluginMaterial.PrepareMeshForTrianglesAndVerticesMode() must first be called on mesh.\r\n */\r\n VERTICES = 2,\r\n /**\r\n * A wireframe of the mesh, with points drawn over vertices\r\n * NOTE: For this mode to work correctly, MeshDebugPluginMaterial.PrepareMeshForTrianglesAndVerticesMode() must first be called on mesh.\r\n */\r\n TRIANGLES_VERTICES = 3,\r\n /**\r\n * A checkerboard grid of the mesh's UV set 0\r\n */\r\n UV0 = 4,\r\n /**\r\n * A checkerboard grid of the mesh's UV set 1\r\n */\r\n UV1 = 5,\r\n /**\r\n * The mesh's vertex colors displayed as the primary texture\r\n */\r\n VERTEXCOLORS = 6,\r\n /**\r\n * An arbitrary, distinguishable color to identify the material\r\n */\r\n MATERIALIDS = 7,\r\n}\r\n\r\n/**\r\n * Options for MeshDebugPluginMaterial visualizations\r\n */\r\nexport interface MeshDebugOptions {\r\n /**\r\n * The mesh debug visualization.\r\n * Defaults to NONE.\r\n */\r\n mode?: MeshDebugMode;\r\n /**\r\n * Whether the mesh debug visualization should multiply with color underneath.\r\n * Defaults to true.\r\n */\r\n multiply?: boolean;\r\n /**\r\n * Diffuse color used to shade the mesh.\r\n * Defaults to (1.0, 1.0, 1.0).\r\n */\r\n shadedDiffuseColor?: Color3;\r\n /**\r\n * Specular color used to shade the mesh.\r\n * Defaults to (0.8, 0.8, 0.8).\r\n */\r\n shadedSpecularColor?: Color3;\r\n /**\r\n * Specular power used to shade the mesh.\r\n * Defaults to 10.\r\n */\r\n shadedSpecularPower?: number;\r\n /**\r\n * Width of edge lines in TRIANGLES and TRIANGLE_VERTICES modes.\r\n * Defaults to 0.7.\r\n */\r\n wireframeThickness?: number;\r\n /**\r\n * Color of edge lines in TRIANGLES mode.\r\n * Defaults to (0.0, 0.0, 0.0).\r\n */\r\n wireframeTrianglesColor?: Color3;\r\n /**\r\n * Color of edge lines in TRIANGLES_VERTICES modes.\r\n * Defaults to (0.8, 0.8, 0.8).\r\n */\r\n wireframeVerticesColor?: Color3;\r\n /**\r\n * Color of vertices in TRIANGLES_VERTICES and VERTICES mode.\r\n * Defaults to (0.0, 0.0, 0.0).\r\n */\r\n vertexColor?: Color3;\r\n /**\r\n * Radius of dots drawn over vertices in TRIANGLE_VERTICES and VERTICES mode.\r\n * Defaults to 1.2.\r\n */\r\n vertexRadius?: number;\r\n /**\r\n * Size of tiles in UV1 or UV2 modes.\r\n * Defaults to 20.\r\n */\r\n uvScale?: number;\r\n /**\r\n * 1st color of checkerboard grid in UV1 or UV2 modes.\r\n * Defaults to (1.0, 1.0, 1.0).\r\n */\r\n uvPrimaryColor?: Color3;\r\n /**\r\n * 2nd color of checkerboard grid in UV1 or UV2 modes.\r\n * Defaults to (0.5, 0.5, 0.5).\r\n */\r\n uvSecondaryColor?: Color3;\r\n}\r\n\r\n/** @internal */\r\nclass MeshDebugDefines extends MaterialDefines {\r\n /**\r\n * Current mesh debug visualization.\r\n * Defaults to NONE.\r\n */\r\n DBG_MODE: MeshDebugMode = MeshDebugMode.NONE;\r\n /**\r\n * Whether the mesh debug visualization multiplies with colors underneath.\r\n * Defaults to true.\r\n */\r\n DBG_MULTIPLY: boolean = true;\r\n /**\r\n * Whether the mesh debug plugin is enabled in the material.\r\n * Defaults to true.\r\n */\r\n DBG_ENABLED: boolean = true;\r\n}\r\n\r\n/**\r\n * Plugin that implements various mesh debug visualizations,\r\n * List of available visualizations can be found in MeshDebugMode enum.\r\n */\r\nexport class MeshDebugPluginMaterial extends MaterialPluginBase {\r\n /**\r\n * Total number of instances of the plugin.\r\n * Starts at 0.\r\n */\r\n private static _PluginCount: number = 0;\r\n\r\n /**\r\n * Color palette used for MATERIALIDS mode.\r\n * Defaults to `defaultMaterialColors`\r\n */\r\n public static MaterialColors: Color3[] = defaultMaterialColors;\r\n\r\n /**\r\n * Material ID color of this plugin instance.\r\n * Taken from index `_PluginCount` of `MaterialColors` at time of instantiation.\r\n */\r\n @serializeAsColor3()\r\n private _materialColor: Color3;\r\n\r\n /**\r\n * Whether the mesh debug plugin is enabled in the material.\r\n * Defaults to true in constructor.\r\n */\r\n @serialize()\r\n private _isEnabled: boolean;\r\n\r\n private _mode: MeshDebugMode;\r\n /**\r\n * The mesh debug visualization.\r\n * Defaults to NONE.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllDefinesAsDirty\")\r\n public mode: MeshDebugMode;\r\n\r\n private _multiply: boolean;\r\n /**\r\n * Whether the mesh debug visualization should multiply with color underneath.\r\n * Defaults to true.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllDefinesAsDirty\")\r\n public multiply: boolean;\r\n\r\n /**\r\n * Diffuse color used to shade the mesh.\r\n * Defaults to (1.0, 1.0, 1.0).\r\n */\r\n @serializeAsColor3()\r\n public shadedDiffuseColor: Color3;\r\n\r\n /**\r\n * Specular color used to shade the mesh.\r\n * Defaults to (0.8, 0.8, 0.8).\r\n */\r\n @serializeAsColor3()\r\n public shadedSpecularColor: Color3;\r\n\r\n /**\r\n * Specular power used to shade the mesh.\r\n * Defaults to 10.\r\n */\r\n @serialize()\r\n public shadedSpecularPower: number;\r\n\r\n /**\r\n * Width of edge lines in TRIANGLES and TRIANGLE_VERTICES modes.\r\n * Defaults to 0.7.\r\n */\r\n @serialize()\r\n public wireframeThickness: number;\r\n\r\n /**\r\n * Color of edge lines in TRIANGLES mode.\r\n * Defaults to (0.0, 0.0, 0.0).\r\n */\r\n @serializeAsColor3()\r\n public wireframeTrianglesColor: Color3;\r\n\r\n /**\r\n * Color of edge lines in TRIANGLES_VERTICES modes.\r\n * Defaults to (0.8, 0.8, 0.8).\r\n */\r\n @serializeAsColor3()\r\n public wireframeVerticesColor: Color3;\r\n\r\n /**\r\n * Color of vertices in TRIANGLES_VERTICES and VERTICES mode.\r\n * Defaults to (0.0, 0.0, 0.0).\r\n */\r\n @serializeAsColor3()\r\n public vertexColor: Color3;\r\n\r\n /**\r\n * Radius of dots drawn over vertices in TRIANGLE_VERTICES and VERTICES mode.\r\n * Defaults to 1.2.\r\n */\r\n @serialize()\r\n public vertexRadius: number;\r\n\r\n /**\r\n * Size of tiles in UV1 or UV2 modes.\r\n * Defaults to 20.\r\n */\r\n @serialize()\r\n public uvScale: number;\r\n\r\n /**\r\n * 1st color of checkerboard grid in UV1 or UV2 modes.\r\n * Defaults to (1.0, 1.0, 1.0).\r\n */\r\n @serializeAsColor3()\r\n public uvPrimaryColor: Color3;\r\n\r\n /**\r\n * 2nd color of checkerboard grid in UV1 or UV2 modes.\r\n * Defaults to (0.5, 0.5, 0.5).\r\n */\r\n @serializeAsColor3()\r\n public uvSecondaryColor: Color3;\r\n\r\n /** @internal */\r\n protected _markAllDefinesAsDirty(): void {\r\n this._enable(this._isEnabled);\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Creates a new MeshDebugPluginMaterial\r\n * @param material Material to attach the mesh debug plugin to\r\n * @param options Options for the mesh debug plugin\r\n */\r\n constructor(material: PBRBaseMaterial | StandardMaterial, options: MeshDebugOptions = {}) {\r\n const defines = new MeshDebugDefines();\r\n defines.DBG_MODE = options.mode ?? defines.DBG_MODE;\r\n defines.DBG_MULTIPLY = options.multiply ?? defines.DBG_MULTIPLY;\r\n super(material, \"MeshDebug\", 200, defines, true, true);\r\n\r\n this._mode = defines.DBG_MODE;\r\n this._multiply = defines.DBG_MULTIPLY;\r\n this.shadedDiffuseColor = options.shadedDiffuseColor ?? new Color3(1, 1, 1);\r\n this.shadedSpecularColor = options.shadedSpecularColor ?? new Color3(0.8, 0.8, 0.8);\r\n this.shadedSpecularPower = options.shadedSpecularPower ?? 10;\r\n this.wireframeThickness = options.wireframeThickness ?? 0.7;\r\n this.wireframeTrianglesColor = options.wireframeTrianglesColor ?? new Color3(0, 0, 0);\r\n this.wireframeVerticesColor = options.wireframeVerticesColor ?? new Color3(0.8, 0.8, 0.8);\r\n this.vertexColor = options.vertexColor ?? new Color3(0, 0, 0);\r\n this.vertexRadius = options.vertexRadius ?? 1.2;\r\n this.uvScale = options.uvScale ?? 20;\r\n this.uvPrimaryColor = options.uvPrimaryColor ?? new Color3(1, 1, 1);\r\n this.uvSecondaryColor = options.uvSecondaryColor ?? new Color3(0.5, 0.5, 0.5);\r\n\r\n this._materialColor = MeshDebugPluginMaterial.MaterialColors[MeshDebugPluginMaterial._PluginCount++ % MeshDebugPluginMaterial.MaterialColors.length];\r\n this.isEnabled = true;\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns Class name\r\n */\r\n public getClassName() {\r\n return \"MeshDebugPluginMaterial\";\r\n }\r\n\r\n /**\r\n * Gets whether the mesh debug plugin is enabled in the material.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the mesh debug plugin is enabled in the material.\r\n * @param value enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n if (!this._material.getScene().getEngine().isWebGPU && this._material.getScene().getEngine().webGLVersion == 1) {\r\n Logger.Error(\"MeshDebugPluginMaterial is not supported on WebGL 1.0.\");\r\n this._isEnabled = false;\r\n return;\r\n }\r\n this._isEnabled = value;\r\n this._markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Prepare the defines\r\n * @param defines Mesh debug defines\r\n * @param scene Scene\r\n * @param mesh Mesh associated with material\r\n */\r\n public prepareDefines(defines: MeshDebugDefines, scene: Scene, mesh: AbstractMesh) {\r\n if (\r\n (this._mode == MeshDebugMode.VERTICES || this._mode == MeshDebugMode.TRIANGLES || this._mode == MeshDebugMode.TRIANGLES_VERTICES) &&\r\n !mesh.isVerticesDataPresent(\"dbg_initialPass\")\r\n ) {\r\n Logger.Warn(\r\n \"For best results with TRIANGLES, TRIANGLES_VERTICES, or VERTICES modes, please use MeshDebugPluginMaterial.PrepareMeshForTrianglesAndVerticesMode() on mesh.\",\r\n 1\r\n );\r\n }\r\n\r\n defines.DBG_MODE = this._mode;\r\n defines.DBG_MULTIPLY = this._multiply;\r\n defines.DBG_ENABLED = this._isEnabled;\r\n }\r\n\r\n /**\r\n * Get the shader attributes\r\n * @param attributes Array of attributes\r\n */\r\n public getAttributes(attributes: string[]) {\r\n attributes.push(\"dbg_initialPass\");\r\n }\r\n\r\n /**\r\n * Get the shader uniforms\r\n * @returns Uniforms\r\n */\r\n public getUniforms() {\r\n return {\r\n ubo: [\r\n { name: \"dbg_shadedDiffuseColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_shadedSpecularColorPower\", size: 4, type: \"vec4\" }, // shadedSpecularColor, shadedSpecularPower\r\n { name: \"dbg_thicknessRadiusScale\", size: 3, type: \"vec3\" }, // wireframeThickness, vertexRadius, uvScale\r\n { name: \"dbg_wireframeTrianglesColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_wireframeVerticesColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_vertexColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_uvPrimaryColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_uvSecondaryColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_materialColor\", size: 3, type: \"vec3\" },\r\n ],\r\n fragment: fragmentUniforms,\r\n };\r\n }\r\n\r\n /**\r\n * Bind the uniform buffer\r\n * @param uniformBuffer Uniform buffer\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n uniformBuffer.updateFloat3(\"dbg_shadedDiffuseColor\", this.shadedDiffuseColor.r, this.shadedDiffuseColor.g, this.shadedDiffuseColor.b);\r\n uniformBuffer.updateFloat4(\"dbg_shadedSpecularColorPower\", this.shadedSpecularColor.r, this.shadedSpecularColor.g, this.shadedSpecularColor.b, this.shadedSpecularPower);\r\n uniformBuffer.updateFloat3(\"dbg_thicknessRadiusScale\", this.wireframeThickness, this.vertexRadius, this.uvScale);\r\n uniformBuffer.updateColor3(\"dbg_wireframeTrianglesColor\", this.wireframeTrianglesColor);\r\n uniformBuffer.updateColor3(\"dbg_wireframeVerticesColor\", this.wireframeVerticesColor);\r\n uniformBuffer.updateColor3(\"dbg_vertexColor\", this.vertexColor);\r\n uniformBuffer.updateColor3(\"dbg_uvPrimaryColor\", this.uvPrimaryColor);\r\n uniformBuffer.updateColor3(\"dbg_uvSecondaryColor\", this.uvSecondaryColor);\r\n uniformBuffer.updateColor3(\"dbg_materialColor\", this._materialColor);\r\n }\r\n\r\n /**\r\n * Get shader code\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @returns Shader code\r\n */\r\n public getCustomCode(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n return shaderType === \"vertex\"\r\n ? {\r\n CUSTOM_VERTEX_DEFINITIONS: vertexDefinitions,\r\n CUSTOM_VERTEX_MAIN_END: vertexMainEnd,\r\n }\r\n : {\r\n CUSTOM_FRAGMENT_DEFINITIONS: fragmentDefinitions,\r\n CUSTOM_FRAGMENT_MAIN_END: fragmentMainEnd,\r\n };\r\n }\r\n\r\n /**\r\n * Resets static variables of the plugin to their original state\r\n */\r\n public static Reset(): void {\r\n this._PluginCount = 0;\r\n this.MaterialColors = defaultMaterialColors;\r\n }\r\n\r\n /**\r\n * Renders triangles in a mesh 3 times by tripling the indices in the index buffer.\r\n * Used to prepare a mesh to be rendered in `TRIANGLES`, `VERTICES`, or `TRIANGLES_VERTICES` modes.\r\n * NOTE: This is a destructive operation. The mesh's index buffer and vertex buffers are modified, and a new vertex buffer is allocated.\r\n * If you'd like the ability to revert these changes, toggle the optional `returnRollback` flag.\r\n * @param mesh the mesh to target\r\n * @param returnRollback whether or not to return a function that reverts mesh to its initial state. Default: false.\r\n * @returns a rollback function if `returnRollback` is true, otherwise an empty function.\r\n */\r\n public static PrepareMeshForTrianglesAndVerticesMode(mesh: Mesh, returnRollback: boolean = false): () => void {\r\n let rollback = () => {};\r\n\r\n if (mesh.getTotalIndices() == 0) return rollback;\r\n\r\n if (returnRollback) {\r\n const kinds = mesh.getVerticesDataKinds();\r\n const indices = mesh.getIndices()!;\r\n const data: { [kind: string]: FloatArray } = {};\r\n for (const kind of kinds) {\r\n data[kind] = mesh.getVerticesData(kind)!;\r\n }\r\n\r\n rollback = function () {\r\n mesh.setIndices(indices);\r\n for (const kind of kinds) {\r\n const stride = mesh.getVertexBuffer(kind)!.getStrideSize();\r\n mesh.setVerticesData(kind, data[kind], undefined, stride);\r\n }\r\n mesh.removeVerticesData(\"dbg_initialPass\");\r\n };\r\n }\r\n\r\n let indices = Array.from(mesh.getIndices()!);\r\n const newIndices1 = [];\r\n for (let i = 0; i < indices.length; i += 3) {\r\n newIndices1.push(indices[i + 1], indices[i + 2], indices[i + 0]);\r\n }\r\n mesh.setIndices(indices.concat(newIndices1));\r\n\r\n mesh.convertToUnIndexedMesh();\r\n\r\n mesh.isUnIndexed = false;\r\n\r\n indices = Array.from(mesh.getIndices()!);\r\n const newIndices2 = [];\r\n for (let i = indices.length / 2; i < indices.length; i += 3) {\r\n newIndices2.push(indices[i + 1], indices[i + 2], indices[i + 0]);\r\n }\r\n mesh.setIndices(indices.concat(newIndices2));\r\n\r\n const num = mesh.getTotalVertices();\r\n const mid = num / 2;\r\n const pass = new Array(num).fill(1, 0, mid).fill(0, mid, num);\r\n mesh.setVerticesData(\"dbg_initialPass\", pass, false, 1);\r\n\r\n return rollback;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MeshDebugPluginMaterial\", MeshDebugPluginMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { FloatArray, Nullable } from \"../types\";\r\nimport { MaterialDefines } from \"./materialDefines\";\r\nimport type { PBRBaseMaterial } from \"./PBR/pbrBaseMaterial\";\r\nimport type { StandardMaterial } from \"./standardMaterial\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Color3 } from \"core/Maths/math\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { expandToProperty, serialize, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\nconst vertexDefinitions = `#if defined(DBG_ENABLED)\r\nattribute float dbg_initialPass;\r\nvarying vec3 dbg_vBarycentric;\r\nflat varying vec3 dbg_vVertexWorldPos;\r\nflat varying float dbg_vPass;\r\n#endif`;\r\n\r\nconst vertexMainEnd = `#if defined(DBG_ENABLED)\r\nfloat dbg_vertexIndex = mod(float(gl_VertexID), 3.);\r\nif (dbg_vertexIndex == 0.0) { \r\n dbg_vBarycentric = vec3(1.,0.,0.); \r\n}\r\nelse if (dbg_vertexIndex == 1.0) { \r\n dbg_vBarycentric = vec3(0.,1.,0.); \r\n}\r\nelse { \r\n dbg_vBarycentric = vec3(0.,0.,1.); \r\n}\r\n\r\ndbg_vVertexWorldPos = vPositionW;\r\ndbg_vPass = dbg_initialPass;\r\n#endif`;\r\n\r\nconst fragmentUniforms = `#if defined(DBG_ENABLED)\r\nuniform vec3 dbg_shadedDiffuseColor;\r\nuniform vec4 dbg_shadedSpecularColorPower;\r\nuniform vec3 dbg_thicknessRadiusScale;\r\n\r\n#if DBG_MODE == 2 || DBG_MODE == 3\r\n uniform vec3 dbg_vertexColor;\r\n#endif\r\n\r\n#if DBG_MODE == 1\r\n uniform vec3 dbg_wireframeTrianglesColor;\r\n#elif DBG_MODE == 3\r\n uniform vec3 dbg_wireframeVerticesColor;\r\n#elif DBG_MODE == 4 || DBG_MODE == 5\r\n uniform vec3 dbg_uvPrimaryColor;\r\n uniform vec3 dbg_uvSecondaryColor;\r\n#elif DBG_MODE == 7\r\n uniform vec3 dbg_materialColor;\r\n#endif\r\n#endif`;\r\n\r\nconst fragmentDefinitions = `#if defined(DBG_ENABLED)\r\nvarying vec3 dbg_vBarycentric;\r\nflat varying vec3 dbg_vVertexWorldPos;\r\nflat varying float dbg_vPass;\r\n\r\n#if !defined(DBG_MULTIPLY)\r\n vec3 dbg_applyShading(vec3 color) {\r\n vec3 N = vNormalW.xyz;\r\n vec3 L = normalize(vEyePosition.xyz - vPositionW.xyz);\r\n vec3 H = normalize(L + L);\r\n float LdotN = clamp(dot(L,N), 0., 1.);\r\n float HdotN = clamp(dot(H,N), 0., 1.);\r\n float specTerm = pow(HdotN, dbg_shadedSpecularColorPower.w);\r\n color *= (LdotN / PI);\r\n color += dbg_shadedSpecularColorPower.rgb * (specTerm / PI);\r\n return color;\r\n }\r\n#endif\r\n\r\n#if DBG_MODE == 1 || DBG_MODE == 3\r\n float dbg_edgeFactor() {\r\n vec3 d = fwidth(dbg_vBarycentric);\r\n vec3 a3 = smoothstep(vec3(0.), d * dbg_thicknessRadiusScale.x, dbg_vBarycentric);\r\n return min(min(a3.x, a3.y), a3.z);\r\n }\r\n#endif\r\n\r\n#if DBG_MODE == 2 || DBG_MODE == 3\r\n float dbg_cornerFactor() {\r\n vec3 worldPos = vPositionW;\r\n float dist = length(worldPos - dbg_vVertexWorldPos);\r\n float camDist = length(worldPos - vEyePosition.xyz);\r\n float d = sqrt(camDist) * .001;\r\n return smoothstep((dbg_thicknessRadiusScale.y * d), ((dbg_thicknessRadiusScale.y * 1.01) * d), dist);\r\n }\r\n#endif\r\n\r\n#if (DBG_MODE == 4 && defined(UV1)) || (DBG_MODE == 5 && defined(UV2))\r\n float dbg_checkerboardFactor(vec2 uv) {\r\n vec2 f = fract(uv * dbg_thicknessRadiusScale.z);\r\n f -= .5;\r\n return (f.x * f.y) > 0. ? 1. : 0.;\r\n }\r\n#endif\r\n#endif`;\r\n\r\nconst fragmentMainEnd = `#if defined(DBG_ENABLED)\r\nvec3 dbg_color = vec3(1.);\r\n#if DBG_MODE == 1\r\n dbg_color = mix(dbg_wireframeTrianglesColor, vec3(1.), dbg_edgeFactor());\r\n#elif DBG_MODE == 2 || DBG_MODE == 3\r\n float dbg_cornerFactor = dbg_cornerFactor();\r\n if (dbg_vPass == 0. && dbg_cornerFactor == 1.) discard;\r\n dbg_color = mix(dbg_vertexColor, vec3(1.), dbg_cornerFactor);\r\n #if DBG_MODE == 3\r\n dbg_color *= mix(dbg_wireframeVerticesColor, vec3(1.), dbg_edgeFactor());\r\n #endif\r\n#elif DBG_MODE == 4 && defined(UV1)\r\n dbg_color = mix(dbg_uvPrimaryColor, dbg_uvSecondaryColor, dbg_checkerboardFactor(vMainUV1));\r\n#elif DBG_MODE == 5 && defined(UV2)\r\n dbg_color = mix(dbg_uvPrimaryColor, dbg_uvSecondaryColor, dbg_checkerboardFactor(vMainUV2));\r\n#elif DBG_MODE == 6 && defined(VERTEXCOLOR)\r\n dbg_color = vColor.rgb;\r\n#elif DBG_MODE == 7\r\n dbg_color = dbg_materialColor;\r\n#endif\r\n\r\n#if defined(DBG_MULTIPLY)\r\n gl_FragColor *= vec4(dbg_color, 1.);\r\n#else\r\n #if DBG_MODE != 6\r\n gl_FragColor = vec4(dbg_applyShading(dbg_shadedDiffuseColor) * dbg_color, 1.);\r\n #else\r\n gl_FragColor = vec4(dbg_color, 1.);\r\n #endif\r\n#endif\r\n#endif`;\r\n\r\nconst defaultMaterialColors = [\r\n new Color3(0.98, 0.26, 0.38),\r\n new Color3(0.47, 0.75, 0.3),\r\n new Color3(0, 0.26, 0.77),\r\n new Color3(0.97, 0.6, 0.76),\r\n new Color3(0.19, 0.63, 0.78),\r\n new Color3(0.98, 0.8, 0.6),\r\n new Color3(0.65, 0.43, 0.15),\r\n new Color3(0.15, 0.47, 0.22),\r\n new Color3(0.67, 0.71, 0.86),\r\n new Color3(0.09, 0.46, 0.56),\r\n new Color3(0.8, 0.98, 0.02),\r\n new Color3(0.39, 0.29, 0.13),\r\n new Color3(0.53, 0.63, 0.06),\r\n new Color3(0.95, 0.96, 0.41),\r\n new Color3(1, 0.72, 0.94),\r\n new Color3(0.63, 0.08, 0.31),\r\n new Color3(0.66, 0.96, 0.95),\r\n new Color3(0.22, 0.14, 0.19),\r\n new Color3(0.14, 0.65, 0.59),\r\n new Color3(0.93, 1, 0.68),\r\n new Color3(0.93, 0.14, 0.44),\r\n new Color3(0.47, 0.86, 0.67),\r\n new Color3(0.85, 0.07, 0.78),\r\n new Color3(0.53, 0.64, 0.98),\r\n new Color3(0.43, 0.37, 0.56),\r\n new Color3(0.71, 0.65, 0.25),\r\n new Color3(0.66, 0.19, 0.01),\r\n new Color3(0.94, 0.53, 0.12),\r\n new Color3(0.41, 0.44, 0.44),\r\n new Color3(0.24, 0.71, 0.96),\r\n new Color3(0.57, 0.28, 0.56),\r\n new Color3(0.44, 0.98, 0.42),\r\n];\r\n\r\n/**\r\n * Supported visualizations of MeshDebugPluginMaterial\r\n */\r\nexport enum MeshDebugMode {\r\n /**\r\n * Material without any mesh debug visualization\r\n */\r\n NONE = 0,\r\n /**\r\n * A wireframe of the mesh\r\n * NOTE: For this mode to work correctly, convertToUnIndexedMesh() or MeshDebugPluginMaterial.PrepareMeshForTrianglesAndVerticesMode() must first be called on mesh.\r\n */\r\n TRIANGLES = 1,\r\n /**\r\n * Points drawn over vertices of mesh\r\n * NOTE: For this mode to work correctly, MeshDebugPluginMaterial.PrepareMeshForTrianglesAndVerticesMode() must first be called on mesh.\r\n */\r\n VERTICES = 2,\r\n /**\r\n * A wireframe of the mesh, with points drawn over vertices\r\n * NOTE: For this mode to work correctly, MeshDebugPluginMaterial.PrepareMeshForTrianglesAndVerticesMode() must first be called on mesh.\r\n */\r\n TRIANGLES_VERTICES = 3,\r\n /**\r\n * A checkerboard grid of the mesh's UV set 0\r\n */\r\n UV0 = 4,\r\n /**\r\n * A checkerboard grid of the mesh's UV set 1\r\n */\r\n UV1 = 5,\r\n /**\r\n * The mesh's vertex colors displayed as the primary texture\r\n */\r\n VERTEXCOLORS = 6,\r\n /**\r\n * An arbitrary, distinguishable color to identify the material\r\n */\r\n MATERIALIDS = 7,\r\n}\r\n\r\n/**\r\n * Options for MeshDebugPluginMaterial visualizations\r\n */\r\nexport interface MeshDebugOptions {\r\n /**\r\n * The mesh debug visualization.\r\n * Defaults to NONE.\r\n */\r\n mode?: MeshDebugMode;\r\n /**\r\n * Whether the mesh debug visualization should multiply with color underneath.\r\n * Defaults to true.\r\n */\r\n multiply?: boolean;\r\n /**\r\n * Diffuse color used to shade the mesh.\r\n * Defaults to (1.0, 1.0, 1.0).\r\n */\r\n shadedDiffuseColor?: Color3;\r\n /**\r\n * Specular color used to shade the mesh.\r\n * Defaults to (0.8, 0.8, 0.8).\r\n */\r\n shadedSpecularColor?: Color3;\r\n /**\r\n * Specular power used to shade the mesh.\r\n * Defaults to 10.\r\n */\r\n shadedSpecularPower?: number;\r\n /**\r\n * Width of edge lines in TRIANGLES and TRIANGLE_VERTICES modes.\r\n * Defaults to 0.7.\r\n */\r\n wireframeThickness?: number;\r\n /**\r\n * Color of edge lines in TRIANGLES mode.\r\n * Defaults to (0.0, 0.0, 0.0).\r\n */\r\n wireframeTrianglesColor?: Color3;\r\n /**\r\n * Color of edge lines in TRIANGLES_VERTICES modes.\r\n * Defaults to (0.8, 0.8, 0.8).\r\n */\r\n wireframeVerticesColor?: Color3;\r\n /**\r\n * Color of vertices in TRIANGLES_VERTICES and VERTICES mode.\r\n * Defaults to (0.0, 0.0, 0.0).\r\n */\r\n vertexColor?: Color3;\r\n /**\r\n * Radius of dots drawn over vertices in TRIANGLE_VERTICES and VERTICES mode.\r\n * Defaults to 1.2.\r\n */\r\n vertexRadius?: number;\r\n /**\r\n * Size of tiles in UV1 or UV2 modes.\r\n * Defaults to 20.\r\n */\r\n uvScale?: number;\r\n /**\r\n * 1st color of checkerboard grid in UV1 or UV2 modes.\r\n * Defaults to (1.0, 1.0, 1.0).\r\n */\r\n uvPrimaryColor?: Color3;\r\n /**\r\n * 2nd color of checkerboard grid in UV1 or UV2 modes.\r\n * Defaults to (0.5, 0.5, 0.5).\r\n */\r\n uvSecondaryColor?: Color3;\r\n}\r\n\r\n/** @internal */\r\nclass MeshDebugDefines extends MaterialDefines {\r\n /**\r\n * Current mesh debug visualization.\r\n * Defaults to NONE.\r\n */\r\n DBG_MODE: MeshDebugMode = MeshDebugMode.NONE;\r\n /**\r\n * Whether the mesh debug visualization multiplies with colors underneath.\r\n * Defaults to true.\r\n */\r\n DBG_MULTIPLY: boolean = true;\r\n /**\r\n * Whether the mesh debug plugin is enabled in the material.\r\n * Defaults to true.\r\n */\r\n DBG_ENABLED: boolean = true;\r\n}\r\n\r\n/**\r\n * Plugin that implements various mesh debug visualizations,\r\n * List of available visualizations can be found in MeshDebugMode enum.\r\n */\r\nexport class MeshDebugPluginMaterial extends MaterialPluginBase {\r\n /**\r\n * Total number of instances of the plugin.\r\n * Starts at 0.\r\n */\r\n private static _PluginCount: number = 0;\r\n\r\n /**\r\n * Color palette used for MATERIALIDS mode.\r\n * Defaults to `defaultMaterialColors`\r\n */\r\n public static MaterialColors: Color3[] = defaultMaterialColors;\r\n\r\n /**\r\n * Material ID color of this plugin instance.\r\n * Taken from index `_PluginCount` of `MaterialColors` at time of instantiation.\r\n */\r\n @serializeAsColor3()\r\n private _materialColor: Color3;\r\n\r\n /**\r\n * Whether the mesh debug plugin is enabled in the material.\r\n * Defaults to true in constructor.\r\n */\r\n @serialize()\r\n private _isEnabled: boolean;\r\n\r\n private _mode: MeshDebugMode;\r\n /**\r\n * The mesh debug visualization.\r\n * Defaults to NONE.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllDefinesAsDirty\")\r\n public mode: MeshDebugMode;\r\n\r\n private _multiply: boolean;\r\n /**\r\n * Whether the mesh debug visualization should multiply with color underneath.\r\n * Defaults to true.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllDefinesAsDirty\")\r\n public multiply: boolean;\r\n\r\n /**\r\n * Diffuse color used to shade the mesh.\r\n * Defaults to (1.0, 1.0, 1.0).\r\n */\r\n @serializeAsColor3()\r\n public shadedDiffuseColor: Color3;\r\n\r\n /**\r\n * Specular color used to shade the mesh.\r\n * Defaults to (0.8, 0.8, 0.8).\r\n */\r\n @serializeAsColor3()\r\n public shadedSpecularColor: Color3;\r\n\r\n /**\r\n * Specular power used to shade the mesh.\r\n * Defaults to 10.\r\n */\r\n @serialize()\r\n public shadedSpecularPower: number;\r\n\r\n /**\r\n * Width of edge lines in TRIANGLES and TRIANGLE_VERTICES modes.\r\n * Defaults to 0.7.\r\n */\r\n @serialize()\r\n public wireframeThickness: number;\r\n\r\n /**\r\n * Color of edge lines in TRIANGLES mode.\r\n * Defaults to (0.0, 0.0, 0.0).\r\n */\r\n @serializeAsColor3()\r\n public wireframeTrianglesColor: Color3;\r\n\r\n /**\r\n * Color of edge lines in TRIANGLES_VERTICES modes.\r\n * Defaults to (0.8, 0.8, 0.8).\r\n */\r\n @serializeAsColor3()\r\n public wireframeVerticesColor: Color3;\r\n\r\n /**\r\n * Color of vertices in TRIANGLES_VERTICES and VERTICES mode.\r\n * Defaults to (0.0, 0.0, 0.0).\r\n */\r\n @serializeAsColor3()\r\n public vertexColor: Color3;\r\n\r\n /**\r\n * Radius of dots drawn over vertices in TRIANGLE_VERTICES and VERTICES mode.\r\n * Defaults to 1.2.\r\n */\r\n @serialize()\r\n public vertexRadius: number;\r\n\r\n /**\r\n * Size of tiles in UV1 or UV2 modes.\r\n * Defaults to 20.\r\n */\r\n @serialize()\r\n public uvScale: number;\r\n\r\n /**\r\n * 1st color of checkerboard grid in UV1 or UV2 modes.\r\n * Defaults to (1.0, 1.0, 1.0).\r\n */\r\n @serializeAsColor3()\r\n public uvPrimaryColor: Color3;\r\n\r\n /**\r\n * 2nd color of checkerboard grid in UV1 or UV2 modes.\r\n * Defaults to (0.5, 0.5, 0.5).\r\n */\r\n @serializeAsColor3()\r\n public uvSecondaryColor: Color3;\r\n\r\n /** @internal */\r\n protected _markAllDefinesAsDirty(): void {\r\n this._enable(this._isEnabled);\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Creates a new MeshDebugPluginMaterial\r\n * @param material Material to attach the mesh debug plugin to\r\n * @param options Options for the mesh debug plugin\r\n */\r\n constructor(material: PBRBaseMaterial | StandardMaterial, options: MeshDebugOptions = {}) {\r\n const defines = new MeshDebugDefines();\r\n defines.DBG_MODE = options.mode ?? defines.DBG_MODE;\r\n defines.DBG_MULTIPLY = options.multiply ?? defines.DBG_MULTIPLY;\r\n super(material, \"MeshDebug\", 200, defines, true, true);\r\n\r\n this._mode = defines.DBG_MODE;\r\n this._multiply = defines.DBG_MULTIPLY;\r\n this.shadedDiffuseColor = options.shadedDiffuseColor ?? new Color3(1, 1, 1);\r\n this.shadedSpecularColor = options.shadedSpecularColor ?? new Color3(0.8, 0.8, 0.8);\r\n this.shadedSpecularPower = options.shadedSpecularPower ?? 10;\r\n this.wireframeThickness = options.wireframeThickness ?? 0.7;\r\n this.wireframeTrianglesColor = options.wireframeTrianglesColor ?? new Color3(0, 0, 0);\r\n this.wireframeVerticesColor = options.wireframeVerticesColor ?? new Color3(0.8, 0.8, 0.8);\r\n this.vertexColor = options.vertexColor ?? new Color3(0, 0, 0);\r\n this.vertexRadius = options.vertexRadius ?? 1.2;\r\n this.uvScale = options.uvScale ?? 20;\r\n this.uvPrimaryColor = options.uvPrimaryColor ?? new Color3(1, 1, 1);\r\n this.uvSecondaryColor = options.uvSecondaryColor ?? new Color3(0.5, 0.5, 0.5);\r\n\r\n this._materialColor = MeshDebugPluginMaterial.MaterialColors[MeshDebugPluginMaterial._PluginCount++ % MeshDebugPluginMaterial.MaterialColors.length];\r\n this.isEnabled = true;\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns Class name\r\n */\r\n public getClassName() {\r\n return \"MeshDebugPluginMaterial\";\r\n }\r\n\r\n /**\r\n * Gets whether the mesh debug plugin is enabled in the material.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the mesh debug plugin is enabled in the material.\r\n * @param value enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n if (!this._material.getScene().getEngine().isWebGPU && this._material.getScene().getEngine().webGLVersion == 1) {\r\n Logger.Error(\"MeshDebugPluginMaterial is not supported on WebGL 1.0.\");\r\n this._isEnabled = false;\r\n return;\r\n }\r\n this._isEnabled = value;\r\n this._markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Prepare the defines\r\n * @param defines Mesh debug defines\r\n * @param scene Scene\r\n * @param mesh Mesh associated with material\r\n */\r\n public prepareDefines(defines: MeshDebugDefines, scene: Scene, mesh: AbstractMesh) {\r\n if (\r\n (this._mode == MeshDebugMode.VERTICES || this._mode == MeshDebugMode.TRIANGLES || this._mode == MeshDebugMode.TRIANGLES_VERTICES) &&\r\n !mesh.isVerticesDataPresent(\"dbg_initialPass\")\r\n ) {\r\n Logger.Warn(\r\n \"For best results with TRIANGLES, TRIANGLES_VERTICES, or VERTICES modes, please use MeshDebugPluginMaterial.PrepareMeshForTrianglesAndVerticesMode() on mesh.\",\r\n 1\r\n );\r\n }\r\n\r\n defines.DBG_MODE = this._mode;\r\n defines.DBG_MULTIPLY = this._multiply;\r\n defines.DBG_ENABLED = this._isEnabled;\r\n }\r\n\r\n /**\r\n * Get the shader attributes\r\n * @param attributes Array of attributes\r\n */\r\n public getAttributes(attributes: string[]) {\r\n attributes.push(\"dbg_initialPass\");\r\n }\r\n\r\n /**\r\n * Get the shader uniforms\r\n * @returns Uniforms\r\n */\r\n public getUniforms() {\r\n return {\r\n ubo: [\r\n { name: \"dbg_shadedDiffuseColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_shadedSpecularColorPower\", size: 4, type: \"vec4\" }, // shadedSpecularColor, shadedSpecularPower\r\n { name: \"dbg_thicknessRadiusScale\", size: 3, type: \"vec3\" }, // wireframeThickness, vertexRadius, uvScale\r\n { name: \"dbg_wireframeTrianglesColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_wireframeVerticesColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_vertexColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_uvPrimaryColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_uvSecondaryColor\", size: 3, type: \"vec3\" },\r\n { name: \"dbg_materialColor\", size: 3, type: \"vec3\" },\r\n ],\r\n fragment: fragmentUniforms,\r\n };\r\n }\r\n\r\n /**\r\n * Bind the uniform buffer\r\n * @param uniformBuffer Uniform buffer\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n uniformBuffer.updateFloat3(\"dbg_shadedDiffuseColor\", this.shadedDiffuseColor.r, this.shadedDiffuseColor.g, this.shadedDiffuseColor.b);\r\n uniformBuffer.updateFloat4(\"dbg_shadedSpecularColorPower\", this.shadedSpecularColor.r, this.shadedSpecularColor.g, this.shadedSpecularColor.b, this.shadedSpecularPower);\r\n uniformBuffer.updateFloat3(\"dbg_thicknessRadiusScale\", this.wireframeThickness, this.vertexRadius, this.uvScale);\r\n uniformBuffer.updateColor3(\"dbg_wireframeTrianglesColor\", this.wireframeTrianglesColor);\r\n uniformBuffer.updateColor3(\"dbg_wireframeVerticesColor\", this.wireframeVerticesColor);\r\n uniformBuffer.updateColor3(\"dbg_vertexColor\", this.vertexColor);\r\n uniformBuffer.updateColor3(\"dbg_uvPrimaryColor\", this.uvPrimaryColor);\r\n uniformBuffer.updateColor3(\"dbg_uvSecondaryColor\", this.uvSecondaryColor);\r\n uniformBuffer.updateColor3(\"dbg_materialColor\", this._materialColor);\r\n }\r\n\r\n /**\r\n * Get shader code\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @returns Shader code\r\n */\r\n public getCustomCode(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n return shaderType === \"vertex\"\r\n ? {\r\n CUSTOM_VERTEX_DEFINITIONS: vertexDefinitions,\r\n CUSTOM_VERTEX_MAIN_END: vertexMainEnd,\r\n }\r\n : {\r\n CUSTOM_FRAGMENT_DEFINITIONS: fragmentDefinitions,\r\n CUSTOM_FRAGMENT_MAIN_END: fragmentMainEnd,\r\n };\r\n }\r\n\r\n /**\r\n * Resets static variables of the plugin to their original state\r\n */\r\n public static Reset(): void {\r\n this._PluginCount = 0;\r\n this.MaterialColors = defaultMaterialColors;\r\n }\r\n\r\n /**\r\n * Renders triangles in a mesh 3 times by tripling the indices in the index buffer.\r\n * Used to prepare a mesh to be rendered in `TRIANGLES`, `VERTICES`, or `TRIANGLES_VERTICES` modes.\r\n * NOTE: This is a destructive operation. The mesh's index buffer and vertex buffers are modified, and a new vertex buffer is allocated.\r\n * If you'd like the ability to revert these changes, toggle the optional `returnRollback` flag.\r\n * @param mesh the mesh to target\r\n * @param returnRollback whether or not to return a function that reverts mesh to its initial state. Default: false.\r\n * @returns a rollback function if `returnRollback` is true, otherwise an empty function.\r\n */\r\n public static PrepareMeshForTrianglesAndVerticesMode(mesh: Mesh, returnRollback: boolean = false): () => void {\r\n let rollback = () => {};\r\n\r\n if (mesh.getTotalIndices() == 0) return rollback;\r\n\r\n if (returnRollback) {\r\n const kinds = mesh.getVerticesDataKinds();\r\n const indices = mesh.getIndices()!;\r\n const data: { [kind: string]: FloatArray } = {};\r\n for (const kind of kinds) {\r\n data[kind] = mesh.getVerticesData(kind)!;\r\n }\r\n\r\n rollback = function () {\r\n mesh.setIndices(indices);\r\n for (const kind of kinds) {\r\n const stride = mesh.getVertexBuffer(kind)!.getStrideSize();\r\n mesh.setVerticesData(kind, data[kind], undefined, stride);\r\n }\r\n mesh.removeVerticesData(\"dbg_initialPass\");\r\n };\r\n }\r\n\r\n let indices = Array.from(mesh.getIndices()!);\r\n const newIndices1 = [];\r\n for (let i = 0; i < indices.length; i += 3) {\r\n newIndices1.push(indices[i + 1], indices[i + 2], indices[i + 0]);\r\n }\r\n mesh.setIndices(indices.concat(newIndices1));\r\n\r\n mesh.convertToUnIndexedMesh();\r\n\r\n mesh.isUnIndexed = false;\r\n\r\n indices = Array.from(mesh.getIndices()!);\r\n const newIndices2 = [];\r\n for (let i = indices.length / 2; i < indices.length; i += 3) {\r\n newIndices2.push(indices[i + 1], indices[i + 2], indices[i + 0]);\r\n }\r\n mesh.setIndices(indices.concat(newIndices2));\r\n\r\n const num = mesh.getTotalVertices();\r\n const mid = num / 2;\r\n const pass = new Array(num).fill(1, 0, mid).fill(0, mid, num);\r\n mesh.setVerticesData(\"dbg_initialPass\", pass, false, 1);\r\n\r\n return rollback;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MeshDebugPluginMaterial\", MeshDebugPluginMaterial);\r\n"]}
@@ -86,12 +86,11 @@ export class MultiMaterial extends Material {
86
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  * @returns A boolean specifying if any sub-material of this multi-material uses the texture.
87
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  */
88
88
  hasTexture(texture) {
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- var _a;
90
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  if (super.hasTexture(texture)) {
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  return true;
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  }
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  for (let i = 0; i < this.subMaterials.length; i++) {
94
- if ((_a = this.subMaterials[i]) === null || _a === void 0 ? void 0 : _a.hasTexture(texture)) {
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+ if (this.subMaterials[i]?.hasTexture(texture)) {
95
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  return true;
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  }
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  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\nexport class MultiMaterial extends Material {\r\n private _subMaterials: Nullable<Material>[];\r\n /** @internal */\r\n public _waitingSubMaterialsUniqueIds: string[] = [];\r\n\r\n /**\r\n * Gets or Sets the list of Materials used within the multi material.\r\n * They need to be ordered according to the submeshes order in the associated mesh\r\n */\r\n public get subMaterials(): Nullable<Material>[] {\r\n return this._subMaterials;\r\n }\r\n\r\n public set subMaterials(value: Nullable<Material>[]) {\r\n this._subMaterials = value;\r\n this._hookArray(value);\r\n }\r\n\r\n /**\r\n * Function used to align with Node.getChildren()\r\n * @returns the list of Materials used within the multi material\r\n */\r\n public getChildren(): Nullable<Material>[] {\r\n return this.subMaterials;\r\n }\r\n\r\n /**\r\n * Instantiates a new Multi Material\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n * @param name Define the name in the scene\r\n * @param scene Define the scene the material belongs to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene, true);\r\n\r\n this.getScene().addMultiMaterial(this);\r\n\r\n this.subMaterials = [] as Material[];\r\n\r\n this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material\r\n }\r\n\r\n private _hookArray(array: Nullable<Material>[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: Nullable<Material>[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return deleted;\r\n };\r\n }\r\n\r\n /**\r\n * Get one of the submaterial by its index in the submaterials array\r\n * @param index The index to look the sub material at\r\n * @returns The Material if the index has been defined\r\n */\r\n public getSubMaterial(index: number): Nullable<Material> {\r\n if (index < 0 || index >= this.subMaterials.length) {\r\n return this.getScene().defaultMaterial;\r\n }\r\n\r\n return this.subMaterials[index];\r\n }\r\n\r\n /**\r\n * Get the list of active textures for the whole sub materials list.\r\n * @returns All the textures that will be used during the rendering\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n return super.getActiveTextures().concat(\r\n ...this.subMaterials.map((subMaterial) => {\r\n if (subMaterial) {\r\n return subMaterial.getActiveTextures();\r\n } else {\r\n return [];\r\n }\r\n })\r\n );\r\n }\r\n\r\n /**\r\n * Specifies if any sub-materials of this multi-material use a given texture.\r\n * @param texture Defines the texture to check against this multi-material's sub-materials.\r\n * @returns A boolean specifying if any sub-material of this multi-material uses the texture.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n for (let i = 0; i < this.subMaterials.length; i++) {\r\n if (this.subMaterials[i]?.hasTexture(texture)) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"MultiMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"MultiMaterial\";\r\n }\r\n\r\n /**\r\n * Checks if the material is ready to render the requested sub mesh\r\n * @param mesh Define the mesh the submesh belongs to\r\n * @param subMesh Define the sub mesh to look readiness for\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n for (let index = 0; index < this.subMaterials.length; index++) {\r\n const subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n if (subMaterial._storeEffectOnSubMeshes) {\r\n if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {\r\n return false;\r\n }\r\n continue;\r\n }\r\n\r\n if (!subMaterial.isReady(mesh)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Clones the current material and its related sub materials\r\n * @param name Define the name of the newly cloned material\r\n * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance\r\n * @returns the cloned material\r\n */\r\n public clone(name: string, cloneChildren?: boolean): MultiMaterial {\r\n const newMultiMaterial = new MultiMaterial(name, this.getScene());\r\n\r\n for (let index = 0; index < this.subMaterials.length; index++) {\r\n let subMaterial: Nullable<Material> = null;\r\n const current = this.subMaterials[index];\r\n if (cloneChildren && current) {\r\n subMaterial = current.clone(name + \"-\" + current.name);\r\n } else {\r\n subMaterial = this.subMaterials[index];\r\n }\r\n newMultiMaterial.subMaterials.push(subMaterial);\r\n }\r\n\r\n return newMultiMaterial;\r\n }\r\n\r\n /**\r\n * Serializes the materials into a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.uniqueId = this.uniqueId;\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.materialsUniqueIds = [];\r\n serializationObject.materials = [];\r\n\r\n for (let matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {\r\n const subMat = this.subMaterials[matIndex];\r\n\r\n if (subMat) {\r\n serializationObject.materialsUniqueIds.push(subMat.uniqueId);\r\n serializationObject.materials.push(subMat.id);\r\n } else {\r\n serializationObject.materialsUniqueIds.push(null);\r\n serializationObject.materials.push(null);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the material and release its associated resources\r\n * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)\r\n * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)\r\n * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n if (forceDisposeChildren) {\r\n for (let index = 0; index < this.subMaterials.length; index++) {\r\n const subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n subMaterial.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n }\r\n }\r\n\r\n const index = scene.multiMaterials.indexOf(this);\r\n if (index >= 0) {\r\n scene.multiMaterials.splice(index, 1);\r\n }\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n\r\n /**\r\n * Creates a MultiMaterial from parsed MultiMaterial data.\r\n * @param parsedMultiMaterial defines parsed MultiMaterial data.\r\n * @param scene defines the hosting scene\r\n * @returns a new MultiMaterial\r\n */\r\n public static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial {\r\n const multiMaterial = new MultiMaterial(parsedMultiMaterial.name, scene);\r\n\r\n multiMaterial.id = parsedMultiMaterial.id;\r\n multiMaterial._loadedUniqueId = parsedMultiMaterial.uniqueId;\r\n\r\n if (Tags) {\r\n Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);\r\n }\r\n\r\n if (parsedMultiMaterial.materialsUniqueIds) {\r\n multiMaterial._waitingSubMaterialsUniqueIds = parsedMultiMaterial.materialsUniqueIds;\r\n } else {\r\n parsedMultiMaterial.materials.forEach((subMatId: string) => multiMaterial.subMaterials.push(scene.getLastMaterialById(subMatId)));\r\n }\r\n\r\n return multiMaterial;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MultiMaterial\", MultiMaterial);\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\nexport class MultiMaterial extends Material {\r\n private _subMaterials: Nullable<Material>[];\r\n /** @internal */\r\n public _waitingSubMaterialsUniqueIds: string[] = [];\r\n\r\n /**\r\n * Gets or Sets the list of Materials used within the multi material.\r\n * They need to be ordered according to the submeshes order in the associated mesh\r\n */\r\n public get subMaterials(): Nullable<Material>[] {\r\n return this._subMaterials;\r\n }\r\n\r\n public set subMaterials(value: Nullable<Material>[]) {\r\n this._subMaterials = value;\r\n this._hookArray(value);\r\n }\r\n\r\n /**\r\n * Function used to align with Node.getChildren()\r\n * @returns the list of Materials used within the multi material\r\n */\r\n public getChildren(): Nullable<Material>[] {\r\n return this.subMaterials;\r\n }\r\n\r\n /**\r\n * Instantiates a new Multi Material\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n * @param name Define the name in the scene\r\n * @param scene Define the scene the material belongs to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene, true);\r\n\r\n this.getScene().addMultiMaterial(this);\r\n\r\n this.subMaterials = [] as Material[];\r\n\r\n this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material\r\n }\r\n\r\n private _hookArray(array: Nullable<Material>[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: Nullable<Material>[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return deleted;\r\n };\r\n }\r\n\r\n /**\r\n * Get one of the submaterial by its index in the submaterials array\r\n * @param index The index to look the sub material at\r\n * @returns The Material if the index has been defined\r\n */\r\n public getSubMaterial(index: number): Nullable<Material> {\r\n if (index < 0 || index >= this.subMaterials.length) {\r\n return this.getScene().defaultMaterial;\r\n }\r\n\r\n return this.subMaterials[index];\r\n }\r\n\r\n /**\r\n * Get the list of active textures for the whole sub materials list.\r\n * @returns All the textures that will be used during the rendering\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n return super.getActiveTextures().concat(\r\n ...this.subMaterials.map((subMaterial) => {\r\n if (subMaterial) {\r\n return subMaterial.getActiveTextures();\r\n } else {\r\n return [];\r\n }\r\n })\r\n );\r\n }\r\n\r\n /**\r\n * Specifies if any sub-materials of this multi-material use a given texture.\r\n * @param texture Defines the texture to check against this multi-material's sub-materials.\r\n * @returns A boolean specifying if any sub-material of this multi-material uses the texture.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n for (let i = 0; i < this.subMaterials.length; i++) {\r\n if (this.subMaterials[i]?.hasTexture(texture)) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"MultiMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"MultiMaterial\";\r\n }\r\n\r\n /**\r\n * Checks if the material is ready to render the requested sub mesh\r\n * @param mesh Define the mesh the submesh belongs to\r\n * @param subMesh Define the sub mesh to look readiness for\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n for (let index = 0; index < this.subMaterials.length; index++) {\r\n const subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n if (subMaterial._storeEffectOnSubMeshes) {\r\n if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {\r\n return false;\r\n }\r\n continue;\r\n }\r\n\r\n if (!subMaterial.isReady(mesh)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Clones the current material and its related sub materials\r\n * @param name Define the name of the newly cloned material\r\n * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance\r\n * @returns the cloned material\r\n */\r\n public clone(name: string, cloneChildren?: boolean): MultiMaterial {\r\n const newMultiMaterial = new MultiMaterial(name, this.getScene());\r\n\r\n for (let index = 0; index < this.subMaterials.length; index++) {\r\n let subMaterial: Nullable<Material> = null;\r\n const current = this.subMaterials[index];\r\n if (cloneChildren && current) {\r\n subMaterial = current.clone(name + \"-\" + current.name);\r\n } else {\r\n subMaterial = this.subMaterials[index];\r\n }\r\n newMultiMaterial.subMaterials.push(subMaterial);\r\n }\r\n\r\n return newMultiMaterial;\r\n }\r\n\r\n /**\r\n * Serializes the materials into a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.uniqueId = this.uniqueId;\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.materialsUniqueIds = [];\r\n serializationObject.materials = [];\r\n\r\n for (let matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {\r\n const subMat = this.subMaterials[matIndex];\r\n\r\n if (subMat) {\r\n serializationObject.materialsUniqueIds.push(subMat.uniqueId);\r\n serializationObject.materials.push(subMat.id);\r\n } else {\r\n serializationObject.materialsUniqueIds.push(null);\r\n serializationObject.materials.push(null);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the material and release its associated resources\r\n * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)\r\n * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)\r\n * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n if (forceDisposeChildren) {\r\n for (let index = 0; index < this.subMaterials.length; index++) {\r\n const subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n subMaterial.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n }\r\n }\r\n\r\n const index = scene.multiMaterials.indexOf(this);\r\n if (index >= 0) {\r\n scene.multiMaterials.splice(index, 1);\r\n }\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n\r\n /**\r\n * Creates a MultiMaterial from parsed MultiMaterial data.\r\n * @param parsedMultiMaterial defines parsed MultiMaterial data.\r\n * @param scene defines the hosting scene\r\n * @returns a new MultiMaterial\r\n */\r\n public static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial {\r\n const multiMaterial = new MultiMaterial(parsedMultiMaterial.name, scene);\r\n\r\n multiMaterial.id = parsedMultiMaterial.id;\r\n multiMaterial._loadedUniqueId = parsedMultiMaterial.uniqueId;\r\n\r\n if (Tags) {\r\n Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);\r\n }\r\n\r\n if (parsedMultiMaterial.materialsUniqueIds) {\r\n multiMaterial._waitingSubMaterialsUniqueIds = parsedMultiMaterial.materialsUniqueIds;\r\n } else {\r\n parsedMultiMaterial.materials.forEach((subMatId: string) => multiMaterial.subMaterials.push(scene.getLastMaterialById(subMatId)));\r\n }\r\n\r\n return multiMaterial;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MultiMaterial\", MultiMaterial);\r\n"]}
@@ -30,7 +30,7 @@ export declare class PushMaterial extends Material {
30
30
  */
31
31
  bindOnlyNormalMatrix(normalMatrix: Matrix): void;
32
32
  bind(world: Matrix, mesh?: Mesh): void;
33
- protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
34
- protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
33
+ protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>, subMesh?: SubMesh): void;
34
+ protected _mustRebind(scene: Scene, effect: Effect, subMesh: SubMesh, visibility?: number): boolean;
35
35
  dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
36
36
  }
@@ -56,15 +56,18 @@ export class PushMaterial extends Material {
56
56
  }
57
57
  this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
58
58
  }
59
- _afterBind(mesh, effect = null) {
60
- super._afterBind(mesh, effect);
59
+ _afterBind(mesh, effect = null, subMesh) {
60
+ super._afterBind(mesh, effect, subMesh);
61
61
  this.getScene()._cachedEffect = effect;
62
- if (effect) {
63
- effect._forceRebindOnNextCall = false;
62
+ if (subMesh) {
63
+ subMesh._drawWrapper._forceRebindOnNextCall = false;
64
+ }
65
+ else {
66
+ this._drawWrapper._forceRebindOnNextCall = false;
64
67
  }
65
68
  }
66
- _mustRebind(scene, effect, visibility = 1) {
67
- return scene.isCachedMaterialInvalid(this, effect, visibility);
69
+ _mustRebind(scene, effect, subMesh, visibility = 1) {
70
+ return subMesh._drawWrapper._forceRebindOnNextCall || scene.isCachedMaterialInvalid(this, effect, visibility);
68
71
  }
69
72
  dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
70
73
  this._activeEffect = undefined;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"pushMaterial.js","sourceRoot":"","sources":["../../../../dev/core/src/Materials/pushMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAGjD;;;GAGG;AACH,MAAM,OAAO,YAAa,SAAQ,QAAQ;IAKtC,YAAY,IAAY,EAAE,KAAa,EAAE,sBAAsB,GAAG,IAAI;QAClE,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAHb,kBAAa,GAAW,IAAI,MAAM,EAAE,CAAC;QAI3C,IAAI,CAAC,uBAAuB,GAAG,sBAAsB,CAAC;IAC1D,CAAC;IAEM,SAAS;QACZ,OAAO,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,aAAc,CAAC,CAAC,CAAC,KAAK,CAAC,SAAS,EAAG,CAAC;IACnF,CAAC;IAEM,OAAO,CAAC,IAAmB,EAAE,YAAsB;QACtD,IAAI,CAAC,IAAI,EAAE;YACP,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE;YAC/B,OAAO,IAAI,CAAC;SACf;QAED,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE;YAChD,OAAO,IAAI,CAAC;SACf;QAED,OAAO,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC;IACzE,CAAC;IAES,kBAAkB,CAAC,OAAgB;QACzC,MAAM,OAAO,GAAG,OAAO,CAAC,eAAe,CAAC;QACxC,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,EAAE;YAC1D,IAAI,OAAO,CAAC,SAAS,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC,WAAW,EAAE,EAAE;gBACrD,OAAO,IAAI,CAAC;aACf;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;OAIG;IACI,mBAAmB,CAAC,KAAa;QACpC,IAAI,CAAC,aAAc,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAClD,CAAC;IAED;;;;OAIG;IACI,oBAAoB,CAAC,YAAoB;QAC5C,IAAI,CAAC,aAAc,CAAC,SAAS,CAAC,cAAc,EAAE,YAAY,CAAC,CAAC;IAChE,CAAC;IAEM,IAAI,CAAC,KAAa,EAAE,IAAW;QAClC,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;IACxD,CAAC;IAES,UAAU,CAAC,IAAW,EAAE,SAA2B,IAAI,EAAE,OAAiB;QAChF,KAAK,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC;QACxC,IAAI,CAAC,QAAQ,EAAE,CAAC,aAAa,GAAG,MAAM,CAAC;QACvC,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,YAAY,CAAC,sBAAsB,GAAG,KAAK,CAAC;SACvD;aAAM;YACH,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,KAAK,CAAC;SACpD;IACL,CAAC;IAES,WAAW,CAAC,KAAY,EAAE,MAAc,EAAE,OAAgB,EAAE,UAAU,GAAG,CAAC;QAChF,OAAO,OAAO,CAAC,YAAY,CAAC,sBAAsB,IAAI,KAAK,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,EAAE,UAAU,CAAC,CAAC;IAClH,CAAC;IAEM,OAAO,CAAC,kBAA4B,EAAE,oBAA8B,EAAE,cAAwB;QACjG,IAAI,CAAC,aAAa,GAAG,SAAS,CAAC;QAC/B,KAAK,CAAC,OAAO,CAAC,kBAAkB,EAAE,oBAAoB,EAAE,cAAc,CAAC,CAAC;IAC5E,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\n/**\r\n * Base class of materials working in push mode in babylon JS\r\n * @internal\r\n */\r\nexport class PushMaterial extends Material {\r\n protected _activeEffect?: Effect;\r\n\r\n protected _normalMatrix: Matrix = new Matrix();\r\n\r\n constructor(name: string, scene?: Scene, storeEffectOnSubMeshes = true) {\r\n super(name, scene);\r\n this._storeEffectOnSubMeshes = storeEffectOnSubMeshes;\r\n }\r\n\r\n public getEffect(): Effect {\r\n return this._storeEffectOnSubMeshes ? this._activeEffect! : super.getEffect()!;\r\n }\r\n\r\n public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n if (!mesh) {\r\n return false;\r\n }\r\n\r\n if (!this._storeEffectOnSubMeshes) {\r\n return true;\r\n }\r\n\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n }\r\n\r\n protected _isReadyForSubMesh(subMesh: SubMesh) {\r\n const defines = subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect && defines) {\r\n if (defines._renderId === this.getScene().getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n public bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect!.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n public bindOnlyNormalMatrix(normalMatrix: Matrix): void {\r\n this._activeEffect!.setMatrix(\"normalMatrix\", normalMatrix);\r\n }\r\n\r\n public bind(world: Matrix, mesh?: Mesh): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null, subMesh?: SubMesh): void {\r\n super._afterBind(mesh, effect, subMesh);\r\n this.getScene()._cachedEffect = effect;\r\n if (subMesh) {\r\n subMesh._drawWrapper._forceRebindOnNextCall = false;\r\n } else {\r\n this._drawWrapper._forceRebindOnNextCall = false;\r\n }\r\n }\r\n\r\n protected _mustRebind(scene: Scene, effect: Effect, subMesh: SubMesh, visibility = 1): boolean {\r\n return subMesh._drawWrapper._forceRebindOnNextCall || scene.isCachedMaterialInvalid(this, effect, visibility);\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean) {\r\n this._activeEffect = undefined;\r\n super.dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh);\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import type { Nullable } from "../types";
2
- import type { Scene } from "../scene";
2
+ import { Scene } from "../scene";
3
3
  import { Matrix, Vector3, Vector2, Vector4, Quaternion } from "../Maths/math.vector";
4
4
  import type { AbstractMesh } from "../Meshes/abstractMesh";
5
5
  import type { Mesh } from "../Meshes/mesh";