@babylonjs/core 6.7.0 → 6.8.1

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 (412) hide show
  1. package/Actions/abstractActionManager.js.map +1 -1
  2. package/Actions/action.js.map +1 -1
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +5 -0
  5. package/Animations/animationGroup.js +12 -0
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/easing.js.map +1 -1
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/Audio/sound.js.map +1 -1
  10. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  11. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  12. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  13. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  14. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  15. package/Bones/bone.js.map +1 -1
  16. package/Bones/boneIKController.js.map +1 -1
  17. package/Bones/boneLookController.js.map +1 -1
  18. package/Buffers/dataBuffer.js.map +1 -1
  19. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  20. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  21. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  22. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  23. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  24. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  26. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  27. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  28. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  29. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  30. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  32. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  33. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  34. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  35. package/Cameras/arcRotateCamera.js.map +1 -1
  36. package/Cameras/camera.js.map +1 -1
  37. package/Cameras/flyCamera.js.map +1 -1
  38. package/Cameras/followCamera.js.map +1 -1
  39. package/Cameras/freeCamera.js.map +1 -1
  40. package/Cameras/targetCamera.js.map +1 -1
  41. package/Collisions/collider.js.map +1 -1
  42. package/Compute/computeEffect.js.map +1 -1
  43. package/Compute/computeShader.js +1 -5
  44. package/Compute/computeShader.js.map +1 -1
  45. package/Culling/Octrees/octree.js.map +1 -1
  46. package/Culling/boundingBox.js.map +1 -1
  47. package/Culling/boundingInfo.js.map +1 -1
  48. package/Culling/boundingSphere.js.map +1 -1
  49. package/Culling/ray.d.ts +7 -2
  50. package/Culling/ray.js +8 -3
  51. package/Culling/ray.js.map +1 -1
  52. package/Debug/debugLayer.js +1 -9
  53. package/Debug/debugLayer.js.map +1 -1
  54. package/Debug/skeletonViewer.js.map +1 -1
  55. package/Engines/Extensions/engine.cubeTexture.js +1 -6
  56. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  57. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  58. package/Engines/Extensions/engine.multiview.d.ts +6 -1
  59. package/Engines/Extensions/engine.multiview.js +27 -7
  60. package/Engines/Extensions/engine.multiview.js.map +1 -1
  61. package/Engines/Extensions/engine.renderTarget.js +1 -6
  62. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  63. package/Engines/Extensions/engine.renderTargetCube.js +1 -9
  64. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  65. package/Engines/Extensions/engine.webVR.js +1 -5
  66. package/Engines/Extensions/engine.webVR.js.map +1 -1
  67. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  68. package/Engines/Native/nativeInterfaces.js.map +1 -1
  69. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +3 -0
  70. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  71. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +37 -0
  72. package/Engines/Processors/Expressions/shaderDefineExpression.js +57 -0
  73. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  74. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  75. package/Engines/Processors/shaderProcessor.js +34 -14
  76. package/Engines/Processors/shaderProcessor.js.map +1 -1
  77. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +19 -0
  78. package/Engines/WebGL/webGLRenderTargetWrapper.js +20 -1
  79. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  80. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -7
  81. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  82. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -8
  83. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +1 -10
  85. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  86. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheSampler.js +1 -6
  89. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  90. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  91. package/Engines/WebGPU/webgpuTintWASM.js +1 -4
  92. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  93. package/Engines/engine.d.ts +8 -1
  94. package/Engines/engine.js.map +1 -1
  95. package/Engines/engineCapabilities.d.ts +2 -0
  96. package/Engines/engineCapabilities.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -0
  98. package/Engines/nativeEngine.js +16 -0
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/nullEngine.js +1 -9
  101. package/Engines/nullEngine.js.map +1 -1
  102. package/Engines/thinEngine.js +7 -9
  103. package/Engines/thinEngine.js.map +1 -1
  104. package/Engines/webgpuEngine.js +3 -14
  105. package/Engines/webgpuEngine.js.map +1 -1
  106. package/Gamepads/Controllers/gearVRController.js.map +1 -1
  107. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  108. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  109. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  110. package/Gamepads/gamepad.js.map +1 -1
  111. package/Gizmos/cameraGizmo.js.map +1 -1
  112. package/Gizmos/gizmo.js.map +1 -1
  113. package/Gizmos/lightGizmo.js.map +1 -1
  114. package/Gizmos/planeRotationGizmo.js.map +1 -1
  115. package/Helpers/environmentHelper.js +2 -8
  116. package/Helpers/environmentHelper.js.map +1 -1
  117. package/Helpers/textureDome.js.map +1 -1
  118. package/Inputs/scene.inputManager.js +4 -1
  119. package/Inputs/scene.inputManager.js.map +1 -1
  120. package/Layers/effectLayer.js +1 -8
  121. package/Layers/effectLayer.js.map +1 -1
  122. package/Layers/glowLayer.js +1 -12
  123. package/Layers/glowLayer.js.map +1 -1
  124. package/Layers/highlightLayer.js +1 -11
  125. package/Layers/highlightLayer.js.map +1 -1
  126. package/Legacy/legacy.js +1 -1
  127. package/Legacy/legacy.js.map +1 -1
  128. package/LensFlares/lensFlareSystem.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.js +1 -4
  130. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  131. package/Lights/directionalLight.js.map +1 -1
  132. package/Lights/hemisphericLight.js.map +1 -1
  133. package/Lights/light.js.map +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Loading/loadingScreen.js.map +1 -1
  136. package/Loading/sceneLoader.d.ts +8 -8
  137. package/Loading/sceneLoader.js +35 -19
  138. package/Loading/sceneLoader.js.map +1 -1
  139. package/Materials/Background/backgroundMaterial.js.map +1 -1
  140. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
  141. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  144. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  146. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  150. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  152. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  154. package/Materials/Node/Blocks/addBlock.js +2 -0
  155. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  156. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  158. package/Materials/Node/Blocks/customBlock.d.ts +1 -0
  159. package/Materials/Node/Blocks/customBlock.js +18 -2
  160. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/divideBlock.js +2 -0
  162. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/multiplyBlock.js +2 -0
  165. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/subtractBlock.js +2 -0
  168. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  171. package/Materials/Node/nodeMaterial.d.ts +6 -1
  172. package/Materials/Node/nodeMaterial.js +6 -10
  173. package/Materials/Node/nodeMaterial.js.map +1 -1
  174. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  175. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  176. package/Materials/PBR/pbrBaseMaterial.js +1 -5
  177. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  178. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  179. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  180. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  181. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  182. package/Materials/PBR/pbrMaterial.js +6 -13
  183. package/Materials/PBR/pbrMaterial.js.map +1 -1
  184. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  185. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  186. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  187. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  188. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  189. package/Materials/Textures/baseTexture.js.map +1 -1
  190. package/Materials/Textures/cubeTexture.js.map +1 -1
  191. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  192. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  193. package/Materials/Textures/htmlElementTexture.js +1 -4
  194. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  195. package/Materials/Textures/internalTexture.js.map +1 -1
  196. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  197. package/Materials/Textures/texture.js.map +1 -1
  198. package/Materials/Textures/videoTexture.js +9 -22
  199. package/Materials/Textures/videoTexture.js.map +1 -1
  200. package/Materials/colorCurves.js.map +1 -1
  201. package/Materials/effect.js.map +1 -1
  202. package/Materials/greasedLinePluginMaterial.d.ts +307 -0
  203. package/Materials/greasedLinePluginMaterial.js +553 -0
  204. package/Materials/greasedLinePluginMaterial.js.map +1 -0
  205. package/Materials/imageProcessingConfiguration.js.map +1 -1
  206. package/Materials/index.d.ts +1 -0
  207. package/Materials/index.js +1 -0
  208. package/Materials/index.js.map +1 -1
  209. package/Materials/material.d.ts +3 -0
  210. package/Materials/material.decalMapConfiguration.js.map +1 -1
  211. package/Materials/material.detailMapConfiguration.js.map +1 -1
  212. package/Materials/material.js +40 -5
  213. package/Materials/material.js.map +1 -1
  214. package/Materials/materialPluginBase.d.ts +2 -2
  215. package/Materials/materialPluginBase.js +2 -2
  216. package/Materials/materialPluginBase.js.map +1 -1
  217. package/Materials/materialPluginManager.d.ts +3 -2
  218. package/Materials/materialPluginManager.js +3 -1
  219. package/Materials/materialPluginManager.js.map +1 -1
  220. package/Materials/multiMaterial.js +1 -1
  221. package/Materials/multiMaterial.js.map +1 -1
  222. package/Materials/shaderMaterial.d.ts +23 -4
  223. package/Materials/shaderMaterial.js +41 -21
  224. package/Materials/shaderMaterial.js.map +1 -1
  225. package/Materials/standardMaterial.d.ts +2 -1
  226. package/Materials/standardMaterial.js +4 -1
  227. package/Materials/standardMaterial.js.map +1 -1
  228. package/Materials/uniformBuffer.js.map +1 -1
  229. package/Maths/math.vector.d.ts +2 -1
  230. package/Maths/math.vector.js +3 -2
  231. package/Maths/math.vector.js.map +1 -1
  232. package/Meshes/Builders/decalBuilder.js +4 -4
  233. package/Meshes/Builders/decalBuilder.js.map +1 -1
  234. package/Meshes/Builders/greasedLineBuilder.d.ts +105 -0
  235. package/Meshes/Builders/greasedLineBuilder.js +330 -0
  236. package/Meshes/Builders/greasedLineBuilder.js.map +1 -0
  237. package/Meshes/Builders/index.d.ts +1 -0
  238. package/Meshes/Builders/index.js +1 -0
  239. package/Meshes/Builders/index.js.map +1 -1
  240. package/Meshes/abstractMesh.d.ts +3 -2
  241. package/Meshes/abstractMesh.js +5 -3
  242. package/Meshes/abstractMesh.js.map +1 -1
  243. package/Meshes/greasedLineMesh.d.ts +189 -0
  244. package/Meshes/greasedLineMesh.js +437 -0
  245. package/Meshes/greasedLineMesh.js.map +1 -0
  246. package/Meshes/index.d.ts +1 -0
  247. package/Meshes/index.js +1 -0
  248. package/Meshes/index.js.map +1 -1
  249. package/Meshes/mesh.d.ts +4 -0
  250. package/Meshes/mesh.js +20 -10
  251. package/Meshes/mesh.js.map +1 -1
  252. package/Meshes/mesh.vertexData.js.map +1 -1
  253. package/Meshes/meshUVSpaceRenderer.js +1 -8
  254. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  255. package/Meshes/transformNode.js.map +1 -1
  256. package/Misc/basis.js.map +1 -1
  257. package/Misc/deepCopier.js +8 -2
  258. package/Misc/deepCopier.js.map +1 -1
  259. package/Misc/dumpTools.d.ts +4 -3
  260. package/Misc/dumpTools.js +5 -4
  261. package/Misc/dumpTools.js.map +1 -1
  262. package/Misc/environmentTextureTools.js +1 -1
  263. package/Misc/environmentTextureTools.js.map +1 -1
  264. package/Misc/fileTools.js +10 -10
  265. package/Misc/fileTools.js.map +1 -1
  266. package/Misc/greasedLineTools.d.ts +141 -0
  267. package/Misc/greasedLineTools.js +263 -0
  268. package/Misc/greasedLineTools.js.map +1 -0
  269. package/Misc/index.d.ts +1 -0
  270. package/Misc/index.js +1 -0
  271. package/Misc/index.js.map +1 -1
  272. package/Misc/khronosTextureContainer.js.map +1 -1
  273. package/Misc/observable.d.ts +11 -0
  274. package/Misc/observable.js +26 -1
  275. package/Misc/observable.js.map +1 -1
  276. package/Misc/sceneOptimizer.js.map +1 -1
  277. package/Misc/screenshotTools.d.ts +15 -5
  278. package/Misc/screenshotTools.js +23 -13
  279. package/Misc/screenshotTools.js.map +1 -1
  280. package/Misc/smartArray.js.map +1 -1
  281. package/Misc/tools.d.ts +21 -9
  282. package/Misc/tools.js +21 -9
  283. package/Misc/tools.js.map +1 -1
  284. package/Misc/videoRecorder.js +1 -4
  285. package/Misc/videoRecorder.js.map +1 -1
  286. package/Misc/virtualJoystick.js +1 -4
  287. package/Misc/virtualJoystick.js.map +1 -1
  288. package/Misc/webRequest.js.map +1 -1
  289. package/Morph/morphTarget.js.map +1 -1
  290. package/Morph/morphTargetManager.js.map +1 -1
  291. package/Offline/database.js.map +1 -1
  292. package/Particles/baseParticleSystem.js.map +1 -1
  293. package/Particles/gpuParticleSystem.d.ts +1 -0
  294. package/Particles/gpuParticleSystem.js +5 -8
  295. package/Particles/gpuParticleSystem.js.map +1 -1
  296. package/Particles/particle.js.map +1 -1
  297. package/Particles/particleSystem.js +1 -1
  298. package/Particles/particleSystem.js.map +1 -1
  299. package/Particles/particleSystemSet.js.map +1 -1
  300. package/Physics/physicsHelper.js +4 -4
  301. package/Physics/physicsHelper.js.map +1 -1
  302. package/Physics/physicsRaycastResult.d.ts +3 -1
  303. package/Physics/physicsRaycastResult.js +10 -1
  304. package/Physics/physicsRaycastResult.js.map +1 -1
  305. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  306. package/Physics/v1/physicsImpostor.js.map +1 -1
  307. package/Physics/v2/IPhysicsEnginePlugin.d.ts +10 -0
  308. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  309. package/Physics/v2/Plugins/havokPlugin.d.ts +3 -2
  310. package/Physics/v2/Plugins/havokPlugin.js +9 -6
  311. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  312. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  313. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  314. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  315. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  316. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  317. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  318. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  319. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  320. package/PostProcesses/blurPostProcess.js.map +1 -1
  321. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  322. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  323. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  324. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  325. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  326. package/PostProcesses/filterPostProcess.js.map +1 -1
  327. package/PostProcesses/grainPostProcess.js.map +1 -1
  328. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  329. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  330. package/PostProcesses/postProcess.js.map +1 -1
  331. package/PostProcesses/refractionPostProcess.js.map +1 -1
  332. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  333. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  334. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  335. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  336. package/Probes/reflectionProbe.js.map +1 -1
  337. package/Rendering/boundingBoxRenderer.js +2 -4
  338. package/Rendering/boundingBoxRenderer.js.map +1 -1
  339. package/Rendering/depthPeelingRenderer.js.map +1 -1
  340. package/Rendering/depthRenderer.js.map +1 -1
  341. package/Rendering/geometryBufferRenderer.js.map +1 -1
  342. package/Rendering/outlineRenderer.js.map +1 -1
  343. package/Rendering/prePassRenderer.js.map +1 -1
  344. package/Rendering/renderingGroup.js.map +1 -1
  345. package/Rendering/renderingManager.js.map +1 -1
  346. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  347. package/Rendering/utilityLayerRenderer.js.map +1 -1
  348. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +4 -2
  349. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  350. package/Shaders/ShadersInclude/pbrDebug.js +11 -2
  351. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  352. package/Shaders/velocity.fragment.d.ts +5 -0
  353. package/Shaders/velocity.fragment.js +13 -0
  354. package/Shaders/velocity.fragment.js.map +1 -0
  355. package/Shaders/velocity.vertex.d.ts +7 -0
  356. package/Shaders/velocity.vertex.js +23 -0
  357. package/Shaders/velocity.vertex.js.map +1 -0
  358. package/Sprites/spriteManager.js.map +1 -1
  359. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  360. package/XR/features/WebXRBackgroundRemover.js.map +1 -1
  361. package/XR/features/WebXRControllerMovement.js.map +1 -1
  362. package/XR/features/WebXRControllerPhysics.js +4 -13
  363. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  364. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  365. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  366. package/XR/features/WebXRDOMOverlay.js.map +1 -1
  367. package/XR/features/WebXRDepthSensing.js.map +1 -1
  368. package/XR/features/WebXREyeTracking.js.map +1 -1
  369. package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
  370. package/XR/features/WebXRHandTracking.js +2 -8
  371. package/XR/features/WebXRHandTracking.js.map +1 -1
  372. package/XR/features/WebXRHitTest.js.map +1 -1
  373. package/XR/features/WebXRHitTestLegacy.js.map +1 -1
  374. package/XR/features/WebXRImageTracking.js.map +1 -1
  375. package/XR/features/WebXRLayers.js +18 -8
  376. package/XR/features/WebXRLayers.js.map +1 -1
  377. package/XR/features/WebXRLightEstimation.js.map +1 -1
  378. package/XR/features/WebXRMeshDetector.js.map +1 -1
  379. package/XR/features/WebXRNearInteraction.js.map +1 -1
  380. package/XR/features/WebXRPlaneDetector.js.map +1 -1
  381. package/XR/features/WebXRSpaceWarp.d.ts +138 -0
  382. package/XR/features/WebXRSpaceWarp.js +290 -0
  383. package/XR/features/WebXRSpaceWarp.js.map +1 -0
  384. package/XR/features/index.d.ts +1 -0
  385. package/XR/features/index.js +1 -0
  386. package/XR/features/index.js.map +1 -1
  387. package/XR/motionController/webXRAbstractMotionController.js +1 -4
  388. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  389. package/XR/motionController/webXRControllerComponent.js.map +1 -1
  390. package/XR/motionController/webXRGenericMotionController.js.map +1 -1
  391. package/XR/motionController/webXRHTCViveMotionController.js.map +1 -1
  392. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  393. package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
  394. package/XR/webXRCamera.js.map +1 -1
  395. package/XR/webXRDefaultExperience.js +6 -28
  396. package/XR/webXRDefaultExperience.js.map +1 -1
  397. package/XR/webXRFeaturesManager.d.ts +4 -0
  398. package/XR/webXRFeaturesManager.js +5 -4
  399. package/XR/webXRFeaturesManager.js.map +1 -1
  400. package/XR/webXRInput.js +1 -6
  401. package/XR/webXRInput.js.map +1 -1
  402. package/XR/webXRSessionManager.d.ts +4 -0
  403. package/XR/webXRSessionManager.js +6 -0
  404. package/XR/webXRSessionManager.js.map +1 -1
  405. package/abstractScene.js.map +1 -1
  406. package/assetContainer.js +1 -4
  407. package/assetContainer.js.map +1 -1
  408. package/node.js.map +1 -1
  409. package/package.json +2 -4
  410. package/scene.d.ts +5 -2
  411. package/scene.js +9 -12
  412. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"boundingSphere.js","sourceRoot":"","sources":["../../../../lts/core/generated/Culling/boundingSphere.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAGvD;;GAEG;AACH,MAAM,OAAO,cAAc;IA6BvB;;;;;OAKG;IACH,YAAY,GAA2B,EAAE,GAA2B,EAAE,WAAmC;QAlCzG;;WAEG;QACa,WAAM,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAKxC;;WAEG;QACa,gBAAW,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAK7C;;WAEG;QACa,YAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACzC;;WAEG;QACa,YAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAYrC,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,WAAW,CAAC,CAAC;IAC5C,CAAC;IAED;;;;;OAKG;IACI,WAAW,CAAC,GAA2B,EAAE,GAA2B,EAAE,WAAmC;QAC5G,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;QAC3B,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;QAE3B,MAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QAE5C,GAAG,CAAC,QAAQ,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;QACjD,IAAI,CAAC,MAAM,GAAG,QAAQ,GAAG,GAAG,CAAC;QAE7B,IAAI,CAAC,OAAO,CAAC,WAAW,IAAI,MAAM,CAAC,gBAAgB,CAAC,CAAC;IACzD,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,MAAc;QACvB,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACvC,MAAM,UAAU,GAAG,cAAc,CAAC,WAAW,CAAC;QAC9C,MAAM,gBAAgB,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QACzD,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,gBAAgB,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QACvE,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QAElE,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAE9C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,cAAc;QACjB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,UAAU;IACV;;OAEG;IACI,OAAO,CAAC,WAAkC;QAC7C,IAAI,CAAC,WAAW,CAAC,UAAU,EAAE,EAAE;YAC3B,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,MAAM,EAAE,WAAW,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAC9E,MAAM,UAAU,GAAG,cAAc,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;YACjD,OAAO,CAAC,8BAA8B,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,WAAW,EAAE,UAAU,CAAC,CAAC;YAC/E,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;SACrH;aAAM;YACH,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YACvC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC;SAClC;IACL,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,aAA0C;QACzD,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAChC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,EAAE;gBACnD,OAAO,KAAK,CAAC;aAChB;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,iBAAiB,CAAC,aAA0C;QAC/D,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE;gBAC5C,OAAO,KAAK,CAAC;aAChB;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,KAA6B;QAChD,MAAM,cAAc,GAAG,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;QACxE,IAAI,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,EAAE;YACtD,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACV;;;;;OAKG;IACI,MAAM,CAAC,UAAU,CAAC,OAAsC,EAAE,OAAsC;QACnG,MAAM,cAAc,GAAG,OAAO,CAAC,eAAe,CAAC,OAAO,CAAC,WAAW,EAAE,OAAO,CAAC,WAAW,CAAC,CAAC;QACzF,MAAM,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;QAE5D,IAAI,SAAS,GAAG,SAAS,GAAG,cAAc,EAAE;YACxC,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,yBAAyB,CAAC,MAA8B,EAAE,MAAc,EAAE,MAA8B;QAClH,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QACrC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;QACjD,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QACrC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAE5E,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;SAChC;aAAM;YACH,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;SAC3C;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;;AA9JuB,0BAAW,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC","sourcesContent":["import type { DeepImmutable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\n\r\n/**\r\n * Class used to store bounding sphere information\r\n */\r\nexport class BoundingSphere {\r\n /**\r\n * Gets the center of the bounding sphere in local space\r\n */\r\n public readonly center = Vector3.Zero();\r\n /**\r\n * Radius of the bounding sphere in local space\r\n */\r\n public radius: number;\r\n /**\r\n * Gets the center of the bounding sphere in world space\r\n */\r\n public readonly centerWorld = Vector3.Zero();\r\n /**\r\n * Radius of the bounding sphere in world space\r\n */\r\n public radiusWorld: number;\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n public readonly minimum = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n public readonly maximum = Vector3.Zero();\r\n\r\n private _worldMatrix: DeepImmutable<Matrix>;\r\n private static readonly _TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n\r\n /**\r\n * Creates a new bounding sphere\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n\r\n /**\r\n * Recreates the entire bounding sphere from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n public reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.minimum.copyFrom(min);\r\n this.maximum.copyFrom(max);\r\n\r\n const distance = Vector3.Distance(min, max);\r\n\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n this.radius = distance * 0.5;\r\n\r\n this._update(worldMatrix || Matrix.IdentityReadOnly);\r\n }\r\n\r\n /**\r\n * Scale the current bounding sphere by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n public scale(factor: number): BoundingSphere {\r\n const newRadius = this.radius * factor;\r\n const tmpVectors = BoundingSphere._TmpVector3;\r\n const tempRadiusVector = tmpVectors[0].setAll(newRadius);\r\n const min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);\r\n const max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);\r\n\r\n this.reConstruct(min, max, this._worldMatrix);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n public getWorldMatrix(): DeepImmutable<Matrix> {\r\n return this._worldMatrix;\r\n }\r\n\r\n // Methods\r\n /**\r\n * @internal\r\n */\r\n public _update(worldMatrix: DeepImmutable<Matrix>): void {\r\n if (!worldMatrix.isIdentity()) {\r\n Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);\r\n const tempVector = BoundingSphere._TmpVector3[0];\r\n Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);\r\n this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;\r\n } else {\r\n this.centerWorld.copyFrom(this.center);\r\n this.radiusWorld = this.radius;\r\n }\r\n }\r\n\r\n /**\r\n * Tests if the bounding sphere is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n public isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n const center = this.centerWorld;\r\n const radius = this.radiusWorld;\r\n for (let i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) <= -radius) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if the bounding sphere center is in between the frustum planes.\r\n * Used for optimistic fast inclusion.\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if the sphere center is in between the frustum planes\r\n */\r\n public isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n const center = this.centerWorld;\r\n for (let i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) < 0) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if a point is inside the bounding sphere\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding sphere\r\n */\r\n public intersectsPoint(point: DeepImmutable<Vector3>): boolean {\r\n const squareDistance = Vector3.DistanceSquared(this.centerWorld, point);\r\n if (this.radiusWorld * this.radiusWorld < squareDistance) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Checks if two sphere intersect\r\n * @param sphere0 sphere 0\r\n * @param sphere1 sphere 1\r\n * @returns true if the spheres intersect\r\n */\r\n public static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean {\r\n const squareDistance = Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);\r\n const radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;\r\n\r\n if (radiusSum * radiusSum < squareDistance) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates a sphere from a center and a radius\r\n * @param center The center\r\n * @param radius radius\r\n * @param matrix Optional worldMatrix\r\n * @returns The sphere\r\n */\r\n public static CreateFromCenterAndRadius(center: DeepImmutable<Vector3>, radius: number, matrix?: DeepImmutable<Matrix>): BoundingSphere {\r\n this._TmpVector3[0].copyFrom(center);\r\n this._TmpVector3[1].copyFromFloats(0, 0, radius);\r\n this._TmpVector3[2].copyFrom(center);\r\n this._TmpVector3[0].addInPlace(this._TmpVector3[1]);\r\n this._TmpVector3[2].subtractInPlace(this._TmpVector3[1]);\r\n\r\n const sphere = new BoundingSphere(this._TmpVector3[0], this._TmpVector3[2]);\r\n\r\n if (matrix) {\r\n sphere._worldMatrix = matrix;\r\n } else {\r\n sphere._worldMatrix = Matrix.Identity();\r\n }\r\n\r\n return sphere;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"boundingSphere.js","sourceRoot":"","sources":["../../../../lts/core/generated/Culling/boundingSphere.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAGvD;;GAEG;AACH,MAAM,OAAO,cAAc;IA6BvB;;;;;OAKG;IACH,YAAY,GAA2B,EAAE,GAA2B,EAAE,WAAmC;QAlCzG;;WAEG;QACa,WAAM,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAKxC;;WAEG;QACa,gBAAW,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAK7C;;WAEG;QACa,YAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACzC;;WAEG;QACa,YAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAYrC,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,WAAW,CAAC,CAAC;IAC5C,CAAC;IAED;;;;;OAKG;IACI,WAAW,CAAC,GAA2B,EAAE,GAA2B,EAAE,WAAmC;QAC5G,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;QAC3B,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;QAE3B,MAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QAE5C,GAAG,CAAC,QAAQ,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;QACjD,IAAI,CAAC,MAAM,GAAG,QAAQ,GAAG,GAAG,CAAC;QAE7B,IAAI,CAAC,OAAO,CAAC,WAAW,IAAI,MAAM,CAAC,gBAAgB,CAAC,CAAC;IACzD,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,MAAc;QACvB,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACvC,MAAM,UAAU,GAAG,cAAc,CAAC,WAAW,CAAC;QAC9C,MAAM,gBAAgB,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QACzD,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,gBAAgB,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QACvE,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QAElE,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAE9C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,cAAc;QACjB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,UAAU;IACV;;OAEG;IACI,OAAO,CAAC,WAAkC;QAC7C,IAAI,CAAC,WAAW,CAAC,UAAU,EAAE,EAAE;YAC3B,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,MAAM,EAAE,WAAW,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAC9E,MAAM,UAAU,GAAG,cAAc,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;YACjD,OAAO,CAAC,8BAA8B,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,WAAW,EAAE,UAAU,CAAC,CAAC;YAC/E,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;SACrH;aAAM;YACH,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YACvC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC;SAClC;IACL,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,aAA0C;QACzD,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAChC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,EAAE;gBACnD,OAAO,KAAK,CAAC;aAChB;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,iBAAiB,CAAC,aAA0C;QAC/D,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE;gBAC5C,OAAO,KAAK,CAAC;aAChB;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,KAA6B;QAChD,MAAM,cAAc,GAAG,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;QACxE,IAAI,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,EAAE;YACtD,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACV;;;;;OAKG;IACI,MAAM,CAAC,UAAU,CAAC,OAAsC,EAAE,OAAsC;QACnG,MAAM,cAAc,GAAG,OAAO,CAAC,eAAe,CAAC,OAAO,CAAC,WAAW,EAAE,OAAO,CAAC,WAAW,CAAC,CAAC;QACzF,MAAM,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;QAE5D,IAAI,SAAS,GAAG,SAAS,GAAG,cAAc,EAAE;YACxC,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,yBAAyB,CAAC,MAA8B,EAAE,MAAc,EAAE,MAA8B;QAClH,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QACrC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;QACjD,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QACrC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAE5E,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;SAChC;aAAM;YACH,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;SAC3C;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;;AA9JuB,0BAAW,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,EAAE,OAAO,CAAC,IAAI,CAAC,AAAzC,CAA0C","sourcesContent":["import type { DeepImmutable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\n\r\n/**\r\n * Class used to store bounding sphere information\r\n */\r\nexport class BoundingSphere {\r\n /**\r\n * Gets the center of the bounding sphere in local space\r\n */\r\n public readonly center = Vector3.Zero();\r\n /**\r\n * Radius of the bounding sphere in local space\r\n */\r\n public radius: number;\r\n /**\r\n * Gets the center of the bounding sphere in world space\r\n */\r\n public readonly centerWorld = Vector3.Zero();\r\n /**\r\n * Radius of the bounding sphere in world space\r\n */\r\n public radiusWorld: number;\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n public readonly minimum = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n public readonly maximum = Vector3.Zero();\r\n\r\n private _worldMatrix: DeepImmutable<Matrix>;\r\n private static readonly _TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n\r\n /**\r\n * Creates a new bounding sphere\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n\r\n /**\r\n * Recreates the entire bounding sphere from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n public reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.minimum.copyFrom(min);\r\n this.maximum.copyFrom(max);\r\n\r\n const distance = Vector3.Distance(min, max);\r\n\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n this.radius = distance * 0.5;\r\n\r\n this._update(worldMatrix || Matrix.IdentityReadOnly);\r\n }\r\n\r\n /**\r\n * Scale the current bounding sphere by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n public scale(factor: number): BoundingSphere {\r\n const newRadius = this.radius * factor;\r\n const tmpVectors = BoundingSphere._TmpVector3;\r\n const tempRadiusVector = tmpVectors[0].setAll(newRadius);\r\n const min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);\r\n const max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);\r\n\r\n this.reConstruct(min, max, this._worldMatrix);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n public getWorldMatrix(): DeepImmutable<Matrix> {\r\n return this._worldMatrix;\r\n }\r\n\r\n // Methods\r\n /**\r\n * @internal\r\n */\r\n public _update(worldMatrix: DeepImmutable<Matrix>): void {\r\n if (!worldMatrix.isIdentity()) {\r\n Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);\r\n const tempVector = BoundingSphere._TmpVector3[0];\r\n Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);\r\n this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;\r\n } else {\r\n this.centerWorld.copyFrom(this.center);\r\n this.radiusWorld = this.radius;\r\n }\r\n }\r\n\r\n /**\r\n * Tests if the bounding sphere is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n public isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n const center = this.centerWorld;\r\n const radius = this.radiusWorld;\r\n for (let i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) <= -radius) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if the bounding sphere center is in between the frustum planes.\r\n * Used for optimistic fast inclusion.\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if the sphere center is in between the frustum planes\r\n */\r\n public isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n const center = this.centerWorld;\r\n for (let i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) < 0) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if a point is inside the bounding sphere\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding sphere\r\n */\r\n public intersectsPoint(point: DeepImmutable<Vector3>): boolean {\r\n const squareDistance = Vector3.DistanceSquared(this.centerWorld, point);\r\n if (this.radiusWorld * this.radiusWorld < squareDistance) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Checks if two sphere intersect\r\n * @param sphere0 sphere 0\r\n * @param sphere1 sphere 1\r\n * @returns true if the spheres intersect\r\n */\r\n public static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean {\r\n const squareDistance = Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);\r\n const radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;\r\n\r\n if (radiusSum * radiusSum < squareDistance) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates a sphere from a center and a radius\r\n * @param center The center\r\n * @param radius radius\r\n * @param matrix Optional worldMatrix\r\n * @returns The sphere\r\n */\r\n public static CreateFromCenterAndRadius(center: DeepImmutable<Vector3>, radius: number, matrix?: DeepImmutable<Matrix>): BoundingSphere {\r\n this._TmpVector3[0].copyFrom(center);\r\n this._TmpVector3[1].copyFromFloats(0, 0, radius);\r\n this._TmpVector3[2].copyFrom(center);\r\n this._TmpVector3[0].addInPlace(this._TmpVector3[1]);\r\n this._TmpVector3[2].subtractInPlace(this._TmpVector3[1]);\r\n\r\n const sphere = new BoundingSphere(this._TmpVector3[0], this._TmpVector3[2]);\r\n\r\n if (matrix) {\r\n sphere._worldMatrix = matrix;\r\n } else {\r\n sphere._worldMatrix = Matrix.Identity();\r\n }\r\n\r\n return sphere;\r\n }\r\n}\r\n"]}
package/Culling/ray.d.ts CHANGED
@@ -83,12 +83,17 @@ export declare class Ray {
83
83
  */
84
84
  intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
85
85
  /**
86
- * Checks if ray intersects a mesh. The ray is defined in WORLD space.
86
+ * Checks if ray intersects a mesh. The ray is defined in WORLD space. A mesh triangle can be picked both from its front and back sides,
87
+ * irrespective of orientation.
87
88
  * @param mesh the mesh to check
88
89
  * @param fastCheck defines if the first intersection will be used (and not the closest)
90
+ * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
91
+ * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)
92
+ * @param worldToUse defines the world matrix to use to get the world coordinate of the intersection point
93
+ * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check
89
94
  * @returns picking info of the intersection
90
95
  */
91
- intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
96
+ intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate, onlyBoundingInfo?: boolean, worldToUse?: Matrix, skipBoundingInfo?: boolean): PickingInfo;
92
97
  /**
93
98
  * Checks if ray intersects a mesh
94
99
  * @param meshes the meshes to check
package/Culling/ray.js CHANGED
@@ -252,12 +252,17 @@ export class Ray {
252
252
  }
253
253
  }
254
254
  /**
255
- * Checks if ray intersects a mesh. The ray is defined in WORLD space.
255
+ * Checks if ray intersects a mesh. The ray is defined in WORLD space. A mesh triangle can be picked both from its front and back sides,
256
+ * irrespective of orientation.
256
257
  * @param mesh the mesh to check
257
258
  * @param fastCheck defines if the first intersection will be used (and not the closest)
259
+ * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
260
+ * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)
261
+ * @param worldToUse defines the world matrix to use to get the world coordinate of the intersection point
262
+ * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check
258
263
  * @returns picking info of the intersection
259
264
  */
260
- intersectsMesh(mesh, fastCheck) {
265
+ intersectsMesh(mesh, fastCheck, trianglePredicate, onlyBoundingInfo = false, worldToUse, skipBoundingInfo = false) {
261
266
  const tm = TmpVectors.Matrix[0];
262
267
  mesh.getWorldMatrix().invertToRef(tm);
263
268
  if (this._tmpRay) {
@@ -266,7 +271,7 @@ export class Ray {
266
271
  else {
267
272
  this._tmpRay = Ray.Transform(this, tm);
268
273
  }
269
- return mesh.intersects(this._tmpRay, fastCheck);
274
+ return mesh.intersects(this._tmpRay, fastCheck, trianglePredicate, onlyBoundingInfo, worldToUse, skipBoundingInfo);
270
275
  }
271
276
  /**
272
277
  * Checks if ray intersects a mesh
@@ -1 +1 @@
1
- {"version":3,"file":"ray.js","sourceRoot":"","sources":["../../../../lts/core/generated/Culling/ray.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAEnE,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,EAAE,gBAAgB,EAAE,MAAM,gCAAgC,CAAC;AAGlE,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAE3C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAIrD;;GAEG;AACH,MAAM,OAAO,GAAG;IAKZ;;;;;OAKG;IACH;IACI,mBAAmB;IACZ,MAAe;IACtB,gBAAgB;IACT,SAAkB;IACzB,wBAAwB;IACjB,SAAiB,MAAM,CAAC,SAAS;QAJjC,WAAM,GAAN,MAAM,CAAS;QAEf,cAAS,GAAT,SAAS,CAAS;QAElB,WAAM,GAAN,MAAM,CAA2B;IACzC,CAAC;IAEJ,UAAU;IAEV;;;OAGG;IACI,KAAK;QACR,OAAO,IAAI,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IAC7E,CAAC;IAED;;;;;;;OAOG;IACI,mBAAmB,CAAC,OAA+B,EAAE,OAA+B,EAAE,uBAA+B,CAAC;QACzH,MAAM,UAAU,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC,GAAG,oBAAoB,EAAE,OAAO,CAAC,CAAC,GAAG,oBAAoB,EAAE,OAAO,CAAC,CAAC,GAAG,oBAAoB,CAAC,CAAC;QAC3J,MAAM,UAAU,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC,GAAG,oBAAoB,EAAE,OAAO,CAAC,CAAC,GAAG,oBAAoB,EAAE,OAAO,CAAC,CAAC,GAAG,oBAAoB,CAAC,CAAC;QAC3J,IAAI,CAAC,GAAG,GAAG,CAAC;QACZ,IAAI,QAAQ,GAAG,MAAM,CAAC,SAAS,CAAC;QAChC,IAAI,GAAW,CAAC;QAChB,IAAI,GAAW,CAAC;QAChB,IAAI,GAAW,CAAC;QAChB,IAAI,IAAY,CAAC;QACjB,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,SAAS,EAAE;YACxC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,EAAE;gBAC9D,OAAO,KAAK,CAAC;aAChB;SACJ;aAAM;YACH,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;YAC7B,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAC3C,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAC3C,IAAI,GAAG,KAAK,CAAC,QAAQ,EAAE;gBACnB,GAAG,GAAG,QAAQ,CAAC;aAClB;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;gBACX,IAAI,GAAG,GAAG,CAAC;gBACX,GAAG,GAAG,GAAG,CAAC;gBACV,GAAG,GAAG,IAAI,CAAC;aACd;YAED,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YACrB,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC;YAEnC,IAAI,CAAC,GAAG,QAAQ,EAAE;gBACd,OAAO,KAAK,CAAC;aAChB;SACJ;QAED,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,SAAS,EAAE;YACxC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,EAAE;gBAC9D,OAAO,KAAK,CAAC;aAChB;SACJ;aAAM;YACH,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;YAC7B,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAC3C,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAE3C,IAAI,GAAG,KAAK,CAAC,QAAQ,EAAE;gBACnB,GAAG,GAAG,QAAQ,CAAC;aAClB;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;gBACX,IAAI,GAAG,GAAG,CAAC;gBACX,GAAG,GAAG,GAAG,CAAC;gBACV,GAAG,GAAG,IAAI,CAAC;aACd;YAED,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YACrB,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC;YAEnC,IAAI,CAAC,GAAG,QAAQ,EAAE;gBACd,OAAO,KAAK,CAAC;aAChB;SACJ;QAED,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,SAAS,EAAE;YACxC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,EAAE;gBAC9D,OAAO,KAAK,CAAC;aAChB;SACJ;aAAM;YACH,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;YAC7B,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAC3C,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAE3C,IAAI,GAAG,KAAK,CAAC,QAAQ,EAAE;gBACnB,GAAG,GAAG,QAAQ,CAAC;aAClB;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;gBACX,IAAI,GAAG,GAAG,CAAC;gBACX,GAAG,GAAG,GAAG,CAAC;gBACV,GAAG,GAAG,IAAI,CAAC;aACd;YAED,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YACrB,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC;YAEnC,IAAI,CAAC,GAAG,QAAQ,EAAE;gBACd,OAAO,KAAK,CAAC;aAChB;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,aAAa,CAAC,GAA+B,EAAE,uBAA+B,CAAC;QAClF,OAAO,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,OAAO,EAAE,GAAG,CAAC,OAAO,EAAE,oBAAoB,CAAC,CAAC;IACpF,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,MAAqC,EAAE,uBAA+B,CAAC;QAC3F,MAAM,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC1C,MAAM,IAAI,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACnC,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,GAAG,oBAAoB,CAAC;QACpD,MAAM,EAAE,GAAG,MAAM,GAAG,MAAM,CAAC;QAE3B,IAAI,IAAI,IAAI,EAAE,EAAE;YACZ,OAAO,IAAI,CAAC;SACf;QAED,MAAM,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;QAC/E,IAAI,GAAG,GAAG,GAAG,EAAE;YACX,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,IAAI,GAAG,IAAI,GAAG,GAAG,GAAG,GAAG,CAAC;QAE9B,OAAO,IAAI,IAAI,EAAE,CAAC;IACtB,CAAC;IAED;;;;;;OAMG;IACI,kBAAkB,CAAC,OAA+B,EAAE,OAA+B,EAAE,OAA+B;QACvH,MAAM,KAAK,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QACjC,MAAM,KAAK,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QACjC,MAAM,IAAI,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,IAAI,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,IAAI,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QAEhC,OAAO,CAAC,aAAa,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;QACtC,OAAO,CAAC,aAAa,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;QACtC,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QAChD,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAErC,IAAI,GAAG,KAAK,CAAC,EAAE;YACX,OAAO,IAAI,CAAC;SACf;QAED,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;QAEvB,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;QAEzC,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,MAAM,CAAC;QAE5C,IAAI,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,GAAG,EAAE;YACpB,OAAO,IAAI,CAAC;SACf;QAED,OAAO,CAAC,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QAEtC,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,MAAM,CAAC;QAEtD,IAAI,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,EAAE,GAAG,GAAG,EAAE;YACzB,OAAO,IAAI,CAAC;SACf;QAED,6DAA6D;QAC7D,MAAM,QAAQ,GAAG,OAAO,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,MAAM,CAAC;QACnD,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE;YACxB,OAAO,IAAI,CAAC;SACf;QAED,OAAO,IAAI,gBAAgB,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,QAAQ,CAAC,CAAC;IAC3D,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,KAA2B;QAC9C,IAAI,QAAgB,CAAC;QACrB,MAAM,OAAO,GAAG,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC1D,IAAI,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,mBAAmB,EAAE;YACzC,OAAO,IAAI,CAAC;SACf;aAAM;YACH,MAAM,OAAO,GAAG,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YACvD,QAAQ,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC,GAAG,OAAO,CAAC,GAAG,OAAO,CAAC;YAC1C,IAAI,QAAQ,GAAG,GAAG,EAAE;gBAChB,IAAI,QAAQ,GAAG,CAAC,mBAAmB,EAAE;oBACjC,OAAO,IAAI,CAAC;iBACf;qBAAM;oBACH,OAAO,CAAC,CAAC;iBACZ;aACJ;YAED,OAAO,QAAQ,CAAC;SACnB;IACL,CAAC;IACD;;;;;OAKG;IACI,cAAc,CAAC,IAAY,EAAE,SAAiB,CAAC;QAClD,QAAQ,IAAI,EAAE;YACV,KAAK,GAAG,CAAC,CAAC;gBACN,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;gBACtD,IAAI,CAAC,GAAG,CAAC,EAAE;oBACP,OAAO,IAAI,CAAC;iBACf;gBACD,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;aAC5G;YACD,KAAK,GAAG,CAAC,CAAC;gBACN,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;gBACtD,IAAI,CAAC,GAAG,CAAC,EAAE;oBACP,OAAO,IAAI,CAAC;iBACf;gBACD,OAAO,IAAI,OAAO,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;aAC5G;YACD,KAAK,GAAG,CAAC,CAAC;gBACN,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;gBACtD,IAAI,CAAC,GAAG,CAAC,EAAE;oBACP,OAAO,IAAI,CAAC;iBACf;gBACD,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC;aAC5G;YACD;gBACI,OAAO,IAAI,CAAC;SACnB;IACL,CAAC;IAED;;;;;OAKG;IACI,cAAc,CAAC,IAAiC,EAAE,SAAmB;QACxE,MAAM,EAAE,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAEhC,IAAI,CAAC,cAAc,EAAE,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;QAEtC,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,GAAG,CAAC,cAAc,CAAC,IAAI,EAAE,EAAE,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;SAC9C;aAAM;YACH,IAAI,CAAC,OAAO,GAAG,GAAG,CAAC,SAAS,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC;SAC1C;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,EAAE,SAAS,CAAC,CAAC;IACpD,CAAC;IAED;;;;;;OAMG;IACI,gBAAgB,CAAC,MAA0C,EAAE,SAAmB,EAAE,OAA4B;QACjH,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;SACtB;aAAM;YACH,OAAO,GAAG,EAAE,CAAC;SAChB;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACpC,MAAM,QAAQ,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC;YAE3D,IAAI,QAAQ,CAAC,GAAG,EAAE;gBACd,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;aAC1B;SACJ;QAED,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAEvC,OAAO,OAAO,CAAC;IACnB,CAAC;IAEO,mBAAmB,CAAC,YAAwC,EAAE,YAAwC;QAC1G,IAAI,YAAY,CAAC,QAAQ,GAAG,YAAY,CAAC,QAAQ,EAAE;YAC/C,OAAO,CAAC,CAAC,CAAC;SACb;aAAM,IAAI,YAAY,CAAC,QAAQ,GAAG,YAAY,CAAC,QAAQ,EAAE;YACtD,OAAO,CAAC,CAAC;SACZ;aAAM;YACH,OAAO,CAAC,CAAC;SACZ;IACL,CAAC;IAKD;;;;;;OAMG;IACH,mBAAmB,CAAC,IAA4B,EAAE,IAA4B,EAAE,SAAiB;QAC7F,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;QACtB,MAAM,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,KAAK,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACpC,MAAM,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAEhC,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAE5B,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QACxC,CAAC,CAAC,QAAQ,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;QAErB,IAAI,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzB,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,cAAc;QAC3C,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC5B,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,cAAc;QAC3C,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC5B,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC5B,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,cAAc;QACvC,IAAI,EAAU,EACV,EAAE,GAAG,CAAC,CAAC,CAAC,oCAAoC;QAChD,IAAI,EAAU,EACV,EAAE,GAAG,CAAC,CAAC,CAAC,oCAAoC;QAEhD,wDAAwD;QACxD,IAAI,CAAC,GAAG,GAAG,CAAC,SAAS,EAAE;YACnB,gCAAgC;YAChC,EAAE,GAAG,GAAG,CAAC,CAAC,qCAAqC;YAC/C,EAAE,GAAG,GAAG,CAAC,CAAC,4CAA4C;YACtD,EAAE,GAAG,CAAC,CAAC;YACP,EAAE,GAAG,CAAC,CAAC;SACV;aAAM;YACH,+CAA+C;YAC/C,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YACnB,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YACnB,IAAI,EAAE,GAAG,GAAG,EAAE;gBACV,oCAAoC;gBACpC,EAAE,GAAG,GAAG,CAAC;gBACT,EAAE,GAAG,CAAC,CAAC;gBACP,EAAE,GAAG,CAAC,CAAC;aACV;iBAAM,IAAI,EAAE,GAAG,EAAE,EAAE;gBAChB,oCAAoC;gBACpC,EAAE,GAAG,EAAE,CAAC;gBACR,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;gBACX,EAAE,GAAG,CAAC,CAAC;aACV;SACJ;QAED,IAAI,EAAE,GAAG,GAAG,EAAE;YACV,oCAAoC;YACpC,EAAE,GAAG,GAAG,CAAC;YACT,6BAA6B;YAC7B,IAAI,CAAC,CAAC,GAAG,GAAG,EAAE;gBACV,EAAE,GAAG,GAAG,CAAC;aACZ;iBAAM,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE;gBACf,EAAE,GAAG,EAAE,CAAC;aACX;iBAAM;gBACH,EAAE,GAAG,CAAC,CAAC,CAAC;gBACR,EAAE,GAAG,CAAC,CAAC;aACV;SACJ;aAAM,IAAI,EAAE,GAAG,EAAE,EAAE;YAChB,oCAAoC;YACpC,EAAE,GAAG,EAAE,CAAC;YACR,6BAA6B;YAC7B,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,EAAE;gBACd,EAAE,GAAG,CAAC,CAAC;aACV;iBAAM,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE;gBACnB,EAAE,GAAG,EAAE,CAAC;aACX;iBAAM;gBACH,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;gBACZ,EAAE,GAAG,CAAC,CAAC;aACV;SACJ;QACD,2CAA2C;QAC3C,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC;QACxD,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC;QAExD,+CAA+C;QAC/C,MAAM,GAAG,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAClC,CAAC,CAAC,UAAU,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;QACtB,MAAM,GAAG,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAClC,CAAC,CAAC,UAAU,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;QACtB,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QAClB,MAAM,EAAE,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACjC,GAAG,CAAC,aAAa,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,CAAC,oBAAoB;QAEhD,MAAM,aAAa,GAAG,EAAE,GAAG,CAAC,IAAI,EAAE,IAAI,IAAI,CAAC,MAAM,IAAI,EAAE,CAAC,aAAa,EAAE,GAAG,SAAS,GAAG,SAAS,CAAC,CAAC,6BAA6B;QAE9H,IAAI,aAAa,EAAE;YACf,OAAO,GAAG,CAAC,MAAM,EAAE,CAAC;SACvB;QACD,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED;;;;;;;;;;;OAWG;IACI,MAAM,CACT,CAAS,EACT,CAAS,EACT,aAAqB,EACrB,cAAsB,EACtB,KAA4B,EAC5B,IAA2B,EAC3B,UAAiC,EACjC,uBAAgC,KAAK;QAErC,IAAI,oBAAoB,EAAE;YACtB,mGAAmG;YACnG,2GAA2G;YAC3G,yGAAyG;YACzG,6EAA6E;YAC7E,uEAAuE;YACvE,IAAI,CAAC,GAAG,CAAC,WAAW,EAAE;gBAClB,GAAG,CAAC,WAAW,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;aAChC;YAED,GAAG,CAAC,WAAW,CAAC,iBAAiB,CAAC,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,cAAc,EAAE,MAAM,CAAC,gBAAgB,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;YAElH,MAAM,EAAE,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;YACtB,GAAG,CAAC,cAAc,CAAC,GAAG,CAAC,WAAW,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;SACjD;aAAM;YACH,IAAI,CAAC,iBAAiB,CAAC,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,cAAc,EAAE,KAAK,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;SACxF;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACV;;;OAGG;IACI,MAAM,CAAC,IAAI;QACd,OAAO,IAAI,GAAG,CAAC,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;IACnD,CAAC;IAED;;;;;;;;;;OAUG;IACI,MAAM,CAAC,SAAS,CACnB,CAAS,EACT,CAAS,EACT,aAAqB,EACrB,cAAsB,EACtB,KAA4B,EAC5B,IAA2B,EAC3B,UAAiC;QAEjC,MAAM,MAAM,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;QAE1B,OAAO,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,cAAc,EAAE,KAAK,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;IACvF,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,eAAe,CAAC,MAAe,EAAE,GAAY,EAAE,QAA+B,MAAM,CAAC,gBAAgB;QAC/G,MAAM,SAAS,GAAG,GAAG,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QACvC,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;QAC5G,SAAS,CAAC,SAAS,EAAE,CAAC;QAEtB,OAAO,GAAG,CAAC,SAAS,CAAC,IAAI,GAAG,CAAC,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,KAAK,CAAC,CAAC;IACpE,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,SAAS,CAAC,GAAuB,EAAE,MAA6B;QAC1E,MAAM,MAAM,GAAG,IAAI,GAAG,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACnE,GAAG,CAAC,cAAc,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAExC,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,cAAc,CAAC,GAAuB,EAAE,MAA6B,EAAE,MAAW;QAC5F,OAAO,CAAC,yBAAyB,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;QACrE,OAAO,CAAC,oBAAoB,CAAC,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,CAAC,SAAS,CAAC,CAAC;QACtE,MAAM,CAAC,MAAM,GAAG,GAAG,CAAC,MAAM,CAAC;QAE3B,MAAM,GAAG,GAAG,MAAM,CAAC,SAAS,CAAC;QAC7B,MAAM,GAAG,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC;QAEzB,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,IAAI,GAAG,KAAK,CAAC,CAAC,EAAE;YAC3B,MAAM,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;YACtB,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC;YACb,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC;YACb,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC;YACb,MAAM,CAAC,MAAM,IAAI,GAAG,CAAC;SACxB;IACL,CAAC;IAED;;;;;;;;;OASG;IACI,iBAAiB,CACpB,OAAc,EACd,OAAc,EACd,aAAqB,EACrB,cAAsB,EACtB,KAA4B,EAC5B,IAA2B,EAC3B,UAAiC;;QAEjC,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QACpC,KAAK,CAAC,aAAa,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAClC,MAAM,CAAC,aAAa,CAAC,UAAU,EAAE,MAAM,CAAC,CAAC;QACzC,MAAM,CAAC,MAAM,EAAE,CAAC;QAEhB,MAAM,gBAAgB,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC/C,gBAAgB,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,aAAa,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACvD,gBAAgB,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,GAAG,cAAc,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;QAC3D,gBAAgB,CAAC,CAAC,GAAG,CAAA,MAAA,WAAW,CAAC,iBAAiB,0CAAE,eAAe,EAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAE7E,uFAAuF;QACvF,MAAM,eAAe,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,gBAAgB,CAAC,CAAC,EAAE,gBAAgB,CAAC,CAAC,EAAE,GAAG,GAAG,IAAI,CAAC,CAAC;QACjH,MAAM,QAAQ,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACvC,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACtC,OAAO,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAC9E,OAAO,CAAC,iCAAiC,CAAC,eAAe,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC;QAE5E,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;QAC/B,OAAO,CAAC,aAAa,CAAC,QAAQ,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAChD,IAAI,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC;IAC/B,CAAC;;AA9lBuB,eAAW,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC;AAC9D,eAAW,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;AA2UzB,aAAS,GAAG,UAAU,CAAC;AACvB,SAAK,GAAG,IAAI,CAAC;AAmUhC,KAAK,CAAC,SAAS,CAAC,gBAAgB,GAAG,UAAU,CAAS,EAAE,CAAS,EAAE,KAAuB,EAAE,MAAwB,EAAE,eAAe,GAAG,KAAK;IACzI,MAAM,MAAM,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;IAE1B,IAAI,CAAC,qBAAqB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,eAAe,CAAC,CAAC;IAEzE,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG,UACpC,CAAS,EACT,CAAS,EACT,KAAuB,EACvB,MAAW,EACX,MAAwB,EACxB,eAAe,GAAG,KAAK,EACvB,oBAAoB,GAAG,KAAK;IAE5B,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;IAEhC,IAAI,CAAC,MAAM,EAAE;QACT,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YACpB,OAAO,IAAI,CAAC;SACf;QAED,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC;KAC9B;IAED,MAAM,cAAc,GAAG,MAAM,CAAC,QAAQ,CAAC;IACvC,MAAM,QAAQ,GAAG,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC,CAAC;IAE5F,6CAA6C;IAC7C,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,uBAAuB,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;IACtD,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,uBAAuB,EAAE,GAAG,CAAC,MAAM,CAAC,eAAe,EAAE,GAAG,QAAQ,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,CAAC,CAAC;IAErG,MAAM,CAAC,MAAM,CACT,CAAC,EACD,CAAC,EACD,QAAQ,CAAC,KAAK,EACd,QAAQ,CAAC,MAAM,EACf,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,EACvC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,EAAE,EAClE,MAAM,CAAC,mBAAmB,EAAE,EAC5B,oBAAoB,CACvB,CAAC;IACF,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,CAAS,EAAE,CAAS,EAAE,MAAe;IAC3F,MAAM,MAAM,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;IAE1B,IAAI,CAAC,kCAAkC,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAE9D,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,CAAS,EAAE,CAAS,EAAE,MAAW,EAAE,MAAe;IAC7G,IAAI,CAAC,WAAW,EAAE;QACd,OAAO,IAAI,CAAC;KACf;IAED,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;IAEhC,IAAI,CAAC,MAAM,EAAE;QACT,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YACpB,MAAM,IAAI,KAAK,CAAC,uBAAuB,CAAC,CAAC;SAC5C;QAED,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC;KAC9B;IAED,MAAM,cAAc,GAAG,MAAM,CAAC,QAAQ,CAAC;IACvC,MAAM,QAAQ,GAAG,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC,CAAC;IAC5F,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;IAEnC,6CAA6C;IAC7C,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,uBAAuB,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;IACtD,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,uBAAuB,EAAE,GAAG,CAAC,MAAM,CAAC,eAAe,EAAE,GAAG,QAAQ,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,CAAC,CAAC;IACrG,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;IACvG,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,oBAAoB,GAAG,UACnC,WAAkC,EAClC,WAAkE,EAClE,IAAkB,EAClB,KAAa,EACb,SAAmB,EACnB,gBAA0B,EAC1B,iBAA4C,EAC5C,gBAA0B;IAE1B,MAAM,GAAG,GAAG,WAAW,CAAC,KAAK,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAE1D,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,SAAS,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,KAAK,EAAE,gBAAgB,CAAC,CAAC;IAC7G,IAAI,CAAC,MAAM,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE;QACxB,OAAO,IAAI,CAAC;KACf;IAED,IAAI,CAAC,SAAS,IAAI,WAAW,IAAI,IAAI,IAAI,MAAM,CAAC,QAAQ,IAAI,WAAW,CAAC,QAAQ,EAAE;QAC9E,OAAO,IAAI,CAAC;KACf;IAED,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,aAAa,GAAG,UAC5B,WAAkE,EAClE,SAA2C,EAC3C,SAAmB,EACnB,gBAA0B,EAC1B,iBAA4C;IAE5C,IAAI,WAAW,GAAG,IAAI,CAAC;IAEvB,MAAM,2BAA2B,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,IAAI,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,CAAC,YAAY,CAAC,CAAC;IACjJ,MAAM,aAAa,GAAG,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,YAAY,CAAC;IAEvE,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;QACjE,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QAEpC,IAAI,SAAS,EAAE;YACX,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,EAAE;gBAClB,SAAS;aACZ;SACJ;aAAM,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YACjE,SAAS;SACZ;QAED,MAAM,YAAY,GAAG,2BAA2B,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;QACxF,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,YAAY,EAAE,aAAa,CAAC,CAAC;QAEnE,IAAI,IAAI,CAAC,gBAAgB,IAAK,IAAa,CAAC,yBAAyB,EAAE;YACnE,8EAA8E;YAC9E,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,WAAW,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,iBAAiB,CAAC,CAAC;YAC/G,IAAI,MAAM,EAAE;gBACR,IAAI,gBAAgB,EAAE;oBAClB,iEAAiE;oBACjE,OAAO,MAAM,CAAC;iBACjB;gBACD,MAAM,SAAS,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBACvC,MAAM,YAAY,GAAI,IAAa,CAAC,4BAA4B,EAAE,CAAC;gBACnE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,YAAY,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACtD,MAAM,UAAU,GAAG,YAAY,CAAC,KAAK,CAAC,CAAC;oBACvC,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;oBAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,WAAW,EAAE,WAAW,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,IAAI,CAAC,CAAC;oBAE1I,IAAI,MAAM,EAAE;wBACR,WAAW,GAAG,MAAM,CAAC;wBACrB,WAAW,CAAC,iBAAiB,GAAG,KAAK,CAAC;wBAEtC,IAAI,SAAS,EAAE;4BACX,OAAO,WAAW,CAAC;yBACtB;qBACJ;iBACJ;aACJ;SACJ;aAAM;YACH,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,WAAW,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,CAAC,CAAC;YAEhI,IAAI,MAAM,EAAE;gBACR,WAAW,GAAG,MAAM,CAAC;gBAErB,IAAI,SAAS,EAAE;oBACX,OAAO,WAAW,CAAC;iBACtB;aACJ;SACJ;KACJ;IAED,OAAO,WAAW,IAAI,IAAI,WAAW,EAAE,CAAC;AAC5C,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,kBAAkB,GAAG,UACjC,WAAkE,EAClE,SAA2C,EAC3C,iBAA4C;IAE5C,IAAI,CAAC,WAAW,EAAE;QACd,OAAO,IAAI,CAAC;KACf;IACD,MAAM,YAAY,GAAG,IAAI,KAAK,EAAe,CAAC;IAC9C,MAAM,2BAA2B,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,IAAI,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,CAAC,YAAY,CAAC,CAAC;IACjJ,MAAM,aAAa,GAAG,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,YAAY,CAAC;IAEvE,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;QACjE,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QAEpC,IAAI,SAAS,EAAE;YACX,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,EAAE;gBAClB,SAAS;aACZ;SACJ;aAAM,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YACjE,SAAS;SACZ;QAED,MAAM,YAAY,GAAG,2BAA2B,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;QACxF,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,YAAY,EAAE,aAAa,CAAC,CAAC;QAEnE,IAAI,IAAI,CAAC,gBAAgB,IAAK,IAAa,CAAC,yBAAyB,EAAE;YACnE,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,iBAAiB,CAAC,CAAC;YACxG,IAAI,MAAM,EAAE;gBACR,MAAM,SAAS,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBACvC,MAAM,YAAY,GAAI,IAAa,CAAC,4BAA4B,EAAE,CAAC;gBACnE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,YAAY,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACtD,MAAM,UAAU,GAAG,YAAY,CAAC,KAAK,CAAC,CAAC;oBACvC,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;oBAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,iBAAiB,EAAE,IAAI,CAAC,CAAC;oBAEpH,IAAI,MAAM,EAAE;wBACR,MAAM,CAAC,iBAAiB,GAAG,KAAK,CAAC;wBACjC,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;qBAC7B;iBACJ;aACJ;SACJ;aAAM;YACH,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,iBAAiB,CAAC,CAAC;YAE1G,IAAI,MAAM,EAAE;gBACR,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;aAC7B;SACJ;KACJ;IAED,OAAO,YAAY,CAAC;AACxB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,oBAAoB,GAAG,UACnC,CAAS,EACT,CAAS,EACT,SAA2C,EAC3C,SAAmB,EACnB,MAAyB;IAEzB,IAAI,CAAC,WAAW,EAAE;QACd,OAAO,IAAI,CAAC;KACf;IACD,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAC7B,CAAC,KAAK,EAAE,EAAE;QACN,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,IAAI,CAAC,eAAe,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;SACrC;QAED,IAAI,CAAC,qBAAqB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,eAAe,EAAE,MAAM,IAAI,IAAI,CAAC,CAAC;QAC9E,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC,EACD,SAAS,EACT,SAAS,EACT,IAAI,CACP,CAAC;IACF,IAAI,MAAM,EAAE;QACR,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,MAAM,IAAI,IAAI,CAAC,CAAC;KAC/E;IACD,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,mBAAmB,EAAE;IACxD,GAAG,EAAE,GAAG,EAAE,CAAC,IAAI;IACf,UAAU,EAAE,KAAK;IACjB,YAAY,EAAE,KAAK;CACtB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,IAAI,GAAG,UACnB,CAAS,EACT,CAAS,EACT,SAA2C,EAC3C,SAAmB,EACnB,MAAyB,EACzB,iBAA4C,EAC5C,qBAAqB,GAAG,KAAK;IAE7B,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAC7B,CAAC,KAAK,EAAE,oBAAoB,EAAE,EAAE;QAC5B,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,IAAI,CAAC,eAAe,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;SACrC;QAED,IAAI,CAAC,qBAAqB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,eAAe,EAAE,MAAM,IAAI,IAAI,EAAE,KAAK,EAAE,oBAAoB,CAAC,CAAC;QAC3G,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC,EACD,SAAS,EACT,SAAS,EACT,KAAK,EACL,iBAAiB,CACpB,CAAC;IACF,IAAI,MAAM,EAAE;QACR,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,MAAM,IAAI,IAAI,CAAC,CAAC;KAC/E;IACD,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,WAAW,GAAG,UAC1B,GAAQ,EACR,SAA2C,EAC3C,SAAmB,EACnB,iBAA4C;IAE5C,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAC7B,CAAC,KAAK,EAAE,EAAE;QACN,IAAI,CAAC,IAAI,CAAC,yBAAyB,EAAE;YACjC,IAAI,CAAC,yBAAyB,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;SACtD;QACD,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAElD,IAAI,CAAC,IAAI,CAAC,sBAAsB,EAAE;YAC9B,IAAI,CAAC,sBAAsB,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;SAC5C;QAED,GAAG,CAAC,cAAc,CAAC,GAAG,EAAE,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACrF,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC,EACD,SAAS,EACT,SAAS,EACT,KAAK,EACL,iBAAiB,CACpB,CAAC;IACF,IAAI,MAAM,EAAE;QACR,MAAM,CAAC,GAAG,GAAG,GAAG,CAAC;KACpB;IACD,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,SAAS,GAAG,UACxB,CAAS,EACT,CAAS,EACT,SAA2C,EAC3C,MAAe,EACf,iBAA4C;IAE5C,OAAO,IAAI,CAAC,kBAAkB,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,IAAI,IAAI,CAAC,EAAE,SAAS,EAAE,iBAAiB,CAAC,CAAC;AAChI,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,gBAAgB,GAAG,UAAU,GAAQ,EAAE,SAA2C,EAAE,iBAA4C;IAC5I,OAAO,IAAI,CAAC,kBAAkB,CAC1B,CAAC,KAAK,EAAE,EAAE;QACN,IAAI,CAAC,IAAI,CAAC,yBAAyB,EAAE;YACjC,IAAI,CAAC,yBAAyB,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;SACtD;QACD,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAElD,IAAI,CAAC,IAAI,CAAC,sBAAsB,EAAE;YAC9B,IAAI,CAAC,sBAAsB,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;SAC5C;QAED,GAAG,CAAC,cAAc,CAAC,GAAG,EAAE,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACrF,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC,EACD,SAAS,EACT,iBAAiB,CACpB,CAAC;AACN,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,aAAa,GAAG,UAAU,MAAM,GAAG,GAAG,EAAE,SAAkB,EAAE,MAAgB;IACzF,OAAO,IAAI,CAAC,kBAAkB,CAAC,IAAI,GAAG,CAAC,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,MAAM,CAAC,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC;AAC/G,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,MAAW,EAAE,MAAM,GAAG,GAAG,EAAE,SAAkB,EAAE,MAAgB;IAC3G,IAAI,CAAC,SAAS,EAAE;QACZ,SAAS,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;KACrC;IACD,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;IAEvB,IAAI,CAAC,MAAM,EAAE;QACT,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;KACzC;SAAM;QACH,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;KAClC;IACD,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC3E,OAAO,CAAC,oBAAoB,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,SAAS,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IAEtF,OAAO,CAAC,cAAc,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,SAAS,CAAC,CAAC;IAEhE,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC","sourcesContent":["import type { DeepImmutable, Nullable, float } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { BoundingBox } from \"./boundingBox\";\r\nimport type { BoundingSphere } from \"./boundingSphere\";\r\nimport { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\ndeclare type Mesh = import(\"../Meshes/mesh\").Mesh;\r\n\r\n/**\r\n * Class representing a ray with position and direction\r\n */\r\nexport class Ray {\r\n private static readonly _TmpVector3 = ArrayTools.BuildArray(6, Vector3.Zero);\r\n private static _RayDistant = Ray.Zero();\r\n private _tmpRay: Ray;\r\n\r\n /**\r\n * Creates a new ray\r\n * @param origin origin point\r\n * @param direction direction\r\n * @param length length of the ray\r\n */\r\n constructor(\r\n /** origin point */\r\n public origin: Vector3,\r\n /** direction */\r\n public direction: Vector3,\r\n /** length of the ray */\r\n public length: number = Number.MAX_VALUE\r\n ) {}\r\n\r\n // Methods\r\n\r\n /**\r\n * Clone the current ray\r\n * @returns a new ray\r\n */\r\n public clone(): Ray {\r\n return new Ray(this.origin.clone(), this.direction.clone(), this.length);\r\n }\r\n\r\n /**\r\n * Checks if the ray intersects a box\r\n * This does not account for the ray length by design to improve perfs.\r\n * @param minimum bound of the box\r\n * @param maximum bound of the box\r\n * @param intersectionTreshold extra extend to be added to the box in all direction\r\n * @returns if the box was hit\r\n */\r\n public intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold: number = 0): boolean {\r\n const newMinimum = Ray._TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);\r\n const newMaximum = Ray._TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);\r\n let d = 0.0;\r\n let maxValue = Number.MAX_VALUE;\r\n let inv: number;\r\n let min: number;\r\n let max: number;\r\n let temp: number;\r\n if (Math.abs(this.direction.x) < 0.0000001) {\r\n if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {\r\n return false;\r\n }\r\n } else {\r\n inv = 1.0 / this.direction.x;\r\n min = (newMinimum.x - this.origin.x) * inv;\r\n max = (newMaximum.x - this.origin.x) * inv;\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n\r\n if (Math.abs(this.direction.y) < 0.0000001) {\r\n if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {\r\n return false;\r\n }\r\n } else {\r\n inv = 1.0 / this.direction.y;\r\n min = (newMinimum.y - this.origin.y) * inv;\r\n max = (newMaximum.y - this.origin.y) * inv;\r\n\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n\r\n if (Math.abs(this.direction.z) < 0.0000001) {\r\n if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {\r\n return false;\r\n }\r\n } else {\r\n inv = 1.0 / this.direction.z;\r\n min = (newMinimum.z - this.origin.z) * inv;\r\n max = (newMaximum.z - this.origin.z) * inv;\r\n\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks if the ray intersects a box\r\n * This does not account for the ray lenght by design to improve perfs.\r\n * @param box the bounding box to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction\r\n * @returns if the box was hit\r\n */\r\n public intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold: number = 0): boolean {\r\n return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);\r\n }\r\n\r\n /**\r\n * If the ray hits a sphere\r\n * @param sphere the bounding sphere to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction\r\n * @returns true if it hits the sphere\r\n */\r\n public intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold: number = 0): boolean {\r\n const x = sphere.center.x - this.origin.x;\r\n const y = sphere.center.y - this.origin.y;\r\n const z = sphere.center.z - this.origin.z;\r\n const pyth = x * x + y * y + z * z;\r\n const radius = sphere.radius + intersectionTreshold;\r\n const rr = radius * radius;\r\n\r\n if (pyth <= rr) {\r\n return true;\r\n }\r\n\r\n const dot = x * this.direction.x + y * this.direction.y + z * this.direction.z;\r\n if (dot < 0.0) {\r\n return false;\r\n }\r\n\r\n const temp = pyth - dot * dot;\r\n\r\n return temp <= rr;\r\n }\r\n\r\n /**\r\n * If the ray hits a triange\r\n * @param vertex0 triangle vertex\r\n * @param vertex1 triangle vertex\r\n * @param vertex2 triangle vertex\r\n * @returns intersection information if hit\r\n */\r\n public intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo> {\r\n const edge1 = Ray._TmpVector3[0];\r\n const edge2 = Ray._TmpVector3[1];\r\n const pvec = Ray._TmpVector3[2];\r\n const tvec = Ray._TmpVector3[3];\r\n const qvec = Ray._TmpVector3[4];\r\n\r\n vertex1.subtractToRef(vertex0, edge1);\r\n vertex2.subtractToRef(vertex0, edge2);\r\n Vector3.CrossToRef(this.direction, edge2, pvec);\r\n const det = Vector3.Dot(edge1, pvec);\r\n\r\n if (det === 0) {\r\n return null;\r\n }\r\n\r\n const invdet = 1 / det;\r\n\r\n this.origin.subtractToRef(vertex0, tvec);\r\n\r\n const bv = Vector3.Dot(tvec, pvec) * invdet;\r\n\r\n if (bv < 0 || bv > 1.0) {\r\n return null;\r\n }\r\n\r\n Vector3.CrossToRef(tvec, edge1, qvec);\r\n\r\n const bw = Vector3.Dot(this.direction, qvec) * invdet;\r\n\r\n if (bw < 0 || bv + bw > 1.0) {\r\n return null;\r\n }\r\n\r\n //check if the distance is longer than the predefined length.\r\n const distance = Vector3.Dot(edge2, qvec) * invdet;\r\n if (distance > this.length) {\r\n return null;\r\n }\r\n\r\n return new IntersectionInfo(1 - bv - bw, bv, distance);\r\n }\r\n\r\n /**\r\n * Checks if ray intersects a plane\r\n * @param plane the plane to check\r\n * @returns the distance away it was hit\r\n */\r\n public intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number> {\r\n let distance: number;\r\n const result1 = Vector3.Dot(plane.normal, this.direction);\r\n if (Math.abs(result1) < 9.99999997475243e-7) {\r\n return null;\r\n } else {\r\n const result2 = Vector3.Dot(plane.normal, this.origin);\r\n distance = (-plane.d - result2) / result1;\r\n if (distance < 0.0) {\r\n if (distance < -9.99999997475243e-7) {\r\n return null;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n return distance;\r\n }\r\n }\r\n /**\r\n * Calculate the intercept of a ray on a given axis\r\n * @param axis to check 'x' | 'y' | 'z'\r\n * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)\r\n * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.\r\n */\r\n public intersectsAxis(axis: string, offset: number = 0): Nullable<Vector3> {\r\n switch (axis) {\r\n case \"y\": {\r\n const t = (this.origin.y - offset) / this.direction.y;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + this.direction.x * -t, offset, this.origin.z + this.direction.z * -t);\r\n }\r\n case \"x\": {\r\n const t = (this.origin.x - offset) / this.direction.x;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(offset, this.origin.y + this.direction.y * -t, this.origin.z + this.direction.z * -t);\r\n }\r\n case \"z\": {\r\n const t = (this.origin.z - offset) / this.direction.z;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + this.direction.x * -t, this.origin.y + this.direction.y * -t, offset);\r\n }\r\n default:\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Checks if ray intersects a mesh. The ray is defined in WORLD space.\r\n * @param mesh the mesh to check\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info of the intersection\r\n */\r\n public intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo {\r\n const tm = TmpVectors.Matrix[0];\r\n\r\n mesh.getWorldMatrix().invertToRef(tm);\r\n\r\n if (this._tmpRay) {\r\n Ray.TransformToRef(this, tm, this._tmpRay);\r\n } else {\r\n this._tmpRay = Ray.Transform(this, tm);\r\n }\r\n\r\n return mesh.intersects(this._tmpRay, fastCheck);\r\n }\r\n\r\n /**\r\n * Checks if ray intersects a mesh\r\n * @param meshes the meshes to check\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param results array to store result in\r\n * @returns Array of picking infos\r\n */\r\n public intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo> {\r\n if (results) {\r\n results.length = 0;\r\n } else {\r\n results = [];\r\n }\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const pickInfo = this.intersectsMesh(meshes[i], fastCheck);\r\n\r\n if (pickInfo.hit) {\r\n results.push(pickInfo);\r\n }\r\n }\r\n\r\n results.sort(this._comparePickingInfo);\r\n\r\n return results;\r\n }\r\n\r\n private _comparePickingInfo(pickingInfoA: DeepImmutable<PickingInfo>, pickingInfoB: DeepImmutable<PickingInfo>): number {\r\n if (pickingInfoA.distance < pickingInfoB.distance) {\r\n return -1;\r\n } else if (pickingInfoA.distance > pickingInfoB.distance) {\r\n return 1;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n private static _Smallnum = 0.00000001;\r\n private static _Rayl = 10e8;\r\n\r\n /**\r\n * Intersection test between the ray and a given segment within a given tolerance (threshold)\r\n * @param sega the first point of the segment to test the intersection against\r\n * @param segb the second point of the segment to test the intersection against\r\n * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful\r\n * @returns the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection\r\n */\r\n intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number {\r\n const o = this.origin;\r\n const u = TmpVectors.Vector3[0];\r\n const rsegb = TmpVectors.Vector3[1];\r\n const v = TmpVectors.Vector3[2];\r\n const w = TmpVectors.Vector3[3];\r\n\r\n segb.subtractToRef(sega, u);\r\n\r\n this.direction.scaleToRef(Ray._Rayl, v);\r\n o.addToRef(v, rsegb);\r\n\r\n sega.subtractToRef(o, w);\r\n\r\n const a = Vector3.Dot(u, u); // always >= 0\r\n const b = Vector3.Dot(u, v);\r\n const c = Vector3.Dot(v, v); // always >= 0\r\n const d = Vector3.Dot(u, w);\r\n const e = Vector3.Dot(v, w);\r\n const D = a * c - b * b; // always >= 0\r\n let sN: number,\r\n sD = D; // sc = sN / sD, default sD = D >= 0\r\n let tN: number,\r\n tD = D; // tc = tN / tD, default tD = D >= 0\r\n\r\n // compute the line parameters of the two closest points\r\n if (D < Ray._Smallnum) {\r\n // the lines are almost parallel\r\n sN = 0.0; // force using point P0 on segment S1\r\n sD = 1.0; // to prevent possible division by 0.0 later\r\n tN = e;\r\n tD = c;\r\n } else {\r\n // get the closest points on the infinite lines\r\n sN = b * e - c * d;\r\n tN = a * e - b * d;\r\n if (sN < 0.0) {\r\n // sc < 0 => the s=0 edge is visible\r\n sN = 0.0;\r\n tN = e;\r\n tD = c;\r\n } else if (sN > sD) {\r\n // sc > 1 => the s=1 edge is visible\r\n sN = sD;\r\n tN = e + b;\r\n tD = c;\r\n }\r\n }\r\n\r\n if (tN < 0.0) {\r\n // tc < 0 => the t=0 edge is visible\r\n tN = 0.0;\r\n // recompute sc for this edge\r\n if (-d < 0.0) {\r\n sN = 0.0;\r\n } else if (-d > a) {\r\n sN = sD;\r\n } else {\r\n sN = -d;\r\n sD = a;\r\n }\r\n } else if (tN > tD) {\r\n // tc > 1 => the t=1 edge is visible\r\n tN = tD;\r\n // recompute sc for this edge\r\n if (-d + b < 0.0) {\r\n sN = 0;\r\n } else if (-d + b > a) {\r\n sN = sD;\r\n } else {\r\n sN = -d + b;\r\n sD = a;\r\n }\r\n }\r\n // finally do the division to get sc and tc\r\n const sc = Math.abs(sN) < Ray._Smallnum ? 0.0 : sN / sD;\r\n const tc = Math.abs(tN) < Ray._Smallnum ? 0.0 : tN / tD;\r\n\r\n // get the difference of the two closest points\r\n const qtc = TmpVectors.Vector3[4];\r\n v.scaleToRef(tc, qtc);\r\n const qsc = TmpVectors.Vector3[5];\r\n u.scaleToRef(sc, qsc);\r\n qsc.addInPlace(w);\r\n const dP = TmpVectors.Vector3[6];\r\n qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)\r\n\r\n const isIntersected = tc > 0 && tc <= this.length && dP.lengthSquared() < threshold * threshold; // return intersection result\r\n\r\n if (isIntersected) {\r\n return qsc.length();\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Update the ray from viewport position\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @param enableDistantPicking defines if picking should handle large values for mesh position/scaling (false by default)\r\n * @returns this ray updated\r\n */\r\n public update(\r\n x: number,\r\n y: number,\r\n viewportWidth: number,\r\n viewportHeight: number,\r\n world: DeepImmutable<Matrix>,\r\n view: DeepImmutable<Matrix>,\r\n projection: DeepImmutable<Matrix>,\r\n enableDistantPicking: boolean = false\r\n ): Ray {\r\n if (enableDistantPicking) {\r\n // With world matrices having great values (like 8000000000 on 1 or more scaling or position axis),\r\n // multiplying view/projection/world and doing invert will result in loss of float precision in the matrix.\r\n // One way to fix it is to compute the ray with world at identity then transform the ray in object space.\r\n // This is slower (2 matrix inverts instead of 1) but precision is preserved.\r\n // This is hidden behind `EnableDistantPicking` flag (default is false)\r\n if (!Ray._RayDistant) {\r\n Ray._RayDistant = Ray.Zero();\r\n }\r\n\r\n Ray._RayDistant.unprojectRayToRef(x, y, viewportWidth, viewportHeight, Matrix.IdentityReadOnly, view, projection);\r\n\r\n const tm = TmpVectors.Matrix[0];\r\n world.invertToRef(tm);\r\n Ray.TransformToRef(Ray._RayDistant, tm, this);\r\n } else {\r\n this.unprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a ray with origin and direction of 0,0,0\r\n * @returns the new ray\r\n */\r\n public static Zero(): Ray {\r\n return new Ray(Vector3.Zero(), Vector3.Zero());\r\n }\r\n\r\n /**\r\n * Creates a new ray from screen space and viewport\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @returns new ray\r\n */\r\n public static CreateNew(\r\n x: number,\r\n y: number,\r\n viewportWidth: number,\r\n viewportHeight: number,\r\n world: DeepImmutable<Matrix>,\r\n view: DeepImmutable<Matrix>,\r\n projection: DeepImmutable<Matrix>\r\n ): Ray {\r\n const result = Ray.Zero();\r\n\r\n return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n }\r\n\r\n /**\r\n * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be\r\n * transformed to the given world matrix.\r\n * @param origin The origin point\r\n * @param end The end point\r\n * @param world a matrix to transform the ray to. Default is the identity matrix.\r\n * @returns the new ray\r\n */\r\n public static CreateNewFromTo(origin: Vector3, end: Vector3, world: DeepImmutable<Matrix> = Matrix.IdentityReadOnly): Ray {\r\n const direction = end.subtract(origin);\r\n const length = Math.sqrt(direction.x * direction.x + direction.y * direction.y + direction.z * direction.z);\r\n direction.normalize();\r\n\r\n return Ray.Transform(new Ray(origin, direction, length), world);\r\n }\r\n\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @returns the resulting new ray\r\n */\r\n public static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray {\r\n const result = new Ray(new Vector3(0, 0, 0), new Vector3(0, 0, 0));\r\n Ray.TransformToRef(ray, matrix, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @param result ray to store result in\r\n */\r\n public static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void {\r\n Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);\r\n Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);\r\n result.length = ray.length;\r\n\r\n const dir = result.direction;\r\n const len = dir.length();\r\n\r\n if (!(len === 0 || len === 1)) {\r\n const num = 1.0 / len;\r\n dir.x *= num;\r\n dir.y *= num;\r\n dir.z *= num;\r\n result.length *= len;\r\n }\r\n }\r\n\r\n /**\r\n * Unproject a ray from screen space to object space\r\n * @param sourceX defines the screen space x coordinate to use\r\n * @param sourceY defines the screen space y coordinate to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n */\r\n public unprojectRayToRef(\r\n sourceX: float,\r\n sourceY: float,\r\n viewportWidth: number,\r\n viewportHeight: number,\r\n world: DeepImmutable<Matrix>,\r\n view: DeepImmutable<Matrix>,\r\n projection: DeepImmutable<Matrix>\r\n ): void {\r\n const matrix = TmpVectors.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n matrix.invert();\r\n\r\n const nearScreenSource = TmpVectors.Vector3[0];\r\n nearScreenSource.x = (sourceX / viewportWidth) * 2 - 1;\r\n nearScreenSource.y = -((sourceY / viewportHeight) * 2 - 1);\r\n nearScreenSource.z = EngineStore.LastCreatedEngine?.isNDCHalfZRange ? 0 : -1;\r\n\r\n // far Z need to be close but < to 1 or camera projection matrix with maxZ = 0 will NaN\r\n const farScreenSource = TmpVectors.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0 - 1e-8);\r\n const nearVec3 = TmpVectors.Vector3[2];\r\n const farVec3 = TmpVectors.Vector3[3];\r\n Vector3._UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);\r\n Vector3._UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);\r\n\r\n this.origin.copyFrom(nearVec3);\r\n farVec3.subtractToRef(nearVec3, this.direction);\r\n this.direction.normalize();\r\n }\r\n}\r\n\r\n// Picking\r\n/**\r\n * Type used to define predicate used to select faces when a mesh intersection is detected\r\n */\r\nexport type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray, i0: number, i1: number, i2: number) => boolean;\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _tempPickingRay: Nullable<Ray>;\r\n\r\n /** @internal */\r\n _cachedRayForTransform: Ray;\r\n\r\n /** @internal */\r\n _pickWithRayInverseMatrix: Matrix;\r\n\r\n /** @internal */\r\n _internalPick(\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n onlyBoundingInfo?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): PickingInfo;\r\n\r\n /** @internal */\r\n _internalMultiPick(\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<PickingInfo[]>;\r\n\r\n /** @internal */\r\n _internalPickForMesh(\r\n pickingInfo: Nullable<PickingInfo>,\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n mesh: AbstractMesh,\r\n world: Matrix,\r\n fastCheck?: boolean,\r\n onlyBoundingInfo?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n skipBoundingInfo?: boolean\r\n ): Nullable<PickingInfo>;\r\n }\r\n}\r\n\r\nScene.prototype.createPickingRay = function (x: number, y: number, world: Nullable<Matrix>, camera: Nullable<Camera>, cameraViewSpace = false): Ray {\r\n const result = Ray.Zero();\r\n\r\n this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.createPickingRayToRef = function (\r\n x: number,\r\n y: number,\r\n world: Nullable<Matrix>,\r\n result: Ray,\r\n camera: Nullable<Camera>,\r\n cameraViewSpace = false,\r\n enableDistantPicking = false\r\n): Scene {\r\n const engine = this.getEngine();\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return this;\r\n }\r\n\r\n camera = this.activeCamera;\r\n }\r\n\r\n const cameraViewport = camera.viewport;\r\n const viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n\r\n result.update(\r\n x,\r\n y,\r\n viewport.width,\r\n viewport.height,\r\n world ? world : Matrix.IdentityReadOnly,\r\n cameraViewSpace ? Matrix.IdentityReadOnly : camera.getViewMatrix(),\r\n camera.getProjectionMatrix(),\r\n enableDistantPicking\r\n );\r\n return this;\r\n};\r\n\r\nScene.prototype.createPickingRayInCameraSpace = function (x: number, y: number, camera?: Camera): Ray {\r\n const result = Ray.Zero();\r\n\r\n this.createPickingRayInCameraSpaceToRef(x, y, result, camera);\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.createPickingRayInCameraSpaceToRef = function (x: number, y: number, result: Ray, camera?: Camera): Scene {\r\n if (!PickingInfo) {\r\n return this;\r\n }\r\n\r\n const engine = this.getEngine();\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n\r\n camera = this.activeCamera;\r\n }\r\n\r\n const cameraViewport = camera.viewport;\r\n const viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n const identity = Matrix.Identity();\r\n\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());\r\n return this;\r\n};\r\n\r\nScene.prototype._internalPickForMesh = function (\r\n pickingInfo: Nullable<PickingInfo>,\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n mesh: AbstractMesh,\r\n world: Matrix,\r\n fastCheck?: boolean,\r\n onlyBoundingInfo?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n skipBoundingInfo?: boolean\r\n) {\r\n const ray = rayFunction(world, mesh.enableDistantPicking);\r\n\r\n const result = mesh.intersects(ray, fastCheck, trianglePredicate, onlyBoundingInfo, world, skipBoundingInfo);\r\n if (!result || !result.hit) {\r\n return null;\r\n }\r\n\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n return null;\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype._internalPick = function (\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n onlyBoundingInfo?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n): PickingInfo {\r\n let pickingInfo = null;\r\n\r\n const computeWorldMatrixForCamera = !!(this.activeCameras && this.activeCameras.length > 1 && this.cameraToUseForPointers !== this.activeCamera);\r\n const currentCamera = this.cameraToUseForPointers || this.activeCamera;\r\n\r\n for (let meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n const mesh = this.meshes[meshIndex];\r\n\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n\r\n const forceCompute = computeWorldMatrixForCamera && mesh.isWorldMatrixCameraDependent();\r\n const world = mesh.computeWorldMatrix(forceCompute, currentCamera);\r\n\r\n if (mesh.hasThinInstances && (mesh as Mesh).thinInstanceEnablePicking) {\r\n // first check if the ray intersects the whole bounding box/sphere of the mesh\r\n const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, world, true, true, trianglePredicate);\r\n if (result) {\r\n if (onlyBoundingInfo) {\r\n // the user only asked for a bounding info check so we can return\r\n return result;\r\n }\r\n const tmpMatrix = TmpVectors.Matrix[1];\r\n const thinMatrices = (mesh as Mesh).thinInstanceGetWorldMatrices();\r\n for (let index = 0; index < thinMatrices.length; index++) {\r\n const thinMatrix = thinMatrices[index];\r\n thinMatrix.multiplyToRef(world, tmpMatrix);\r\n const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, tmpMatrix, fastCheck, onlyBoundingInfo, trianglePredicate, true);\r\n\r\n if (result) {\r\n pickingInfo = result;\r\n pickingInfo.thinInstanceIndex = index;\r\n\r\n if (fastCheck) {\r\n return pickingInfo;\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, world, fastCheck, onlyBoundingInfo, trianglePredicate);\r\n\r\n if (result) {\r\n pickingInfo = result;\r\n\r\n if (fastCheck) {\r\n return pickingInfo;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return pickingInfo || new PickingInfo();\r\n};\r\n\r\nScene.prototype._internalMultiPick = function (\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n): Nullable<PickingInfo[]> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n const pickingInfos = new Array<PickingInfo>();\r\n const computeWorldMatrixForCamera = !!(this.activeCameras && this.activeCameras.length > 1 && this.cameraToUseForPointers !== this.activeCamera);\r\n const currentCamera = this.cameraToUseForPointers || this.activeCamera;\r\n\r\n for (let meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n const mesh = this.meshes[meshIndex];\r\n\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n\r\n const forceCompute = computeWorldMatrixForCamera && mesh.isWorldMatrixCameraDependent();\r\n const world = mesh.computeWorldMatrix(forceCompute, currentCamera);\r\n\r\n if (mesh.hasThinInstances && (mesh as Mesh).thinInstanceEnablePicking) {\r\n const result = this._internalPickForMesh(null, rayFunction, mesh, world, true, true, trianglePredicate);\r\n if (result) {\r\n const tmpMatrix = TmpVectors.Matrix[1];\r\n const thinMatrices = (mesh as Mesh).thinInstanceGetWorldMatrices();\r\n for (let index = 0; index < thinMatrices.length; index++) {\r\n const thinMatrix = thinMatrices[index];\r\n thinMatrix.multiplyToRef(world, tmpMatrix);\r\n const result = this._internalPickForMesh(null, rayFunction, mesh, tmpMatrix, false, false, trianglePredicate, true);\r\n\r\n if (result) {\r\n result.thinInstanceIndex = index;\r\n pickingInfos.push(result);\r\n }\r\n }\r\n }\r\n } else {\r\n const result = this._internalPickForMesh(null, rayFunction, mesh, world, false, false, trianglePredicate);\r\n\r\n if (result) {\r\n pickingInfos.push(result);\r\n }\r\n }\r\n }\r\n\r\n return pickingInfos;\r\n};\r\n\r\nScene.prototype.pickWithBoundingInfo = function (\r\n x: number,\r\n y: number,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n camera?: Nullable<Camera>\r\n): Nullable<PickingInfo> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n const result = this._internalPick(\r\n (world) => {\r\n if (!this._tempPickingRay) {\r\n this._tempPickingRay = Ray.Zero();\r\n }\r\n\r\n this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null);\r\n return this._tempPickingRay;\r\n },\r\n predicate,\r\n fastCheck,\r\n true\r\n );\r\n if (result) {\r\n result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);\r\n }\r\n return result;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"_pickingAvailable\", {\r\n get: () => true,\r\n enumerable: false,\r\n configurable: false,\r\n});\r\n\r\nScene.prototype.pick = function (\r\n x: number,\r\n y: number,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n camera?: Nullable<Camera>,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n _enableDistantPicking = false\r\n): PickingInfo {\r\n const result = this._internalPick(\r\n (world, enableDistantPicking) => {\r\n if (!this._tempPickingRay) {\r\n this._tempPickingRay = Ray.Zero();\r\n }\r\n\r\n this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null, false, enableDistantPicking);\r\n return this._tempPickingRay;\r\n },\r\n predicate,\r\n fastCheck,\r\n false,\r\n trianglePredicate\r\n );\r\n if (result) {\r\n result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);\r\n }\r\n return result;\r\n};\r\n\r\nScene.prototype.pickWithRay = function (\r\n ray: Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n): Nullable<PickingInfo> {\r\n const result = this._internalPick(\r\n (world) => {\r\n if (!this._pickWithRayInverseMatrix) {\r\n this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(this._pickWithRayInverseMatrix);\r\n\r\n if (!this._cachedRayForTransform) {\r\n this._cachedRayForTransform = Ray.Zero();\r\n }\r\n\r\n Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);\r\n return this._cachedRayForTransform;\r\n },\r\n predicate,\r\n fastCheck,\r\n false,\r\n trianglePredicate\r\n );\r\n if (result) {\r\n result.ray = ray;\r\n }\r\n return result;\r\n};\r\n\r\nScene.prototype.multiPick = function (\r\n x: number,\r\n y: number,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n camera?: Camera,\r\n trianglePredicate?: TrianglePickingPredicate\r\n): Nullable<PickingInfo[]> {\r\n return this._internalMultiPick((world) => this.createPickingRay(x, y, world, camera || null), predicate, trianglePredicate);\r\n};\r\n\r\nScene.prototype.multiPickWithRay = function (ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]> {\r\n return this._internalMultiPick(\r\n (world) => {\r\n if (!this._pickWithRayInverseMatrix) {\r\n this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(this._pickWithRayInverseMatrix);\r\n\r\n if (!this._cachedRayForTransform) {\r\n this._cachedRayForTransform = Ray.Zero();\r\n }\r\n\r\n Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);\r\n return this._cachedRayForTransform;\r\n },\r\n predicate,\r\n trianglePredicate\r\n );\r\n};\r\n\r\nCamera.prototype.getForwardRay = function (length = 100, transform?: Matrix, origin?: Vector3): Ray {\r\n return this.getForwardRayToRef(new Ray(Vector3.Zero(), Vector3.Zero(), length), length, transform, origin);\r\n};\r\n\r\nCamera.prototype.getForwardRayToRef = function (refRay: Ray, length = 100, transform?: Matrix, origin?: Vector3): Ray {\r\n if (!transform) {\r\n transform = this.getWorldMatrix();\r\n }\r\n refRay.length = length;\r\n\r\n if (!origin) {\r\n refRay.origin.copyFrom(this.position);\r\n } else {\r\n refRay.origin.copyFrom(origin);\r\n }\r\n TmpVectors.Vector3[2].set(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(TmpVectors.Vector3[2], transform, TmpVectors.Vector3[3]);\r\n\r\n Vector3.NormalizeToRef(TmpVectors.Vector3[3], refRay.direction);\r\n\r\n return refRay;\r\n};\r\n"]}
1
+ {"version":3,"file":"ray.js","sourceRoot":"","sources":["../../../../lts/core/generated/Culling/ray.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAEnE,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,EAAE,gBAAgB,EAAE,MAAM,gCAAgC,CAAC;AAGlE,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAE3C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAIrD;;GAEG;AACH,MAAM,OAAO,GAAG;IAKZ;;;;;OAKG;IACH;IACI,mBAAmB;IACZ,MAAe;IACtB,gBAAgB;IACT,SAAkB;IACzB,wBAAwB;IACjB,SAAiB,MAAM,CAAC,SAAS;QAJjC,WAAM,GAAN,MAAM,CAAS;QAEf,cAAS,GAAT,SAAS,CAAS;QAElB,WAAM,GAAN,MAAM,CAA2B;IACzC,CAAC;IAEJ,UAAU;IAEV;;;OAGG;IACI,KAAK;QACR,OAAO,IAAI,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IAC7E,CAAC;IAED;;;;;;;OAOG;IACI,mBAAmB,CAAC,OAA+B,EAAE,OAA+B,EAAE,uBAA+B,CAAC;QACzH,MAAM,UAAU,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC,GAAG,oBAAoB,EAAE,OAAO,CAAC,CAAC,GAAG,oBAAoB,EAAE,OAAO,CAAC,CAAC,GAAG,oBAAoB,CAAC,CAAC;QAC3J,MAAM,UAAU,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC,GAAG,oBAAoB,EAAE,OAAO,CAAC,CAAC,GAAG,oBAAoB,EAAE,OAAO,CAAC,CAAC,GAAG,oBAAoB,CAAC,CAAC;QAC3J,IAAI,CAAC,GAAG,GAAG,CAAC;QACZ,IAAI,QAAQ,GAAG,MAAM,CAAC,SAAS,CAAC;QAChC,IAAI,GAAW,CAAC;QAChB,IAAI,GAAW,CAAC;QAChB,IAAI,GAAW,CAAC;QAChB,IAAI,IAAY,CAAC;QACjB,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,SAAS,EAAE;YACxC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,EAAE;gBAC9D,OAAO,KAAK,CAAC;aAChB;SACJ;aAAM;YACH,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;YAC7B,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAC3C,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAC3C,IAAI,GAAG,KAAK,CAAC,QAAQ,EAAE;gBACnB,GAAG,GAAG,QAAQ,CAAC;aAClB;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;gBACX,IAAI,GAAG,GAAG,CAAC;gBACX,GAAG,GAAG,GAAG,CAAC;gBACV,GAAG,GAAG,IAAI,CAAC;aACd;YAED,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YACrB,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC;YAEnC,IAAI,CAAC,GAAG,QAAQ,EAAE;gBACd,OAAO,KAAK,CAAC;aAChB;SACJ;QAED,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,SAAS,EAAE;YACxC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,EAAE;gBAC9D,OAAO,KAAK,CAAC;aAChB;SACJ;aAAM;YACH,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;YAC7B,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAC3C,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAE3C,IAAI,GAAG,KAAK,CAAC,QAAQ,EAAE;gBACnB,GAAG,GAAG,QAAQ,CAAC;aAClB;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;gBACX,IAAI,GAAG,GAAG,CAAC;gBACX,GAAG,GAAG,GAAG,CAAC;gBACV,GAAG,GAAG,IAAI,CAAC;aACd;YAED,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YACrB,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC;YAEnC,IAAI,CAAC,GAAG,QAAQ,EAAE;gBACd,OAAO,KAAK,CAAC;aAChB;SACJ;QAED,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,SAAS,EAAE;YACxC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,EAAE;gBAC9D,OAAO,KAAK,CAAC;aAChB;SACJ;aAAM;YACH,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;YAC7B,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAC3C,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YAE3C,IAAI,GAAG,KAAK,CAAC,QAAQ,EAAE;gBACnB,GAAG,GAAG,QAAQ,CAAC;aAClB;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;gBACX,IAAI,GAAG,GAAG,CAAC;gBACX,GAAG,GAAG,GAAG,CAAC;gBACV,GAAG,GAAG,IAAI,CAAC;aACd;YAED,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YACrB,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC;YAEnC,IAAI,CAAC,GAAG,QAAQ,EAAE;gBACd,OAAO,KAAK,CAAC;aAChB;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,aAAa,CAAC,GAA+B,EAAE,uBAA+B,CAAC;QAClF,OAAO,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,OAAO,EAAE,GAAG,CAAC,OAAO,EAAE,oBAAoB,CAAC,CAAC;IACpF,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,MAAqC,EAAE,uBAA+B,CAAC;QAC3F,MAAM,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC1C,MAAM,IAAI,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACnC,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,GAAG,oBAAoB,CAAC;QACpD,MAAM,EAAE,GAAG,MAAM,GAAG,MAAM,CAAC;QAE3B,IAAI,IAAI,IAAI,EAAE,EAAE;YACZ,OAAO,IAAI,CAAC;SACf;QAED,MAAM,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;QAC/E,IAAI,GAAG,GAAG,GAAG,EAAE;YACX,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,IAAI,GAAG,IAAI,GAAG,GAAG,GAAG,GAAG,CAAC;QAE9B,OAAO,IAAI,IAAI,EAAE,CAAC;IACtB,CAAC;IAED;;;;;;OAMG;IACI,kBAAkB,CAAC,OAA+B,EAAE,OAA+B,EAAE,OAA+B;QACvH,MAAM,KAAK,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QACjC,MAAM,KAAK,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QACjC,MAAM,IAAI,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,IAAI,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,IAAI,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QAEhC,OAAO,CAAC,aAAa,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;QACtC,OAAO,CAAC,aAAa,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;QACtC,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QAChD,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAErC,IAAI,GAAG,KAAK,CAAC,EAAE;YACX,OAAO,IAAI,CAAC;SACf;QAED,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;QAEvB,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;QAEzC,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,MAAM,CAAC;QAE5C,IAAI,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,GAAG,EAAE;YACpB,OAAO,IAAI,CAAC;SACf;QAED,OAAO,CAAC,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QAEtC,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,MAAM,CAAC;QAEtD,IAAI,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,EAAE,GAAG,GAAG,EAAE;YACzB,OAAO,IAAI,CAAC;SACf;QAED,6DAA6D;QAC7D,MAAM,QAAQ,GAAG,OAAO,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,MAAM,CAAC;QACnD,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE;YACxB,OAAO,IAAI,CAAC;SACf;QAED,OAAO,IAAI,gBAAgB,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,QAAQ,CAAC,CAAC;IAC3D,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,KAA2B;QAC9C,IAAI,QAAgB,CAAC;QACrB,MAAM,OAAO,GAAG,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC1D,IAAI,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,mBAAmB,EAAE;YACzC,OAAO,IAAI,CAAC;SACf;aAAM;YACH,MAAM,OAAO,GAAG,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YACvD,QAAQ,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC,GAAG,OAAO,CAAC,GAAG,OAAO,CAAC;YAC1C,IAAI,QAAQ,GAAG,GAAG,EAAE;gBAChB,IAAI,QAAQ,GAAG,CAAC,mBAAmB,EAAE;oBACjC,OAAO,IAAI,CAAC;iBACf;qBAAM;oBACH,OAAO,CAAC,CAAC;iBACZ;aACJ;YAED,OAAO,QAAQ,CAAC;SACnB;IACL,CAAC;IACD;;;;;OAKG;IACI,cAAc,CAAC,IAAY,EAAE,SAAiB,CAAC;QAClD,QAAQ,IAAI,EAAE;YACV,KAAK,GAAG,CAAC,CAAC;gBACN,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;gBACtD,IAAI,CAAC,GAAG,CAAC,EAAE;oBACP,OAAO,IAAI,CAAC;iBACf;gBACD,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;aAC5G;YACD,KAAK,GAAG,CAAC,CAAC;gBACN,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;gBACtD,IAAI,CAAC,GAAG,CAAC,EAAE;oBACP,OAAO,IAAI,CAAC;iBACf;gBACD,OAAO,IAAI,OAAO,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;aAC5G;YACD,KAAK,GAAG,CAAC,CAAC;gBACN,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;gBACtD,IAAI,CAAC,GAAG,CAAC,EAAE;oBACP,OAAO,IAAI,CAAC;iBACf;gBACD,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC;aAC5G;YACD;gBACI,OAAO,IAAI,CAAC;SACnB;IACL,CAAC;IAED;;;;;;;;;;OAUG;IACI,cAAc,CACjB,IAAiC,EACjC,SAAmB,EACnB,iBAA4C,EAC5C,gBAAgB,GAAG,KAAK,EACxB,UAAmB,EACnB,gBAAgB,GAAG,KAAK;QAExB,MAAM,EAAE,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAEhC,IAAI,CAAC,cAAc,EAAE,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;QAEtC,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,GAAG,CAAC,cAAc,CAAC,IAAI,EAAE,EAAE,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;SAC9C;aAAM;YACH,IAAI,CAAC,OAAO,GAAG,GAAG,CAAC,SAAS,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC;SAC1C;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,UAAU,EAAE,gBAAgB,CAAC,CAAC;IACvH,CAAC;IAED;;;;;;OAMG;IACI,gBAAgB,CAAC,MAA0C,EAAE,SAAmB,EAAE,OAA4B;QACjH,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;SACtB;aAAM;YACH,OAAO,GAAG,EAAE,CAAC;SAChB;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACpC,MAAM,QAAQ,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC;YAE3D,IAAI,QAAQ,CAAC,GAAG,EAAE;gBACd,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;aAC1B;SACJ;QAED,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAEvC,OAAO,OAAO,CAAC;IACnB,CAAC;IAEO,mBAAmB,CAAC,YAAwC,EAAE,YAAwC;QAC1G,IAAI,YAAY,CAAC,QAAQ,GAAG,YAAY,CAAC,QAAQ,EAAE;YAC/C,OAAO,CAAC,CAAC,CAAC;SACb;aAAM,IAAI,YAAY,CAAC,QAAQ,GAAG,YAAY,CAAC,QAAQ,EAAE;YACtD,OAAO,CAAC,CAAC;SACZ;aAAM;YACH,OAAO,CAAC,CAAC;SACZ;IACL,CAAC;IAKD;;;;;;OAMG;IACH,mBAAmB,CAAC,IAA4B,EAAE,IAA4B,EAAE,SAAiB;QAC7F,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;QACtB,MAAM,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,KAAK,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACpC,MAAM,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAEhC,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAE5B,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QACxC,CAAC,CAAC,QAAQ,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;QAErB,IAAI,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzB,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,cAAc;QAC3C,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC5B,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,cAAc;QAC3C,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC5B,MAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC5B,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,cAAc;QACvC,IAAI,EAAU,EACV,EAAE,GAAG,CAAC,CAAC,CAAC,oCAAoC;QAChD,IAAI,EAAU,EACV,EAAE,GAAG,CAAC,CAAC,CAAC,oCAAoC;QAEhD,wDAAwD;QACxD,IAAI,CAAC,GAAG,GAAG,CAAC,SAAS,EAAE;YACnB,gCAAgC;YAChC,EAAE,GAAG,GAAG,CAAC,CAAC,qCAAqC;YAC/C,EAAE,GAAG,GAAG,CAAC,CAAC,4CAA4C;YACtD,EAAE,GAAG,CAAC,CAAC;YACP,EAAE,GAAG,CAAC,CAAC;SACV;aAAM;YACH,+CAA+C;YAC/C,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YACnB,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YACnB,IAAI,EAAE,GAAG,GAAG,EAAE;gBACV,oCAAoC;gBACpC,EAAE,GAAG,GAAG,CAAC;gBACT,EAAE,GAAG,CAAC,CAAC;gBACP,EAAE,GAAG,CAAC,CAAC;aACV;iBAAM,IAAI,EAAE,GAAG,EAAE,EAAE;gBAChB,oCAAoC;gBACpC,EAAE,GAAG,EAAE,CAAC;gBACR,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;gBACX,EAAE,GAAG,CAAC,CAAC;aACV;SACJ;QAED,IAAI,EAAE,GAAG,GAAG,EAAE;YACV,oCAAoC;YACpC,EAAE,GAAG,GAAG,CAAC;YACT,6BAA6B;YAC7B,IAAI,CAAC,CAAC,GAAG,GAAG,EAAE;gBACV,EAAE,GAAG,GAAG,CAAC;aACZ;iBAAM,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE;gBACf,EAAE,GAAG,EAAE,CAAC;aACX;iBAAM;gBACH,EAAE,GAAG,CAAC,CAAC,CAAC;gBACR,EAAE,GAAG,CAAC,CAAC;aACV;SACJ;aAAM,IAAI,EAAE,GAAG,EAAE,EAAE;YAChB,oCAAoC;YACpC,EAAE,GAAG,EAAE,CAAC;YACR,6BAA6B;YAC7B,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,EAAE;gBACd,EAAE,GAAG,CAAC,CAAC;aACV;iBAAM,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE;gBACnB,EAAE,GAAG,EAAE,CAAC;aACX;iBAAM;gBACH,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;gBACZ,EAAE,GAAG,CAAC,CAAC;aACV;SACJ;QACD,2CAA2C;QAC3C,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC;QACxD,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC;QAExD,+CAA+C;QAC/C,MAAM,GAAG,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAClC,CAAC,CAAC,UAAU,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;QACtB,MAAM,GAAG,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAClC,CAAC,CAAC,UAAU,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;QACtB,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QAClB,MAAM,EAAE,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACjC,GAAG,CAAC,aAAa,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,CAAC,oBAAoB;QAEhD,MAAM,aAAa,GAAG,EAAE,GAAG,CAAC,IAAI,EAAE,IAAI,IAAI,CAAC,MAAM,IAAI,EAAE,CAAC,aAAa,EAAE,GAAG,SAAS,GAAG,SAAS,CAAC,CAAC,6BAA6B;QAE9H,IAAI,aAAa,EAAE;YACf,OAAO,GAAG,CAAC,MAAM,EAAE,CAAC;SACvB;QACD,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED;;;;;;;;;;;OAWG;IACI,MAAM,CACT,CAAS,EACT,CAAS,EACT,aAAqB,EACrB,cAAsB,EACtB,KAA4B,EAC5B,IAA2B,EAC3B,UAAiC,EACjC,uBAAgC,KAAK;QAErC,IAAI,oBAAoB,EAAE;YACtB,mGAAmG;YACnG,2GAA2G;YAC3G,yGAAyG;YACzG,6EAA6E;YAC7E,uEAAuE;YACvE,IAAI,CAAC,GAAG,CAAC,WAAW,EAAE;gBAClB,GAAG,CAAC,WAAW,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;aAChC;YAED,GAAG,CAAC,WAAW,CAAC,iBAAiB,CAAC,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,cAAc,EAAE,MAAM,CAAC,gBAAgB,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;YAElH,MAAM,EAAE,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;YACtB,GAAG,CAAC,cAAc,CAAC,GAAG,CAAC,WAAW,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;SACjD;aAAM;YACH,IAAI,CAAC,iBAAiB,CAAC,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,cAAc,EAAE,KAAK,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;SACxF;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACV;;;OAGG;IACI,MAAM,CAAC,IAAI;QACd,OAAO,IAAI,GAAG,CAAC,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;IACnD,CAAC;IAED;;;;;;;;;;OAUG;IACI,MAAM,CAAC,SAAS,CACnB,CAAS,EACT,CAAS,EACT,aAAqB,EACrB,cAAsB,EACtB,KAA4B,EAC5B,IAA2B,EAC3B,UAAiC;QAEjC,MAAM,MAAM,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;QAE1B,OAAO,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,cAAc,EAAE,KAAK,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;IACvF,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,eAAe,CAAC,MAAe,EAAE,GAAY,EAAE,QAA+B,MAAM,CAAC,gBAAgB;QAC/G,MAAM,SAAS,GAAG,GAAG,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QACvC,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;QAC5G,SAAS,CAAC,SAAS,EAAE,CAAC;QAEtB,OAAO,GAAG,CAAC,SAAS,CAAC,IAAI,GAAG,CAAC,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,KAAK,CAAC,CAAC;IACpE,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,SAAS,CAAC,GAAuB,EAAE,MAA6B;QAC1E,MAAM,MAAM,GAAG,IAAI,GAAG,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACnE,GAAG,CAAC,cAAc,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAExC,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,cAAc,CAAC,GAAuB,EAAE,MAA6B,EAAE,MAAW;QAC5F,OAAO,CAAC,yBAAyB,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;QACrE,OAAO,CAAC,oBAAoB,CAAC,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,CAAC,SAAS,CAAC,CAAC;QACtE,MAAM,CAAC,MAAM,GAAG,GAAG,CAAC,MAAM,CAAC;QAE3B,MAAM,GAAG,GAAG,MAAM,CAAC,SAAS,CAAC;QAC7B,MAAM,GAAG,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC;QAEzB,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,IAAI,GAAG,KAAK,CAAC,CAAC,EAAE;YAC3B,MAAM,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;YACtB,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC;YACb,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC;YACb,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC;YACb,MAAM,CAAC,MAAM,IAAI,GAAG,CAAC;SACxB;IACL,CAAC;IAED;;;;;;;;;OASG;IACI,iBAAiB,CACpB,OAAc,EACd,OAAc,EACd,aAAqB,EACrB,cAAsB,EACtB,KAA4B,EAC5B,IAA2B,EAC3B,UAAiC;;QAEjC,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QACpC,KAAK,CAAC,aAAa,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAClC,MAAM,CAAC,aAAa,CAAC,UAAU,EAAE,MAAM,CAAC,CAAC;QACzC,MAAM,CAAC,MAAM,EAAE,CAAC;QAEhB,MAAM,gBAAgB,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC/C,gBAAgB,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,aAAa,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACvD,gBAAgB,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,GAAG,cAAc,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;QAC3D,gBAAgB,CAAC,CAAC,GAAG,CAAA,MAAA,WAAW,CAAC,iBAAiB,0CAAE,eAAe,EAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAE7E,uFAAuF;QACvF,MAAM,eAAe,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,gBAAgB,CAAC,CAAC,EAAE,gBAAgB,CAAC,CAAC,EAAE,GAAG,GAAG,IAAI,CAAC,CAAC;QACjH,MAAM,QAAQ,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACvC,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACtC,OAAO,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAC9E,OAAO,CAAC,iCAAiC,CAAC,eAAe,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC;QAE5E,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;QAC/B,OAAO,CAAC,aAAa,CAAC,QAAQ,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAChD,IAAI,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC;IAC/B,CAAC;;AA1mBuB,eAAW,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC;AAC9D,eAAW,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;AAuVzB,aAAS,GAAG,UAAU,CAAC;AACvB,SAAK,GAAG,IAAI,CAAC;AAmUhC,KAAK,CAAC,SAAS,CAAC,gBAAgB,GAAG,UAAU,CAAS,EAAE,CAAS,EAAE,KAAuB,EAAE,MAAwB,EAAE,eAAe,GAAG,KAAK;IACzI,MAAM,MAAM,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;IAE1B,IAAI,CAAC,qBAAqB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,eAAe,CAAC,CAAC;IAEzE,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG,UACpC,CAAS,EACT,CAAS,EACT,KAAuB,EACvB,MAAW,EACX,MAAwB,EACxB,eAAe,GAAG,KAAK,EACvB,oBAAoB,GAAG,KAAK;IAE5B,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;IAEhC,IAAI,CAAC,MAAM,EAAE;QACT,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YACpB,OAAO,IAAI,CAAC;SACf;QAED,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC;KAC9B;IAED,MAAM,cAAc,GAAG,MAAM,CAAC,QAAQ,CAAC;IACvC,MAAM,QAAQ,GAAG,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC,CAAC;IAE5F,6CAA6C;IAC7C,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,uBAAuB,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;IACtD,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,uBAAuB,EAAE,GAAG,CAAC,MAAM,CAAC,eAAe,EAAE,GAAG,QAAQ,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,CAAC,CAAC;IAErG,MAAM,CAAC,MAAM,CACT,CAAC,EACD,CAAC,EACD,QAAQ,CAAC,KAAK,EACd,QAAQ,CAAC,MAAM,EACf,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,EACvC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,EAAE,EAClE,MAAM,CAAC,mBAAmB,EAAE,EAC5B,oBAAoB,CACvB,CAAC;IACF,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,CAAS,EAAE,CAAS,EAAE,MAAe;IAC3F,MAAM,MAAM,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;IAE1B,IAAI,CAAC,kCAAkC,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAE9D,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,CAAS,EAAE,CAAS,EAAE,MAAW,EAAE,MAAe;IAC7G,IAAI,CAAC,WAAW,EAAE;QACd,OAAO,IAAI,CAAC;KACf;IAED,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;IAEhC,IAAI,CAAC,MAAM,EAAE;QACT,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YACpB,MAAM,IAAI,KAAK,CAAC,uBAAuB,CAAC,CAAC;SAC5C;QAED,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC;KAC9B;IAED,MAAM,cAAc,GAAG,MAAM,CAAC,QAAQ,CAAC;IACvC,MAAM,QAAQ,GAAG,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC,CAAC;IAC5F,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;IAEnC,6CAA6C;IAC7C,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,uBAAuB,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;IACtD,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,uBAAuB,EAAE,GAAG,CAAC,MAAM,CAAC,eAAe,EAAE,GAAG,QAAQ,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,CAAC,CAAC;IACrG,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;IACvG,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,oBAAoB,GAAG,UACnC,WAAkC,EAClC,WAAkE,EAClE,IAAkB,EAClB,KAAa,EACb,SAAmB,EACnB,gBAA0B,EAC1B,iBAA4C,EAC5C,gBAA0B;IAE1B,MAAM,GAAG,GAAG,WAAW,CAAC,KAAK,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAE1D,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,SAAS,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,KAAK,EAAE,gBAAgB,CAAC,CAAC;IAC7G,IAAI,CAAC,MAAM,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE;QACxB,OAAO,IAAI,CAAC;KACf;IAED,IAAI,CAAC,SAAS,IAAI,WAAW,IAAI,IAAI,IAAI,MAAM,CAAC,QAAQ,IAAI,WAAW,CAAC,QAAQ,EAAE;QAC9E,OAAO,IAAI,CAAC;KACf;IAED,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,aAAa,GAAG,UAC5B,WAAkE,EAClE,SAA2C,EAC3C,SAAmB,EACnB,gBAA0B,EAC1B,iBAA4C;IAE5C,IAAI,WAAW,GAAG,IAAI,CAAC;IAEvB,MAAM,2BAA2B,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,IAAI,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,CAAC,YAAY,CAAC,CAAC;IACjJ,MAAM,aAAa,GAAG,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,YAAY,CAAC;IAEvE,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;QACjE,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QAEpC,IAAI,SAAS,EAAE;YACX,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,EAAE;gBAClB,SAAS;aACZ;SACJ;aAAM,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YACjE,SAAS;SACZ;QAED,MAAM,YAAY,GAAG,2BAA2B,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;QACxF,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,YAAY,EAAE,aAAa,CAAC,CAAC;QAEnE,IAAI,IAAI,CAAC,gBAAgB,IAAK,IAAa,CAAC,yBAAyB,EAAE;YACnE,8EAA8E;YAC9E,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,WAAW,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,iBAAiB,CAAC,CAAC;YAC/G,IAAI,MAAM,EAAE;gBACR,IAAI,gBAAgB,EAAE;oBAClB,iEAAiE;oBACjE,OAAO,MAAM,CAAC;iBACjB;gBACD,MAAM,SAAS,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBACvC,MAAM,YAAY,GAAI,IAAa,CAAC,4BAA4B,EAAE,CAAC;gBACnE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,YAAY,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACtD,MAAM,UAAU,GAAG,YAAY,CAAC,KAAK,CAAC,CAAC;oBACvC,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;oBAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,WAAW,EAAE,WAAW,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,IAAI,CAAC,CAAC;oBAE1I,IAAI,MAAM,EAAE;wBACR,WAAW,GAAG,MAAM,CAAC;wBACrB,WAAW,CAAC,iBAAiB,GAAG,KAAK,CAAC;wBAEtC,IAAI,SAAS,EAAE;4BACX,OAAO,WAAW,CAAC;yBACtB;qBACJ;iBACJ;aACJ;SACJ;aAAM;YACH,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,WAAW,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,CAAC,CAAC;YAEhI,IAAI,MAAM,EAAE;gBACR,WAAW,GAAG,MAAM,CAAC;gBAErB,IAAI,SAAS,EAAE;oBACX,OAAO,WAAW,CAAC;iBACtB;aACJ;SACJ;KACJ;IAED,OAAO,WAAW,IAAI,IAAI,WAAW,EAAE,CAAC;AAC5C,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,kBAAkB,GAAG,UACjC,WAAkE,EAClE,SAA2C,EAC3C,iBAA4C;IAE5C,IAAI,CAAC,WAAW,EAAE;QACd,OAAO,IAAI,CAAC;KACf;IACD,MAAM,YAAY,GAAG,IAAI,KAAK,EAAe,CAAC;IAC9C,MAAM,2BAA2B,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,IAAI,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,CAAC,YAAY,CAAC,CAAC;IACjJ,MAAM,aAAa,GAAG,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,YAAY,CAAC;IAEvE,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;QACjE,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QAEpC,IAAI,SAAS,EAAE;YACX,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,EAAE;gBAClB,SAAS;aACZ;SACJ;aAAM,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YACjE,SAAS;SACZ;QAED,MAAM,YAAY,GAAG,2BAA2B,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;QACxF,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,YAAY,EAAE,aAAa,CAAC,CAAC;QAEnE,IAAI,IAAI,CAAC,gBAAgB,IAAK,IAAa,CAAC,yBAAyB,EAAE;YACnE,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,iBAAiB,CAAC,CAAC;YACxG,IAAI,MAAM,EAAE;gBACR,MAAM,SAAS,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBACvC,MAAM,YAAY,GAAI,IAAa,CAAC,4BAA4B,EAAE,CAAC;gBACnE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,YAAY,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACtD,MAAM,UAAU,GAAG,YAAY,CAAC,KAAK,CAAC,CAAC;oBACvC,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;oBAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,iBAAiB,EAAE,IAAI,CAAC,CAAC;oBAEpH,IAAI,MAAM,EAAE;wBACR,MAAM,CAAC,iBAAiB,GAAG,KAAK,CAAC;wBACjC,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;qBAC7B;iBACJ;aACJ;SACJ;aAAM;YACH,MAAM,MAAM,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,iBAAiB,CAAC,CAAC;YAE1G,IAAI,MAAM,EAAE;gBACR,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;aAC7B;SACJ;KACJ;IAED,OAAO,YAAY,CAAC;AACxB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,oBAAoB,GAAG,UACnC,CAAS,EACT,CAAS,EACT,SAA2C,EAC3C,SAAmB,EACnB,MAAyB;IAEzB,IAAI,CAAC,WAAW,EAAE;QACd,OAAO,IAAI,CAAC;KACf;IACD,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAC7B,CAAC,KAAK,EAAE,EAAE;QACN,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,IAAI,CAAC,eAAe,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;SACrC;QAED,IAAI,CAAC,qBAAqB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,eAAe,EAAE,MAAM,IAAI,IAAI,CAAC,CAAC;QAC9E,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC,EACD,SAAS,EACT,SAAS,EACT,IAAI,CACP,CAAC;IACF,IAAI,MAAM,EAAE;QACR,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,MAAM,IAAI,IAAI,CAAC,CAAC;KAC/E;IACD,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,mBAAmB,EAAE;IACxD,GAAG,EAAE,GAAG,EAAE,CAAC,IAAI;IACf,UAAU,EAAE,KAAK;IACjB,YAAY,EAAE,KAAK;CACtB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,IAAI,GAAG,UACnB,CAAS,EACT,CAAS,EACT,SAA2C,EAC3C,SAAmB,EACnB,MAAyB,EACzB,iBAA4C,EAC5C,qBAAqB,GAAG,KAAK;IAE7B,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAC7B,CAAC,KAAK,EAAE,oBAAoB,EAAE,EAAE;QAC5B,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,IAAI,CAAC,eAAe,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;SACrC;QAED,IAAI,CAAC,qBAAqB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,eAAe,EAAE,MAAM,IAAI,IAAI,EAAE,KAAK,EAAE,oBAAoB,CAAC,CAAC;QAC3G,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC,EACD,SAAS,EACT,SAAS,EACT,KAAK,EACL,iBAAiB,CACpB,CAAC;IACF,IAAI,MAAM,EAAE;QACR,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,MAAM,IAAI,IAAI,CAAC,CAAC;KAC/E;IACD,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,WAAW,GAAG,UAC1B,GAAQ,EACR,SAA2C,EAC3C,SAAmB,EACnB,iBAA4C;IAE5C,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAC7B,CAAC,KAAK,EAAE,EAAE;QACN,IAAI,CAAC,IAAI,CAAC,yBAAyB,EAAE;YACjC,IAAI,CAAC,yBAAyB,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;SACtD;QACD,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAElD,IAAI,CAAC,IAAI,CAAC,sBAAsB,EAAE;YAC9B,IAAI,CAAC,sBAAsB,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;SAC5C;QAED,GAAG,CAAC,cAAc,CAAC,GAAG,EAAE,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACrF,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC,EACD,SAAS,EACT,SAAS,EACT,KAAK,EACL,iBAAiB,CACpB,CAAC;IACF,IAAI,MAAM,EAAE;QACR,MAAM,CAAC,GAAG,GAAG,GAAG,CAAC;KACpB;IACD,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,SAAS,GAAG,UACxB,CAAS,EACT,CAAS,EACT,SAA2C,EAC3C,MAAe,EACf,iBAA4C;IAE5C,OAAO,IAAI,CAAC,kBAAkB,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,IAAI,IAAI,CAAC,EAAE,SAAS,EAAE,iBAAiB,CAAC,CAAC;AAChI,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,gBAAgB,GAAG,UAAU,GAAQ,EAAE,SAA2C,EAAE,iBAA4C;IAC5I,OAAO,IAAI,CAAC,kBAAkB,CAC1B,CAAC,KAAK,EAAE,EAAE;QACN,IAAI,CAAC,IAAI,CAAC,yBAAyB,EAAE;YACjC,IAAI,CAAC,yBAAyB,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;SACtD;QACD,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAElD,IAAI,CAAC,IAAI,CAAC,sBAAsB,EAAE;YAC9B,IAAI,CAAC,sBAAsB,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC;SAC5C;QAED,GAAG,CAAC,cAAc,CAAC,GAAG,EAAE,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACrF,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC,EACD,SAAS,EACT,iBAAiB,CACpB,CAAC;AACN,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,aAAa,GAAG,UAAU,MAAM,GAAG,GAAG,EAAE,SAAkB,EAAE,MAAgB;IACzF,OAAO,IAAI,CAAC,kBAAkB,CAAC,IAAI,GAAG,CAAC,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,MAAM,CAAC,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC;AAC/G,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,MAAW,EAAE,MAAM,GAAG,GAAG,EAAE,SAAkB,EAAE,MAAgB;IAC3G,IAAI,CAAC,SAAS,EAAE;QACZ,SAAS,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;KACrC;IACD,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;IAEvB,IAAI,CAAC,MAAM,EAAE;QACT,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;KACzC;SAAM;QACH,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;KAClC;IACD,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC3E,OAAO,CAAC,oBAAoB,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,SAAS,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IAEtF,OAAO,CAAC,cAAc,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,SAAS,CAAC,CAAC;IAEhE,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC","sourcesContent":["import type { DeepImmutable, Nullable, float } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { BoundingBox } from \"./boundingBox\";\r\nimport type { BoundingSphere } from \"./boundingSphere\";\r\nimport { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\ndeclare type Mesh = import(\"../Meshes/mesh\").Mesh;\r\n\r\n/**\r\n * Class representing a ray with position and direction\r\n */\r\nexport class Ray {\r\n private static readonly _TmpVector3 = ArrayTools.BuildArray(6, Vector3.Zero);\r\n private static _RayDistant = Ray.Zero();\r\n private _tmpRay: Ray;\r\n\r\n /**\r\n * Creates a new ray\r\n * @param origin origin point\r\n * @param direction direction\r\n * @param length length of the ray\r\n */\r\n constructor(\r\n /** origin point */\r\n public origin: Vector3,\r\n /** direction */\r\n public direction: Vector3,\r\n /** length of the ray */\r\n public length: number = Number.MAX_VALUE\r\n ) {}\r\n\r\n // Methods\r\n\r\n /**\r\n * Clone the current ray\r\n * @returns a new ray\r\n */\r\n public clone(): Ray {\r\n return new Ray(this.origin.clone(), this.direction.clone(), this.length);\r\n }\r\n\r\n /**\r\n * Checks if the ray intersects a box\r\n * This does not account for the ray length by design to improve perfs.\r\n * @param minimum bound of the box\r\n * @param maximum bound of the box\r\n * @param intersectionTreshold extra extend to be added to the box in all direction\r\n * @returns if the box was hit\r\n */\r\n public intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold: number = 0): boolean {\r\n const newMinimum = Ray._TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);\r\n const newMaximum = Ray._TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);\r\n let d = 0.0;\r\n let maxValue = Number.MAX_VALUE;\r\n let inv: number;\r\n let min: number;\r\n let max: number;\r\n let temp: number;\r\n if (Math.abs(this.direction.x) < 0.0000001) {\r\n if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {\r\n return false;\r\n }\r\n } else {\r\n inv = 1.0 / this.direction.x;\r\n min = (newMinimum.x - this.origin.x) * inv;\r\n max = (newMaximum.x - this.origin.x) * inv;\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n\r\n if (Math.abs(this.direction.y) < 0.0000001) {\r\n if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {\r\n return false;\r\n }\r\n } else {\r\n inv = 1.0 / this.direction.y;\r\n min = (newMinimum.y - this.origin.y) * inv;\r\n max = (newMaximum.y - this.origin.y) * inv;\r\n\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n\r\n if (Math.abs(this.direction.z) < 0.0000001) {\r\n if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {\r\n return false;\r\n }\r\n } else {\r\n inv = 1.0 / this.direction.z;\r\n min = (newMinimum.z - this.origin.z) * inv;\r\n max = (newMaximum.z - this.origin.z) * inv;\r\n\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks if the ray intersects a box\r\n * This does not account for the ray lenght by design to improve perfs.\r\n * @param box the bounding box to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction\r\n * @returns if the box was hit\r\n */\r\n public intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold: number = 0): boolean {\r\n return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);\r\n }\r\n\r\n /**\r\n * If the ray hits a sphere\r\n * @param sphere the bounding sphere to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction\r\n * @returns true if it hits the sphere\r\n */\r\n public intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold: number = 0): boolean {\r\n const x = sphere.center.x - this.origin.x;\r\n const y = sphere.center.y - this.origin.y;\r\n const z = sphere.center.z - this.origin.z;\r\n const pyth = x * x + y * y + z * z;\r\n const radius = sphere.radius + intersectionTreshold;\r\n const rr = radius * radius;\r\n\r\n if (pyth <= rr) {\r\n return true;\r\n }\r\n\r\n const dot = x * this.direction.x + y * this.direction.y + z * this.direction.z;\r\n if (dot < 0.0) {\r\n return false;\r\n }\r\n\r\n const temp = pyth - dot * dot;\r\n\r\n return temp <= rr;\r\n }\r\n\r\n /**\r\n * If the ray hits a triange\r\n * @param vertex0 triangle vertex\r\n * @param vertex1 triangle vertex\r\n * @param vertex2 triangle vertex\r\n * @returns intersection information if hit\r\n */\r\n public intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo> {\r\n const edge1 = Ray._TmpVector3[0];\r\n const edge2 = Ray._TmpVector3[1];\r\n const pvec = Ray._TmpVector3[2];\r\n const tvec = Ray._TmpVector3[3];\r\n const qvec = Ray._TmpVector3[4];\r\n\r\n vertex1.subtractToRef(vertex0, edge1);\r\n vertex2.subtractToRef(vertex0, edge2);\r\n Vector3.CrossToRef(this.direction, edge2, pvec);\r\n const det = Vector3.Dot(edge1, pvec);\r\n\r\n if (det === 0) {\r\n return null;\r\n }\r\n\r\n const invdet = 1 / det;\r\n\r\n this.origin.subtractToRef(vertex0, tvec);\r\n\r\n const bv = Vector3.Dot(tvec, pvec) * invdet;\r\n\r\n if (bv < 0 || bv > 1.0) {\r\n return null;\r\n }\r\n\r\n Vector3.CrossToRef(tvec, edge1, qvec);\r\n\r\n const bw = Vector3.Dot(this.direction, qvec) * invdet;\r\n\r\n if (bw < 0 || bv + bw > 1.0) {\r\n return null;\r\n }\r\n\r\n //check if the distance is longer than the predefined length.\r\n const distance = Vector3.Dot(edge2, qvec) * invdet;\r\n if (distance > this.length) {\r\n return null;\r\n }\r\n\r\n return new IntersectionInfo(1 - bv - bw, bv, distance);\r\n }\r\n\r\n /**\r\n * Checks if ray intersects a plane\r\n * @param plane the plane to check\r\n * @returns the distance away it was hit\r\n */\r\n public intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number> {\r\n let distance: number;\r\n const result1 = Vector3.Dot(plane.normal, this.direction);\r\n if (Math.abs(result1) < 9.99999997475243e-7) {\r\n return null;\r\n } else {\r\n const result2 = Vector3.Dot(plane.normal, this.origin);\r\n distance = (-plane.d - result2) / result1;\r\n if (distance < 0.0) {\r\n if (distance < -9.99999997475243e-7) {\r\n return null;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n return distance;\r\n }\r\n }\r\n /**\r\n * Calculate the intercept of a ray on a given axis\r\n * @param axis to check 'x' | 'y' | 'z'\r\n * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)\r\n * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.\r\n */\r\n public intersectsAxis(axis: string, offset: number = 0): Nullable<Vector3> {\r\n switch (axis) {\r\n case \"y\": {\r\n const t = (this.origin.y - offset) / this.direction.y;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + this.direction.x * -t, offset, this.origin.z + this.direction.z * -t);\r\n }\r\n case \"x\": {\r\n const t = (this.origin.x - offset) / this.direction.x;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(offset, this.origin.y + this.direction.y * -t, this.origin.z + this.direction.z * -t);\r\n }\r\n case \"z\": {\r\n const t = (this.origin.z - offset) / this.direction.z;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + this.direction.x * -t, this.origin.y + this.direction.y * -t, offset);\r\n }\r\n default:\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Checks if ray intersects a mesh. The ray is defined in WORLD space. A mesh triangle can be picked both from its front and back sides,\r\n * irrespective of orientation.\r\n * @param mesh the mesh to check\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param worldToUse defines the world matrix to use to get the world coordinate of the intersection point\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns picking info of the intersection\r\n */\r\n public intersectsMesh(\r\n mesh: DeepImmutable<AbstractMesh>,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n worldToUse?: Matrix,\r\n skipBoundingInfo = false\r\n ): PickingInfo {\r\n const tm = TmpVectors.Matrix[0];\r\n\r\n mesh.getWorldMatrix().invertToRef(tm);\r\n\r\n if (this._tmpRay) {\r\n Ray.TransformToRef(this, tm, this._tmpRay);\r\n } else {\r\n this._tmpRay = Ray.Transform(this, tm);\r\n }\r\n\r\n return mesh.intersects(this._tmpRay, fastCheck, trianglePredicate, onlyBoundingInfo, worldToUse, skipBoundingInfo);\r\n }\r\n\r\n /**\r\n * Checks if ray intersects a mesh\r\n * @param meshes the meshes to check\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param results array to store result in\r\n * @returns Array of picking infos\r\n */\r\n public intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo> {\r\n if (results) {\r\n results.length = 0;\r\n } else {\r\n results = [];\r\n }\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const pickInfo = this.intersectsMesh(meshes[i], fastCheck);\r\n\r\n if (pickInfo.hit) {\r\n results.push(pickInfo);\r\n }\r\n }\r\n\r\n results.sort(this._comparePickingInfo);\r\n\r\n return results;\r\n }\r\n\r\n private _comparePickingInfo(pickingInfoA: DeepImmutable<PickingInfo>, pickingInfoB: DeepImmutable<PickingInfo>): number {\r\n if (pickingInfoA.distance < pickingInfoB.distance) {\r\n return -1;\r\n } else if (pickingInfoA.distance > pickingInfoB.distance) {\r\n return 1;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n private static _Smallnum = 0.00000001;\r\n private static _Rayl = 10e8;\r\n\r\n /**\r\n * Intersection test between the ray and a given segment within a given tolerance (threshold)\r\n * @param sega the first point of the segment to test the intersection against\r\n * @param segb the second point of the segment to test the intersection against\r\n * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful\r\n * @returns the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection\r\n */\r\n intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number {\r\n const o = this.origin;\r\n const u = TmpVectors.Vector3[0];\r\n const rsegb = TmpVectors.Vector3[1];\r\n const v = TmpVectors.Vector3[2];\r\n const w = TmpVectors.Vector3[3];\r\n\r\n segb.subtractToRef(sega, u);\r\n\r\n this.direction.scaleToRef(Ray._Rayl, v);\r\n o.addToRef(v, rsegb);\r\n\r\n sega.subtractToRef(o, w);\r\n\r\n const a = Vector3.Dot(u, u); // always >= 0\r\n const b = Vector3.Dot(u, v);\r\n const c = Vector3.Dot(v, v); // always >= 0\r\n const d = Vector3.Dot(u, w);\r\n const e = Vector3.Dot(v, w);\r\n const D = a * c - b * b; // always >= 0\r\n let sN: number,\r\n sD = D; // sc = sN / sD, default sD = D >= 0\r\n let tN: number,\r\n tD = D; // tc = tN / tD, default tD = D >= 0\r\n\r\n // compute the line parameters of the two closest points\r\n if (D < Ray._Smallnum) {\r\n // the lines are almost parallel\r\n sN = 0.0; // force using point P0 on segment S1\r\n sD = 1.0; // to prevent possible division by 0.0 later\r\n tN = e;\r\n tD = c;\r\n } else {\r\n // get the closest points on the infinite lines\r\n sN = b * e - c * d;\r\n tN = a * e - b * d;\r\n if (sN < 0.0) {\r\n // sc < 0 => the s=0 edge is visible\r\n sN = 0.0;\r\n tN = e;\r\n tD = c;\r\n } else if (sN > sD) {\r\n // sc > 1 => the s=1 edge is visible\r\n sN = sD;\r\n tN = e + b;\r\n tD = c;\r\n }\r\n }\r\n\r\n if (tN < 0.0) {\r\n // tc < 0 => the t=0 edge is visible\r\n tN = 0.0;\r\n // recompute sc for this edge\r\n if (-d < 0.0) {\r\n sN = 0.0;\r\n } else if (-d > a) {\r\n sN = sD;\r\n } else {\r\n sN = -d;\r\n sD = a;\r\n }\r\n } else if (tN > tD) {\r\n // tc > 1 => the t=1 edge is visible\r\n tN = tD;\r\n // recompute sc for this edge\r\n if (-d + b < 0.0) {\r\n sN = 0;\r\n } else if (-d + b > a) {\r\n sN = sD;\r\n } else {\r\n sN = -d + b;\r\n sD = a;\r\n }\r\n }\r\n // finally do the division to get sc and tc\r\n const sc = Math.abs(sN) < Ray._Smallnum ? 0.0 : sN / sD;\r\n const tc = Math.abs(tN) < Ray._Smallnum ? 0.0 : tN / tD;\r\n\r\n // get the difference of the two closest points\r\n const qtc = TmpVectors.Vector3[4];\r\n v.scaleToRef(tc, qtc);\r\n const qsc = TmpVectors.Vector3[5];\r\n u.scaleToRef(sc, qsc);\r\n qsc.addInPlace(w);\r\n const dP = TmpVectors.Vector3[6];\r\n qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)\r\n\r\n const isIntersected = tc > 0 && tc <= this.length && dP.lengthSquared() < threshold * threshold; // return intersection result\r\n\r\n if (isIntersected) {\r\n return qsc.length();\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Update the ray from viewport position\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @param enableDistantPicking defines if picking should handle large values for mesh position/scaling (false by default)\r\n * @returns this ray updated\r\n */\r\n public update(\r\n x: number,\r\n y: number,\r\n viewportWidth: number,\r\n viewportHeight: number,\r\n world: DeepImmutable<Matrix>,\r\n view: DeepImmutable<Matrix>,\r\n projection: DeepImmutable<Matrix>,\r\n enableDistantPicking: boolean = false\r\n ): Ray {\r\n if (enableDistantPicking) {\r\n // With world matrices having great values (like 8000000000 on 1 or more scaling or position axis),\r\n // multiplying view/projection/world and doing invert will result in loss of float precision in the matrix.\r\n // One way to fix it is to compute the ray with world at identity then transform the ray in object space.\r\n // This is slower (2 matrix inverts instead of 1) but precision is preserved.\r\n // This is hidden behind `EnableDistantPicking` flag (default is false)\r\n if (!Ray._RayDistant) {\r\n Ray._RayDistant = Ray.Zero();\r\n }\r\n\r\n Ray._RayDistant.unprojectRayToRef(x, y, viewportWidth, viewportHeight, Matrix.IdentityReadOnly, view, projection);\r\n\r\n const tm = TmpVectors.Matrix[0];\r\n world.invertToRef(tm);\r\n Ray.TransformToRef(Ray._RayDistant, tm, this);\r\n } else {\r\n this.unprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a ray with origin and direction of 0,0,0\r\n * @returns the new ray\r\n */\r\n public static Zero(): Ray {\r\n return new Ray(Vector3.Zero(), Vector3.Zero());\r\n }\r\n\r\n /**\r\n * Creates a new ray from screen space and viewport\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @returns new ray\r\n */\r\n public static CreateNew(\r\n x: number,\r\n y: number,\r\n viewportWidth: number,\r\n viewportHeight: number,\r\n world: DeepImmutable<Matrix>,\r\n view: DeepImmutable<Matrix>,\r\n projection: DeepImmutable<Matrix>\r\n ): Ray {\r\n const result = Ray.Zero();\r\n\r\n return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n }\r\n\r\n /**\r\n * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be\r\n * transformed to the given world matrix.\r\n * @param origin The origin point\r\n * @param end The end point\r\n * @param world a matrix to transform the ray to. Default is the identity matrix.\r\n * @returns the new ray\r\n */\r\n public static CreateNewFromTo(origin: Vector3, end: Vector3, world: DeepImmutable<Matrix> = Matrix.IdentityReadOnly): Ray {\r\n const direction = end.subtract(origin);\r\n const length = Math.sqrt(direction.x * direction.x + direction.y * direction.y + direction.z * direction.z);\r\n direction.normalize();\r\n\r\n return Ray.Transform(new Ray(origin, direction, length), world);\r\n }\r\n\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @returns the resulting new ray\r\n */\r\n public static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray {\r\n const result = new Ray(new Vector3(0, 0, 0), new Vector3(0, 0, 0));\r\n Ray.TransformToRef(ray, matrix, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @param result ray to store result in\r\n */\r\n public static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void {\r\n Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);\r\n Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);\r\n result.length = ray.length;\r\n\r\n const dir = result.direction;\r\n const len = dir.length();\r\n\r\n if (!(len === 0 || len === 1)) {\r\n const num = 1.0 / len;\r\n dir.x *= num;\r\n dir.y *= num;\r\n dir.z *= num;\r\n result.length *= len;\r\n }\r\n }\r\n\r\n /**\r\n * Unproject a ray from screen space to object space\r\n * @param sourceX defines the screen space x coordinate to use\r\n * @param sourceY defines the screen space y coordinate to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n */\r\n public unprojectRayToRef(\r\n sourceX: float,\r\n sourceY: float,\r\n viewportWidth: number,\r\n viewportHeight: number,\r\n world: DeepImmutable<Matrix>,\r\n view: DeepImmutable<Matrix>,\r\n projection: DeepImmutable<Matrix>\r\n ): void {\r\n const matrix = TmpVectors.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n matrix.invert();\r\n\r\n const nearScreenSource = TmpVectors.Vector3[0];\r\n nearScreenSource.x = (sourceX / viewportWidth) * 2 - 1;\r\n nearScreenSource.y = -((sourceY / viewportHeight) * 2 - 1);\r\n nearScreenSource.z = EngineStore.LastCreatedEngine?.isNDCHalfZRange ? 0 : -1;\r\n\r\n // far Z need to be close but < to 1 or camera projection matrix with maxZ = 0 will NaN\r\n const farScreenSource = TmpVectors.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0 - 1e-8);\r\n const nearVec3 = TmpVectors.Vector3[2];\r\n const farVec3 = TmpVectors.Vector3[3];\r\n Vector3._UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);\r\n Vector3._UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);\r\n\r\n this.origin.copyFrom(nearVec3);\r\n farVec3.subtractToRef(nearVec3, this.direction);\r\n this.direction.normalize();\r\n }\r\n}\r\n\r\n// Picking\r\n/**\r\n * Type used to define predicate used to select faces when a mesh intersection is detected\r\n */\r\nexport type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray, i0: number, i1: number, i2: number) => boolean;\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _tempPickingRay: Nullable<Ray>;\r\n\r\n /** @internal */\r\n _cachedRayForTransform: Ray;\r\n\r\n /** @internal */\r\n _pickWithRayInverseMatrix: Matrix;\r\n\r\n /** @internal */\r\n _internalPick(\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n onlyBoundingInfo?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): PickingInfo;\r\n\r\n /** @internal */\r\n _internalMultiPick(\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<PickingInfo[]>;\r\n\r\n /** @internal */\r\n _internalPickForMesh(\r\n pickingInfo: Nullable<PickingInfo>,\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n mesh: AbstractMesh,\r\n world: Matrix,\r\n fastCheck?: boolean,\r\n onlyBoundingInfo?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n skipBoundingInfo?: boolean\r\n ): Nullable<PickingInfo>;\r\n }\r\n}\r\n\r\nScene.prototype.createPickingRay = function (x: number, y: number, world: Nullable<Matrix>, camera: Nullable<Camera>, cameraViewSpace = false): Ray {\r\n const result = Ray.Zero();\r\n\r\n this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.createPickingRayToRef = function (\r\n x: number,\r\n y: number,\r\n world: Nullable<Matrix>,\r\n result: Ray,\r\n camera: Nullable<Camera>,\r\n cameraViewSpace = false,\r\n enableDistantPicking = false\r\n): Scene {\r\n const engine = this.getEngine();\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return this;\r\n }\r\n\r\n camera = this.activeCamera;\r\n }\r\n\r\n const cameraViewport = camera.viewport;\r\n const viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n\r\n result.update(\r\n x,\r\n y,\r\n viewport.width,\r\n viewport.height,\r\n world ? world : Matrix.IdentityReadOnly,\r\n cameraViewSpace ? Matrix.IdentityReadOnly : camera.getViewMatrix(),\r\n camera.getProjectionMatrix(),\r\n enableDistantPicking\r\n );\r\n return this;\r\n};\r\n\r\nScene.prototype.createPickingRayInCameraSpace = function (x: number, y: number, camera?: Camera): Ray {\r\n const result = Ray.Zero();\r\n\r\n this.createPickingRayInCameraSpaceToRef(x, y, result, camera);\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.createPickingRayInCameraSpaceToRef = function (x: number, y: number, result: Ray, camera?: Camera): Scene {\r\n if (!PickingInfo) {\r\n return this;\r\n }\r\n\r\n const engine = this.getEngine();\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n\r\n camera = this.activeCamera;\r\n }\r\n\r\n const cameraViewport = camera.viewport;\r\n const viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n const identity = Matrix.Identity();\r\n\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());\r\n return this;\r\n};\r\n\r\nScene.prototype._internalPickForMesh = function (\r\n pickingInfo: Nullable<PickingInfo>,\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n mesh: AbstractMesh,\r\n world: Matrix,\r\n fastCheck?: boolean,\r\n onlyBoundingInfo?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n skipBoundingInfo?: boolean\r\n) {\r\n const ray = rayFunction(world, mesh.enableDistantPicking);\r\n\r\n const result = mesh.intersects(ray, fastCheck, trianglePredicate, onlyBoundingInfo, world, skipBoundingInfo);\r\n if (!result || !result.hit) {\r\n return null;\r\n }\r\n\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n return null;\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype._internalPick = function (\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n onlyBoundingInfo?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n): PickingInfo {\r\n let pickingInfo = null;\r\n\r\n const computeWorldMatrixForCamera = !!(this.activeCameras && this.activeCameras.length > 1 && this.cameraToUseForPointers !== this.activeCamera);\r\n const currentCamera = this.cameraToUseForPointers || this.activeCamera;\r\n\r\n for (let meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n const mesh = this.meshes[meshIndex];\r\n\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n\r\n const forceCompute = computeWorldMatrixForCamera && mesh.isWorldMatrixCameraDependent();\r\n const world = mesh.computeWorldMatrix(forceCompute, currentCamera);\r\n\r\n if (mesh.hasThinInstances && (mesh as Mesh).thinInstanceEnablePicking) {\r\n // first check if the ray intersects the whole bounding box/sphere of the mesh\r\n const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, world, true, true, trianglePredicate);\r\n if (result) {\r\n if (onlyBoundingInfo) {\r\n // the user only asked for a bounding info check so we can return\r\n return result;\r\n }\r\n const tmpMatrix = TmpVectors.Matrix[1];\r\n const thinMatrices = (mesh as Mesh).thinInstanceGetWorldMatrices();\r\n for (let index = 0; index < thinMatrices.length; index++) {\r\n const thinMatrix = thinMatrices[index];\r\n thinMatrix.multiplyToRef(world, tmpMatrix);\r\n const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, tmpMatrix, fastCheck, onlyBoundingInfo, trianglePredicate, true);\r\n\r\n if (result) {\r\n pickingInfo = result;\r\n pickingInfo.thinInstanceIndex = index;\r\n\r\n if (fastCheck) {\r\n return pickingInfo;\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, world, fastCheck, onlyBoundingInfo, trianglePredicate);\r\n\r\n if (result) {\r\n pickingInfo = result;\r\n\r\n if (fastCheck) {\r\n return pickingInfo;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return pickingInfo || new PickingInfo();\r\n};\r\n\r\nScene.prototype._internalMultiPick = function (\r\n rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n): Nullable<PickingInfo[]> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n const pickingInfos = new Array<PickingInfo>();\r\n const computeWorldMatrixForCamera = !!(this.activeCameras && this.activeCameras.length > 1 && this.cameraToUseForPointers !== this.activeCamera);\r\n const currentCamera = this.cameraToUseForPointers || this.activeCamera;\r\n\r\n for (let meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n const mesh = this.meshes[meshIndex];\r\n\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n\r\n const forceCompute = computeWorldMatrixForCamera && mesh.isWorldMatrixCameraDependent();\r\n const world = mesh.computeWorldMatrix(forceCompute, currentCamera);\r\n\r\n if (mesh.hasThinInstances && (mesh as Mesh).thinInstanceEnablePicking) {\r\n const result = this._internalPickForMesh(null, rayFunction, mesh, world, true, true, trianglePredicate);\r\n if (result) {\r\n const tmpMatrix = TmpVectors.Matrix[1];\r\n const thinMatrices = (mesh as Mesh).thinInstanceGetWorldMatrices();\r\n for (let index = 0; index < thinMatrices.length; index++) {\r\n const thinMatrix = thinMatrices[index];\r\n thinMatrix.multiplyToRef(world, tmpMatrix);\r\n const result = this._internalPickForMesh(null, rayFunction, mesh, tmpMatrix, false, false, trianglePredicate, true);\r\n\r\n if (result) {\r\n result.thinInstanceIndex = index;\r\n pickingInfos.push(result);\r\n }\r\n }\r\n }\r\n } else {\r\n const result = this._internalPickForMesh(null, rayFunction, mesh, world, false, false, trianglePredicate);\r\n\r\n if (result) {\r\n pickingInfos.push(result);\r\n }\r\n }\r\n }\r\n\r\n return pickingInfos;\r\n};\r\n\r\nScene.prototype.pickWithBoundingInfo = function (\r\n x: number,\r\n y: number,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n camera?: Nullable<Camera>\r\n): Nullable<PickingInfo> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n const result = this._internalPick(\r\n (world) => {\r\n if (!this._tempPickingRay) {\r\n this._tempPickingRay = Ray.Zero();\r\n }\r\n\r\n this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null);\r\n return this._tempPickingRay;\r\n },\r\n predicate,\r\n fastCheck,\r\n true\r\n );\r\n if (result) {\r\n result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);\r\n }\r\n return result;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"_pickingAvailable\", {\r\n get: () => true,\r\n enumerable: false,\r\n configurable: false,\r\n});\r\n\r\nScene.prototype.pick = function (\r\n x: number,\r\n y: number,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n camera?: Nullable<Camera>,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n _enableDistantPicking = false\r\n): PickingInfo {\r\n const result = this._internalPick(\r\n (world, enableDistantPicking) => {\r\n if (!this._tempPickingRay) {\r\n this._tempPickingRay = Ray.Zero();\r\n }\r\n\r\n this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null, false, enableDistantPicking);\r\n return this._tempPickingRay;\r\n },\r\n predicate,\r\n fastCheck,\r\n false,\r\n trianglePredicate\r\n );\r\n if (result) {\r\n result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);\r\n }\r\n return result;\r\n};\r\n\r\nScene.prototype.pickWithRay = function (\r\n ray: Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n): Nullable<PickingInfo> {\r\n const result = this._internalPick(\r\n (world) => {\r\n if (!this._pickWithRayInverseMatrix) {\r\n this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(this._pickWithRayInverseMatrix);\r\n\r\n if (!this._cachedRayForTransform) {\r\n this._cachedRayForTransform = Ray.Zero();\r\n }\r\n\r\n Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);\r\n return this._cachedRayForTransform;\r\n },\r\n predicate,\r\n fastCheck,\r\n false,\r\n trianglePredicate\r\n );\r\n if (result) {\r\n result.ray = ray;\r\n }\r\n return result;\r\n};\r\n\r\nScene.prototype.multiPick = function (\r\n x: number,\r\n y: number,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n camera?: Camera,\r\n trianglePredicate?: TrianglePickingPredicate\r\n): Nullable<PickingInfo[]> {\r\n return this._internalMultiPick((world) => this.createPickingRay(x, y, world, camera || null), predicate, trianglePredicate);\r\n};\r\n\r\nScene.prototype.multiPickWithRay = function (ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]> {\r\n return this._internalMultiPick(\r\n (world) => {\r\n if (!this._pickWithRayInverseMatrix) {\r\n this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(this._pickWithRayInverseMatrix);\r\n\r\n if (!this._cachedRayForTransform) {\r\n this._cachedRayForTransform = Ray.Zero();\r\n }\r\n\r\n Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);\r\n return this._cachedRayForTransform;\r\n },\r\n predicate,\r\n trianglePredicate\r\n );\r\n};\r\n\r\nCamera.prototype.getForwardRay = function (length = 100, transform?: Matrix, origin?: Vector3): Ray {\r\n return this.getForwardRayToRef(new Ray(Vector3.Zero(), Vector3.Zero(), length), length, transform, origin);\r\n};\r\n\r\nCamera.prototype.getForwardRayToRef = function (refRay: Ray, length = 100, transform?: Matrix, origin?: Vector3): Ray {\r\n if (!transform) {\r\n transform = this.getWorldMatrix();\r\n }\r\n refRay.length = length;\r\n\r\n if (!origin) {\r\n refRay.origin.copyFrom(this.position);\r\n } else {\r\n refRay.origin.copyFrom(origin);\r\n }\r\n TmpVectors.Vector3[2].set(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(TmpVectors.Vector3[2], transform, TmpVectors.Vector3[3]);\r\n\r\n Vector3.NormalizeToRef(TmpVectors.Vector3[3], refRay.direction);\r\n\r\n return refRay;\r\n};\r\n"]}
@@ -112,15 +112,7 @@ export class DebugLayer {
112
112
  this._onSelectionChangedObservable.clear();
113
113
  this._onSelectionChangedObservable = undefined;
114
114
  }
115
- const userOptions = {
116
- overlay: false,
117
- showExplorer: true,
118
- showInspector: true,
119
- embedMode: false,
120
- handleResize: true,
121
- enablePopup: true,
122
- ...config,
123
- };
115
+ const userOptions = Object.assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
124
116
  this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();
125
117
  this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
126
118
  }
@@ -1 +1 @@
1
- {"version":3,"file":"debugLayer.js","sourceRoot":"","sources":["../../../../lts/core/generated/Debug/debugLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AACtC,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AA4KrD,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,YAAY,EAAE;IACjD,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;YACnB,IAAI,CAAC,WAAW,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;SAC3C;QACD,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH;;GAEG;AACH,MAAM,CAAN,IAAY,aAqBX;AArBD,WAAY,aAAa;IACrB;;OAEG;IACH,6DAAc,CAAA;IACd;;OAEG;IACH,mDAAS,CAAA;IACT;;OAEG;IACH,6DAAc,CAAA;IACd;;OAEG;IACH,mDAAS,CAAA;IACT;;OAEG;IACH,yDAAY,CAAA;AAChB,CAAC,EArBW,aAAa,KAAb,aAAa,QAqBxB;AAED;;;;GAIG;AACH,MAAM,OAAO,UAAU;IAcnB;;OAEG;IACH,IAAW,2BAA2B;QAClC,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,EAAE;YAClD,OAAO,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,2BAA2B,CAAC;SAClE;QAED,IAAI,CAAC,IAAI,CAAC,4BAA4B,EAAE;YACpC,IAAI,CAAC,4BAA4B,GAAG,IAAI,UAAU,EAAoE,CAAC;SAC1H;QAED,OAAO,IAAI,CAAC,4BAA4B,CAAC;IAC7C,CAAC;IAGD;;OAEG;IACH,IAAW,4BAA4B;QACnC,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,EAAE;YAClD,OAAO,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,2BAA2B,CAAC;SAClE;QAED,IAAI,CAAC,IAAI,CAAC,6BAA6B,EAAE;YACrC,IAAI,CAAC,6BAA6B,GAAG,IAAI,UAAU,EAAO,CAAC;SAC9D;QAED,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED;;;;;;OAMG;IACH,YAAY,KAAa;QA1CzB,gEAAgE;QACxD,iBAAY,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;QA0C9C,IAAI,CAAC,MAAM,GAAG,KAAK,IAAW,WAAW,CAAC,gBAAgB,CAAC;QAC3D,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE;YACd,OAAO;SACV;QACD,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YACrC,cAAc;YACd,IAAI,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE;gBACzB,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,CAAC;aAClC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACK,gBAAgB,CAAC,MAAmC;QACxD,IAAI,IAAI,CAAC,SAAS,EAAE,EAAE;YAClB,OAAO;SACV;QAED,IAAI,IAAI,CAAC,4BAA4B,EAAE;YACnC,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,4BAA6B,CAAC,SAAS,EAAE;gBACjE,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,2BAA2B,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;aACzE;YACD,IAAI,CAAC,4BAA4B,CAAC,KAAK,EAAE,CAAC;YAC1C,IAAI,CAAC,4BAA4B,GAAG,SAAS,CAAC;SACjD;QAED,IAAI,IAAI,CAAC,6BAA6B,EAAE;YACpC,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,6BAA8B,CAAC,SAAS,EAAE;gBAClE,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,4BAA4B,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;aAC1E;YACD,IAAI,CAAC,6BAA6B,CAAC,KAAK,EAAE,CAAC;YAC3C,IAAI,CAAC,6BAA6B,GAAG,SAAS,CAAC;SAClD;QAED,MAAM,WAAW,GAAsB;YACnC,OAAO,EAAE,KAAK;YACd,YAAY,EAAE,IAAI;YAClB,aAAa,EAAE,IAAI;YACnB,SAAS,EAAE,KAAK;YAChB,YAAY,EAAE,IAAI;YAClB,WAAW,EAAE,IAAI;YACjB,GAAG,MAAM;SACZ,CAAC;QAEF,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAEpE,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,WAAW,CAAC,CAAC;IAC/D,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,MAAW,EAAE,mBAAuC;QAC9D,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,mBAAmB,EAAE;gBACrB,IAAI,MAAM,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,mBAAmB,CAAC,IAAI,iBAAiB,EAAE;oBAC1E,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,qCAAqC,CAAC,mBAAmB,CAAC,CAAC;iBAC1F;qBAAM;oBACH,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,8CAA8C,CAAC,mBAAmB,CAAC,CAAC;iBACnG;aACJ;YACD,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,2BAA2B,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;SACnF;IACL,CAAC;IAED,8CAA8C;IACtC,mBAAmB;QACvB,0DAA0D;QAC1D,IAAI,OAAO,SAAS,KAAK,WAAW,EAAE;YAClC,OAAO,SAAS,CAAC;SACpB;QAED,mFAAmF;QACnF,IAAI,OAAO,OAAO,KAAK,WAAW,IAAI,OAAO,OAAO,CAAC,SAAS,KAAK,WAAW,EAAE;YAC5E,OAAO,OAAO,CAAC;SAClB;QAED,OAAO,SAAS,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,OAAO,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,SAAS,CAAC;IACtE,CAAC;IAED;;OAEG;IACI,IAAI;QACP,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC;SACtC;IACL,CAAC;IAED;;OAEG;IACI,gBAAgB;QACnB,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SACzD;IACL,CAAC;IAED;;;;OAIG;IACI,IAAI,CAAC,MAA0B;QAClC,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;YAC3B,IAAI,OAAO,IAAI,CAAC,YAAY,IAAI,WAAW,EAAE;gBACzC,MAAM,YAAY,GAAG,MAAM,IAAI,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC;gBAEnG,uCAAuC;gBACvC,KAAK,CAAC,UAAU,CAAC,YAAY,EAAE,GAAG,EAAE;oBAChC,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;oBAC9B,OAAO,CAAC,IAAI,CAAC,CAAC;gBAClB,CAAC,CAAC,CAAC;aACN;iBAAM;gBACH,kCAAkC;gBAClC,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,CAAC;aACjB;QACL,CAAC,CAAC,CAAC;IACP,CAAC;;AAxLD;;;;GAIG;AACW,uBAAY,GAAG,yCAAyC,MAAM,CAAC,OAAO,8BAA8B,CAAC","sourcesContent":["import { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare let INSPECTOR: any;\r\ndeclare let BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n /**\r\n * Keep popup open after click\r\n */\r\n keepOpenAfterClick?: boolean;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalChild {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the class name of the child node\r\n */\r\n getClassName(): string;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n inspectableCustomProperties: IInspectable[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalNode {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the list of child entries\r\n */\r\n getContent(): IExplorerAdditionalChild[];\r\n}\r\n\r\nexport type IInspectorContextMenuType = \"pipeline\" | \"node\" | \"materials\" | \"spriteManagers\" | \"particleSystems\";\r\n\r\n/**\r\n * Context menu item\r\n */\r\nexport interface IInspectorContextMenuItem {\r\n /**\r\n * Display label - menu item\r\n */\r\n label: string;\r\n /**\r\n * Callback function that will be called when the menu item is selected\r\n * @param entity the entity that is currently selected in the scene explorer\r\n */\r\n action: (entity?: unknown) => void;\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional list of additional top level nodes\r\n */\r\n additionalNodes?: IExplorerAdditionalNode[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n /**\r\n * Optional camera to use to render the gizmos from the inspector (default to the scene.activeCamera or the latest from scene.activeCameras)\r\n */\r\n gizmoCamera?: Camera;\r\n /**\r\n * Context menu for inspector tools such as \"Post Process\", \"Nodes\", \"Materials\", etc.\r\n */\r\n contextMenu?: Partial<Record<IInspectorContextMenuType, IInspectorContextMenuItem[]>>;\r\n /**\r\n * List of context menu items that should be completely overridden by custom items from the contextMenu property.\r\n */\r\n contextMenuOverride?: IInspectorContextMenuType[];\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4,\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `https://unpkg.com/babylonjs-inspector@${Engine.Version}/babylon.inspector.bundle.js`;\r\n\r\n private _scene: Scene;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any; property: string; value: any; initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any; property: string; value: any; initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n private _onSelectionChangedObservable?: Observable<any>;\r\n /**\r\n * Observable triggered when the selection is changed through the inspector.\r\n */\r\n public get onSelectionChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable;\r\n }\r\n\r\n if (!this._onSelectionChangedObservable) {\r\n this._onSelectionChangedObservable = new Observable<any>();\r\n }\r\n\r\n return this._onSelectionChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the inspector window.\r\n * @param config\r\n */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (const observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n if (this._onSelectionChangedObservable) {\r\n for (const observer of this._onSelectionChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangedObservable.add(observer);\r\n }\r\n this._onSelectionChangedObservable.clear();\r\n this._onSelectionChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n ...config,\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == \"[object String]\") {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /** Get the inspector from bundle or global */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== \"undefined\") {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.Inspector !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @returns a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve) => {\r\n if (typeof this.BJSINSPECTOR == \"undefined\") {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"debugLayer.js","sourceRoot":"","sources":["../../../../lts/core/generated/Debug/debugLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AACtC,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AA4KrD,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,YAAY,EAAE;IACjD,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;YACnB,IAAI,CAAC,WAAW,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;SAC3C;QACD,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH;;GAEG;AACH,MAAM,CAAN,IAAY,aAqBX;AArBD,WAAY,aAAa;IACrB;;OAEG;IACH,6DAAc,CAAA;IACd;;OAEG;IACH,mDAAS,CAAA;IACT;;OAEG;IACH,6DAAc,CAAA;IACd;;OAEG;IACH,mDAAS,CAAA;IACT;;OAEG;IACH,yDAAY,CAAA;AAChB,CAAC,EArBW,aAAa,KAAb,aAAa,QAqBxB;AAED;;;;GAIG;AACH,MAAM,OAAO,UAAU;IAcnB;;OAEG;IACH,IAAW,2BAA2B;QAClC,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,EAAE;YAClD,OAAO,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,2BAA2B,CAAC;SAClE;QAED,IAAI,CAAC,IAAI,CAAC,4BAA4B,EAAE;YACpC,IAAI,CAAC,4BAA4B,GAAG,IAAI,UAAU,EAAoE,CAAC;SAC1H;QAED,OAAO,IAAI,CAAC,4BAA4B,CAAC;IAC7C,CAAC;IAGD;;OAEG;IACH,IAAW,4BAA4B;QACnC,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,EAAE;YAClD,OAAO,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,2BAA2B,CAAC;SAClE;QAED,IAAI,CAAC,IAAI,CAAC,6BAA6B,EAAE;YACrC,IAAI,CAAC,6BAA6B,GAAG,IAAI,UAAU,EAAO,CAAC;SAC9D;QAED,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED;;;;;;OAMG;IACH,YAAY,KAAa;QA1CzB,gEAAgE;QACxD,iBAAY,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;QA0C9C,IAAI,CAAC,MAAM,GAAG,KAAK,IAAW,WAAW,CAAC,gBAAgB,CAAC;QAC3D,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE;YACd,OAAO;SACV;QACD,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YACrC,cAAc;YACd,IAAI,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE;gBACzB,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,CAAC;aAClC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACK,gBAAgB,CAAC,MAAmC;QACxD,IAAI,IAAI,CAAC,SAAS,EAAE,EAAE;YAClB,OAAO;SACV;QAED,IAAI,IAAI,CAAC,4BAA4B,EAAE;YACnC,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,4BAA6B,CAAC,SAAS,EAAE;gBACjE,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,2BAA2B,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;aACzE;YACD,IAAI,CAAC,4BAA4B,CAAC,KAAK,EAAE,CAAC;YAC1C,IAAI,CAAC,4BAA4B,GAAG,SAAS,CAAC;SACjD;QAED,IAAI,IAAI,CAAC,6BAA6B,EAAE;YACpC,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,6BAA8B,CAAC,SAAS,EAAE;gBAClE,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,4BAA4B,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;aAC1E;YACD,IAAI,CAAC,6BAA6B,CAAC,KAAK,EAAE,CAAC;YAC3C,IAAI,CAAC,6BAA6B,GAAG,SAAS,CAAC;SAClD;QAED,MAAM,WAAW,mBACb,OAAO,EAAE,KAAK,EACd,YAAY,EAAE,IAAI,EAClB,aAAa,EAAE,IAAI,EACnB,SAAS,EAAE,KAAK,EAChB,YAAY,EAAE,IAAI,EAClB,WAAW,EAAE,IAAI,IACd,MAAM,CACZ,CAAC;QAEF,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAEpE,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,WAAW,CAAC,CAAC;IAC/D,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,MAAW,EAAE,mBAAuC;QAC9D,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,mBAAmB,EAAE;gBACrB,IAAI,MAAM,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,mBAAmB,CAAC,IAAI,iBAAiB,EAAE;oBAC1E,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,qCAAqC,CAAC,mBAAmB,CAAC,CAAC;iBAC1F;qBAAM;oBACH,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,8CAA8C,CAAC,mBAAmB,CAAC,CAAC;iBACnG;aACJ;YACD,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,2BAA2B,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;SACnF;IACL,CAAC;IAED,8CAA8C;IACtC,mBAAmB;QACvB,0DAA0D;QAC1D,IAAI,OAAO,SAAS,KAAK,WAAW,EAAE;YAClC,OAAO,SAAS,CAAC;SACpB;QAED,mFAAmF;QACnF,IAAI,OAAO,OAAO,KAAK,WAAW,IAAI,OAAO,OAAO,CAAC,SAAS,KAAK,WAAW,EAAE;YAC5E,OAAO,OAAO,CAAC;SAClB;QAED,OAAO,SAAS,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,OAAO,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,SAAS,CAAC;IACtE,CAAC;IAED;;OAEG;IACI,IAAI;QACP,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC;SACtC;IACL,CAAC;IAED;;OAEG;IACI,gBAAgB;QACnB,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SACzD;IACL,CAAC;IAED;;;;OAIG;IACI,IAAI,CAAC,MAA0B;QAClC,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;YAC3B,IAAI,OAAO,IAAI,CAAC,YAAY,IAAI,WAAW,EAAE;gBACzC,MAAM,YAAY,GAAG,MAAM,IAAI,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC;gBAEnG,uCAAuC;gBACvC,KAAK,CAAC,UAAU,CAAC,YAAY,EAAE,GAAG,EAAE;oBAChC,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;oBAC9B,OAAO,CAAC,IAAI,CAAC,CAAC;gBAClB,CAAC,CAAC,CAAC;aACN;iBAAM;gBACH,kCAAkC;gBAClC,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,CAAC;aACjB;QACL,CAAC,CAAC,CAAC;IACP,CAAC;;AAxLD;;;;GAIG;AACW,uBAAY,GAAG,yCAAyC,MAAM,CAAC,OAAO,8BAA8B,AAAxF,CAAyF","sourcesContent":["import { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare let INSPECTOR: any;\r\ndeclare let BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n /**\r\n * Keep popup open after click\r\n */\r\n keepOpenAfterClick?: boolean;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalChild {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the class name of the child node\r\n */\r\n getClassName(): string;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n inspectableCustomProperties: IInspectable[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalNode {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the list of child entries\r\n */\r\n getContent(): IExplorerAdditionalChild[];\r\n}\r\n\r\nexport type IInspectorContextMenuType = \"pipeline\" | \"node\" | \"materials\" | \"spriteManagers\" | \"particleSystems\";\r\n\r\n/**\r\n * Context menu item\r\n */\r\nexport interface IInspectorContextMenuItem {\r\n /**\r\n * Display label - menu item\r\n */\r\n label: string;\r\n /**\r\n * Callback function that will be called when the menu item is selected\r\n * @param entity the entity that is currently selected in the scene explorer\r\n */\r\n action: (entity?: unknown) => void;\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional list of additional top level nodes\r\n */\r\n additionalNodes?: IExplorerAdditionalNode[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n /**\r\n * Optional camera to use to render the gizmos from the inspector (default to the scene.activeCamera or the latest from scene.activeCameras)\r\n */\r\n gizmoCamera?: Camera;\r\n /**\r\n * Context menu for inspector tools such as \"Post Process\", \"Nodes\", \"Materials\", etc.\r\n */\r\n contextMenu?: Partial<Record<IInspectorContextMenuType, IInspectorContextMenuItem[]>>;\r\n /**\r\n * List of context menu items that should be completely overridden by custom items from the contextMenu property.\r\n */\r\n contextMenuOverride?: IInspectorContextMenuType[];\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4,\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `https://unpkg.com/babylonjs-inspector@${Engine.Version}/babylon.inspector.bundle.js`;\r\n\r\n private _scene: Scene;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any; property: string; value: any; initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any; property: string; value: any; initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n private _onSelectionChangedObservable?: Observable<any>;\r\n /**\r\n * Observable triggered when the selection is changed through the inspector.\r\n */\r\n public get onSelectionChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable;\r\n }\r\n\r\n if (!this._onSelectionChangedObservable) {\r\n this._onSelectionChangedObservable = new Observable<any>();\r\n }\r\n\r\n return this._onSelectionChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the inspector window.\r\n * @param config\r\n */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (const observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n if (this._onSelectionChangedObservable) {\r\n for (const observer of this._onSelectionChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangedObservable.add(observer);\r\n }\r\n this._onSelectionChangedObservable.clear();\r\n this._onSelectionChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n ...config,\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == \"[object String]\") {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /** Get the inspector from bundle or global */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== \"undefined\") {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.Inspector !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @returns a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve) => {\r\n if (typeof this.BJSINSPECTOR == \"undefined\") {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}