@babylonjs/core 7.12.0 → 7.13.1

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 (526) hide show
  1. package/Animations/animation.js +1 -2
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroupMask.d.ts +1 -1
  4. package/Animations/animationGroupMask.js +2 -2
  5. package/Animations/animationGroupMask.js.map +1 -1
  6. package/Animations/animationKey.d.ts +1 -1
  7. package/Animations/animationKey.js.map +1 -1
  8. package/Behaviors/Meshes/handConstraintBehavior.d.ts +3 -3
  9. package/Behaviors/Meshes/handConstraintBehavior.js +16 -17
  10. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  11. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -3
  12. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  13. package/Bones/bone.js +31 -32
  14. package/Bones/bone.js.map +1 -1
  15. package/Bones/boneIKController.js +5 -6
  16. package/Bones/boneIKController.js.map +1 -1
  17. package/Bones/boneLookController.js +13 -13
  18. package/Bones/boneLookController.js.map +1 -1
  19. package/Buffers/bufferUtils.d.ts +13 -0
  20. package/Buffers/bufferUtils.js +42 -0
  21. package/Buffers/bufferUtils.js.map +1 -0
  22. package/Buffers/index.d.ts +1 -0
  23. package/Buffers/index.js +1 -0
  24. package/Buffers/index.js.map +1 -1
  25. package/Cameras/Inputs/freeCameraMouseWheelInput.js +5 -6
  26. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +5 -5
  28. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
  29. package/Cameras/VR/vrExperienceHelper.js +8 -10
  30. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  31. package/Compute/computeEffect.js +2 -3
  32. package/Compute/computeEffect.js.map +1 -1
  33. package/Compute/computeShader.js +19 -20
  34. package/Compute/computeShader.js.map +1 -1
  35. package/Culling/Helper/IBoundingInfoHelperPlatform.d.ts +4 -0
  36. package/Culling/Helper/IBoundingInfoHelperPlatform.js.map +1 -1
  37. package/Culling/Helper/boundingInfoHelper.d.ts +26 -4
  38. package/Culling/Helper/boundingInfoHelper.js +41 -10
  39. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  40. package/Culling/Helper/computeShaderBoundingHelper.d.ts +12 -3
  41. package/Culling/Helper/computeShaderBoundingHelper.js +164 -76
  42. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  43. package/Culling/Helper/transformFeedbackBoundingHelper.d.ts +11 -0
  44. package/Culling/Helper/transformFeedbackBoundingHelper.js +46 -14
  45. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  46. package/Debug/debugLayer.d.ts +1 -1
  47. package/Debug/debugLayer.js.map +1 -1
  48. package/Decorators/nodeDecorator.d.ts +1 -1
  49. package/Decorators/nodeDecorator.js +1 -1
  50. package/Decorators/nodeDecorator.js.map +1 -1
  51. package/DeviceInput/InputDevices/deviceEnums.d.ts +5 -5
  52. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  53. package/DeviceInput/eventFactory.js +3 -3
  54. package/DeviceInput/eventFactory.js.map +1 -1
  55. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +2 -2
  56. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  57. package/Engines/Extensions/engine.computeShader.d.ts +1 -1
  58. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  59. package/Engines/Extensions/engine.cubeTexture.js +2 -2
  60. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.dynamicTexture.js +2 -2
  62. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  63. package/Engines/Extensions/engine.multiRender.js +3 -3
  64. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  65. package/Engines/Extensions/engine.multiview.js +2 -2
  66. package/Engines/Extensions/engine.multiview.js.map +1 -1
  67. package/Engines/Extensions/engine.prefilteredCubeTexture.js +3 -3
  68. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  69. package/Engines/Extensions/engine.rawTexture.js +4 -4
  70. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  71. package/Engines/Extensions/engine.renderTarget.js +3 -3
  72. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  73. package/Engines/Extensions/engine.renderTargetCube.js +2 -2
  74. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  75. package/Engines/Native/nativeShaderProcessors.js +1 -2
  76. package/Engines/Native/nativeShaderProcessors.js.map +1 -1
  77. package/Engines/Processors/shaderProcessor.js +2 -3
  78. package/Engines/Processors/shaderProcessor.js.map +1 -1
  79. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -2
  80. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  81. package/Engines/WebGL/webGLShaderProcessors.js +1 -2
  82. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  83. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -2
  84. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  85. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
  86. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  87. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -2
  88. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  89. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -2
  90. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  91. package/Engines/WebGPU/Extensions/engine.rawTexture.js +5 -5
  92. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  93. package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -3
  94. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  95. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  96. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  97. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  98. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  99. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +81 -82
  100. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  101. package/Engines/WebGPU/webgpuCacheSampler.js +60 -64
  102. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  103. package/Engines/WebGPU/webgpuClearQuad.js +1 -2
  104. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  105. package/Engines/WebGPU/webgpuComputeContext.js +13 -15
  106. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  107. package/Engines/WebGPU/webgpuConstants.d.ts +39 -39
  108. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  109. package/Engines/WebGPU/webgpuHardwareTexture.js +6 -8
  110. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  111. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -2
  112. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  113. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  114. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  115. package/Engines/WebGPU/webgpuShaderProcessor.js +15 -19
  116. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  117. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +8 -10
  118. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  119. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +26 -28
  120. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  121. package/Engines/WebGPU/webgpuTextureHelper.js +413 -416
  122. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  123. package/Engines/WebGPU/webgpuTextureManager.js +50 -51
  124. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  125. package/Engines/WebGPU/webgpuTimestampQuery.js +1 -2
  126. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  127. package/Engines/abstractEngine.js +4 -4
  128. package/Engines/abstractEngine.js.map +1 -1
  129. package/Engines/engine.js +2 -2
  130. package/Engines/engine.js.map +1 -1
  131. package/Engines/nativeEngine.js +9 -9
  132. package/Engines/nativeEngine.js.map +1 -1
  133. package/Engines/nullEngine.js +5 -5
  134. package/Engines/nullEngine.js.map +1 -1
  135. package/Engines/renderTargetWrapper.js +1 -2
  136. package/Engines/renderTargetWrapper.js.map +1 -1
  137. package/Engines/shaderStore.js +6 -7
  138. package/Engines/shaderStore.js.map +1 -1
  139. package/Engines/thinEngine.js +4 -5
  140. package/Engines/thinEngine.js.map +1 -1
  141. package/Engines/webgpuEngine.d.ts +11 -0
  142. package/Engines/webgpuEngine.js +91 -72
  143. package/Engines/webgpuEngine.js.map +1 -1
  144. package/Events/deviceInputEvents.d.ts +1 -1
  145. package/Events/deviceInputEvents.js.map +1 -1
  146. package/FlowGraph/flowGraph.d.ts +1 -1
  147. package/FlowGraph/flowGraph.js +5 -5
  148. package/FlowGraph/flowGraph.js.map +1 -1
  149. package/FlowGraph/flowGraphBlock.js +2 -3
  150. package/FlowGraph/flowGraphBlock.js.map +1 -1
  151. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  152. package/FlowGraph/flowGraphConnection.js.map +1 -1
  153. package/FlowGraph/flowGraphDataConnection.js +3 -3
  154. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  155. package/FlowGraph/flowGraphExecutionBlock.js +2 -3
  156. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  157. package/FlowGraph/flowGraphSignalConnection.js +3 -3
  158. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  159. package/Gamepads/dualShockGamepad.d.ts +2 -2
  160. package/Gamepads/dualShockGamepad.js +14 -14
  161. package/Gamepads/dualShockGamepad.js.map +1 -1
  162. package/Gamepads/xboxGamepad.d.ts +2 -2
  163. package/Gamepads/xboxGamepad.js +14 -14
  164. package/Gamepads/xboxGamepad.js.map +1 -1
  165. package/Gizmos/gizmo.d.ts +2 -2
  166. package/Gizmos/gizmo.js +4 -4
  167. package/Gizmos/gizmo.js.map +1 -1
  168. package/Gizmos/gizmoManager.js +2 -2
  169. package/Gizmos/gizmoManager.js.map +1 -1
  170. package/Gizmos/scaleGizmo.js +3 -3
  171. package/Gizmos/scaleGizmo.js.map +1 -1
  172. package/Loading/sceneLoader.d.ts +1 -1
  173. package/Loading/sceneLoader.js +6 -6
  174. package/Loading/sceneLoader.js.map +1 -1
  175. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -3
  176. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  177. package/Materials/GreasedLine/greasedLinePluginMaterial.js +10 -11
  178. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  179. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +8 -9
  180. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  181. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +3 -4
  182. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/Dual/fogBlock.js +2 -3
  184. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
  186. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/Dual/lightBlock.js +5 -6
  188. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -5
  190. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -8
  192. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/Dual/textureBlock.js +4 -6
  194. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -4
  196. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +1 -2
  198. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -2
  200. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  201. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -2
  202. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  203. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +5 -6
  204. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  205. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -2
  206. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  207. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +5 -6
  208. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  209. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +3 -4
  210. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  211. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +7 -9
  212. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  213. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -2
  214. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  215. package/Materials/Node/Blocks/Input/inputBlock.js +19 -21
  216. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  217. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +3 -4
  218. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  219. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -3
  220. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  221. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +4 -5
  222. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  223. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -2
  224. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  225. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -29
  226. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  227. package/Materials/Node/Blocks/PBR/reflectionBlock.js +4 -5
  228. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  229. package/Materials/Node/Blocks/PBR/refractionBlock.js +5 -6
  230. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  231. package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -5
  232. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  233. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +2 -3
  234. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  235. package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -2
  236. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +1 -2
  238. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +1 -2
  240. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -2
  242. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/arcTan2Block.js +1 -2
  244. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  245. package/Materials/Node/Blocks/biPlanarBlock.js +3 -4
  246. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/clampBlock.js +4 -5
  248. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/cloudBlock.js +3 -4
  250. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/curveBlock.js +1 -2
  252. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/customBlock.js +1 -2
  254. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -2
  256. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +1 -1
  258. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +35 -35
  259. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  260. package/Materials/Node/Blocks/modBlock.js +1 -2
  261. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  262. package/Materials/Node/Blocks/remapBlock.js +3 -3
  263. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  264. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +1 -2
  265. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  266. package/Materials/Node/Blocks/transformBlock.js +1 -2
  267. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  268. package/Materials/Node/Blocks/triPlanarBlock.js +10 -12
  269. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  270. package/Materials/Node/Blocks/voronoiNoiseBlock.js +3 -4
  271. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  272. package/Materials/Node/Blocks/waveBlock.d.ts +1 -1
  273. package/Materials/Node/Blocks/waveBlock.js +4 -4
  274. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/worleyNoise3DBlock.js +3 -4
  276. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  277. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.d.ts +1 -1
  278. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.js.map +1 -1
  279. package/Materials/Node/nodeMaterial.js +3 -4
  280. package/Materials/Node/nodeMaterial.js.map +1 -1
  281. package/Materials/Node/nodeMaterialBlock.js +5 -6
  282. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  283. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -2
  284. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +10 -10
  285. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  286. package/Materials/Node/nodeMaterialBuildState.js +18 -19
  287. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  288. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js +3 -3
  289. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
  290. package/Materials/PBR/pbrBaseMaterial.js +3 -4
  291. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  292. package/Materials/Textures/internalTexture.d.ts +1 -1
  293. package/Materials/Textures/internalTexture.js +13 -13
  294. package/Materials/Textures/internalTexture.js.map +1 -1
  295. package/Materials/Textures/ktx2decoderTypes.d.ts +1 -1
  296. package/Materials/Textures/ktx2decoderTypes.js.map +1 -1
  297. package/Materials/Textures/rawCubeTexture.js +1 -2
  298. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  299. package/Materials/effect.functions.js +2 -3
  300. package/Materials/effect.functions.js.map +1 -1
  301. package/Materials/effect.js +3 -4
  302. package/Materials/effect.js.map +1 -1
  303. package/Materials/effect.webgl.functions.js +1 -2
  304. package/Materials/effect.webgl.functions.js.map +1 -1
  305. package/Materials/material.js +7 -9
  306. package/Materials/material.js.map +1 -1
  307. package/Materials/materialPluginEvent.d.ts +1 -1
  308. package/Materials/materialPluginEvent.js.map +1 -1
  309. package/Materials/materialPluginManager.js +9 -11
  310. package/Materials/materialPluginManager.js.map +1 -1
  311. package/Materials/meshDebugPluginMaterial.d.ts +1 -1
  312. package/Materials/meshDebugPluginMaterial.js +2 -2
  313. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  314. package/Materials/shaderLanguage.d.ts +1 -1
  315. package/Materials/shaderLanguage.js.map +1 -1
  316. package/Materials/shadowDepthWrapper.js +1 -2
  317. package/Materials/shadowDepthWrapper.js.map +1 -1
  318. package/Materials/standardMaterial.js +2 -3
  319. package/Materials/standardMaterial.js.map +1 -1
  320. package/Maths/math.axis.d.ts +2 -2
  321. package/Maths/math.axis.js.map +1 -1
  322. package/Maths/math.path.d.ts +1 -1
  323. package/Maths/math.path.js +3 -3
  324. package/Maths/math.path.js.map +1 -1
  325. package/Maths/math.vector.js +32 -6
  326. package/Maths/math.vector.js.map +1 -1
  327. package/Meshes/Builders/greasedLineBuilder.d.ts +2 -2
  328. package/Meshes/Builders/greasedLineBuilder.js +21 -23
  329. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  330. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +3 -3
  331. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  332. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +14 -14
  333. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  334. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +2 -2
  335. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
  336. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +2 -2
  337. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  338. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +3 -3
  339. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  340. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +3 -3
  341. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  342. package/Meshes/Node/Blocks/Set/setColorsBlock.js +2 -2
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NodeMaterialBuildState): string {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `var ${name}: vec3<i32>`;\r\n } else {\r\n return `ivec3 ${name}`;\r\n }\r\n }\r\n\r\n private _getTextureGrad(state: NodeMaterialBuildState, samplerName: string) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `textureSampleGrad(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}`;\r\n }\r\n\r\n return `textureGrad(${samplerName}`;\r\n }\r\n\r\n protected override _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? this.samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const dpdx = state._getFreeVariableName(\"dxValue\");\r\n const dpdy = state._getFreeVariableName(\"dyValue\");\r\n const n = state._getFreeVariableName(\"n\");\r\n const ma = state._getFreeVariableName(\"ma\");\r\n const mi = state._getFreeVariableName(\"mi\");\r\n const me = state._getFreeVariableName(\"me\");\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const w = state._getFreeVariableName(\"w\");\r\n\r\n let ivec3 = \"ivec3\";\r\n let dpdxFunc = \"dFdx\";\r\n let dpdyFunc = \"dFdy\";\r\n const suffix = state.fSuffix;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n ivec3 = \"vec3<i32>\";\r\n dpdxFunc = \"dpdx\";\r\n dpdyFunc = \"dpdy\";\r\n }\r\n\r\n state.compilationString += `\r\n // grab coord derivatives for texturing\r\n ${state._declareLocalVar(dpdx, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdxFunc}(${this.position.associatedVariableName}.xyz);\r\n ${state._declareLocalVar(dpdy, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdyFunc}(${this.position.associatedVariableName}.xyz);\r\n ${state._declareLocalVar(n, NodeMaterialBlockConnectionPointTypes.Vector3)} = abs(${this.normal.associatedVariableName}.xyz);\r\n \r\n // determine major axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(ma, state)} = ${state._generateTernary(\r\n `${ivec3}(0,1,2)`,\r\n `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y>${n}.z)`)}`,\r\n `(${n}.x>${n}.y && ${n}.x>${n}.z)`\r\n )}; \r\n\r\n // determine minor axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(mi, state)} = ${state._generateTernary(\r\n `${ivec3}(0,1,2)`,\r\n `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y<${n}.z)`)}`,\r\n `(${n}.x<${n}.y && ${n}.x<${n}.z)`\r\n )}; \r\n \r\n // determine median axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(me, state)} = ${ivec3}(3) - ${mi} - ${ma};\r\n \r\n // project+fetch\r\n ${state._declareLocalVar(x, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerName)}, vec2${suffix}(${this.position.associatedVariableName}[${ma}.y], ${this.position.associatedVariableName}[${ma}.z]), \r\n vec2${suffix}(${dpdx}[${ma}.y],${dpdx}[${ma}.z]), \r\n vec2${suffix}(${dpdy}[${ma}.y],${dpdy}[${ma}.z]));\r\n ${state._declareLocalVar(y, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerYName)}, vec2${suffix}(${this.position.associatedVariableName}[${me}.y], ${this.position.associatedVariableName}[${me}.z]), \r\n vec2${suffix}(${dpdx}[${me}.y],${dpdx}[${me}.z]),\r\n vec2${suffix}(${dpdy}[${me}.y],${dpdy}[${me}.z]));\r\n \r\n // blend factors\r\n ${state._declareLocalVar(w, NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${suffix}(${n}[${ma}.x],${n}[${me}.x]);\r\n // make local support\r\n ${w} = clamp( (${w}-0.5773)/(1.0-0.5773), vec2${suffix}(0.0), vec2${suffix}(1.0) );\r\n // shape transition\r\n ${w} = pow( ${w}, vec2${suffix}(${sharpness}/8.0) );\r\n // blend and return\r\n ${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = (${x}*${w}.x + ${y}*${w}.y) / (${w}.x + ${w}.y);\r\n `;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BiPlanarBlock\", BiPlanarBlock);\r\n"]}
1
+ 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type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { TriPlanarBlock } from \"./triPlanarBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { ShaderLanguage } from \"../../../Materials/shaderLanguage\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class BiPlanarBlock extends TriPlanarBlock {\r\n /**\r\n * Create a new BiPlanarBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, true);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"BiPlanarBlock\";\r\n }\r\n\r\n private _declareLocalVarAsVec3I(name: string, state: NodeMaterialBuildState): string {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `var ${name}: vec3<i32>`;\r\n } else {\r\n return `ivec3 ${name}`;\r\n }\r\n }\r\n\r\n private _getTextureGrad(state: NodeMaterialBuildState, samplerName: string) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `textureSampleGrad(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}`;\r\n }\r\n\r\n return `textureGrad(${samplerName}`;\r\n }\r\n\r\n protected override _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? this.samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const dpdx = state._getFreeVariableName(\"dxValue\");\r\n const dpdy = state._getFreeVariableName(\"dyValue\");\r\n const n = state._getFreeVariableName(\"n\");\r\n const ma = state._getFreeVariableName(\"ma\");\r\n const mi = state._getFreeVariableName(\"mi\");\r\n const me = state._getFreeVariableName(\"me\");\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const w = state._getFreeVariableName(\"w\");\r\n\r\n let ivec3 = \"ivec3\";\r\n let dpdxFunc = \"dFdx\";\r\n let dpdyFunc = \"dFdy\";\r\n const suffix = state.fSuffix;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n ivec3 = \"vec3<i32>\";\r\n dpdxFunc = \"dpdx\";\r\n dpdyFunc = \"dpdy\";\r\n }\r\n\r\n state.compilationString += `\r\n // grab coord derivatives for texturing\r\n ${state._declareLocalVar(dpdx, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdxFunc}(${this.position.associatedVariableName}.xyz);\r\n ${state._declareLocalVar(dpdy, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdyFunc}(${this.position.associatedVariableName}.xyz);\r\n ${state._declareLocalVar(n, NodeMaterialBlockConnectionPointTypes.Vector3)} = abs(${this.normal.associatedVariableName}.xyz);\r\n \r\n // determine major axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(ma, state)} = ${state._generateTernary(\r\n `${ivec3}(0,1,2)`,\r\n `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y>${n}.z)`)}`,\r\n `(${n}.x>${n}.y && ${n}.x>${n}.z)`\r\n )}; \r\n\r\n // determine minor axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(mi, state)} = ${state._generateTernary(\r\n `${ivec3}(0,1,2)`,\r\n `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y<${n}.z)`)}`,\r\n `(${n}.x<${n}.y && ${n}.x<${n}.z)`\r\n )}; \r\n \r\n // determine median axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(me, state)} = ${ivec3}(3) - ${mi} - ${ma};\r\n \r\n // project+fetch\r\n ${state._declareLocalVar(x, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerName)}, vec2${suffix}(${this.position.associatedVariableName}[${ma}.y], ${this.position.associatedVariableName}[${ma}.z]), \r\n vec2${suffix}(${dpdx}[${ma}.y],${dpdx}[${ma}.z]), \r\n vec2${suffix}(${dpdy}[${ma}.y],${dpdy}[${ma}.z]));\r\n ${state._declareLocalVar(y, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerYName)}, vec2${suffix}(${this.position.associatedVariableName}[${me}.y], ${this.position.associatedVariableName}[${me}.z]), \r\n vec2${suffix}(${dpdx}[${me}.y],${dpdx}[${me}.z]),\r\n vec2${suffix}(${dpdy}[${me}.y],${dpdy}[${me}.z]));\r\n \r\n // blend factors\r\n ${state._declareLocalVar(w, NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${suffix}(${n}[${ma}.x],${n}[${me}.x]);\r\n // make local support\r\n ${w} = clamp( (${w}-0.5773)/(1.0-0.5773), vec2${suffix}(0.0), vec2${suffix}(1.0) );\r\n // shape transition\r\n ${w} = pow( ${w}, vec2${suffix}(${sharpness}/8.0) );\r\n // blend and return\r\n ${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = (${x}*${w}.x + ${y}*${w}.y) / (${w}.x + ${w}.y);\r\n `;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BiPlanarBlock\", BiPlanarBlock);\r\n"]}
@@ -3,8 +3,7 @@ import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
3
3
  import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
4
4
  import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
5
5
  import { RegisterClass } from "../../../Misc/typeStore.js";
6
- import { editableInPropertyPage, PropertyTypeForEdition } from "../../../Decorators/nodeDecorator.js";
7
- import { ShaderLanguage } from "../../shaderLanguage.js";
6
+ import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
8
7
  /**
9
8
  * Block used to clamp a float
10
9
  */
@@ -45,7 +44,7 @@ export class ClampBlock extends NodeMaterialBlock {
45
44
  _buildBlock(state) {
46
45
  super._buildBlock(state);
47
46
  const output = this._outputs[0];
48
- const cast = state.shaderLanguage === ShaderLanguage.WGSL ? state._getShaderType(this.value.type) : "";
47
+ const cast = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? state._getShaderType(this.value.type) : "";
49
48
  state.compilationString +=
50
49
  state._declareOutput(output) +
51
50
  ` = clamp(${this.value.associatedVariableName}, ${cast}(${this._writeFloat(this.minimum)}), ${cast}(${this._writeFloat(this.maximum)}));\n`;
@@ -69,10 +68,10 @@ export class ClampBlock extends NodeMaterialBlock {
69
68
  }
70
69
  }
71
70
  __decorate([
72
- editableInPropertyPage("Minimum", PropertyTypeForEdition.Float)
71
+ editableInPropertyPage("Minimum", 1 /* PropertyTypeForEdition.Float */)
73
72
  ], ClampBlock.prototype, "minimum", void 0);
74
73
  __decorate([
75
- editableInPropertyPage("Maximum", PropertyTypeForEdition.Float)
74
+ editableInPropertyPage("Maximum", 1 /* PropertyTypeForEdition.Float */)
76
75
  ], ClampBlock.prototype, "maximum", void 0);
77
76
  RegisterClass("BABYLON.ClampBlock", ClampBlock);
78
77
  //# sourceMappingURL=clampBlock.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clampBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/clampBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,mCAAmC,CAAC;AACnG,OAAO,EAAE,cAAc,EAAE,gCAAsC;AAE/D;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAQ7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAZlD,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QACrB,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QASjB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,IAAI,GAAG,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;QAEvG,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC;gBAC5B,YAAY,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAEhJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,mBAAmB;QAClC,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,GAAG,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAExG,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAEvE,OAAO,UAAU,CAAC;IACtB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAE3C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;IAC/C,CAAC;CACJ;AA7EU;IADN,sBAAsB,CAAC,SAAS,EAAE,sBAAsB,CAAC,KAAK,CAAC;2CAC3C;AAGd;IADN,sBAAsB,CAAC,SAAS,EAAE,sBAAsB,CAAC,KAAK,CAAC;2CAC3C;AA4EzB,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to clamp a float\r\n */\r\nexport class ClampBlock extends NodeMaterialBlock {\r\n /** Gets or sets the minimum range */\r\n @editableInPropertyPage(\"Minimum\", PropertyTypeForEdition.Float)\r\n public minimum = 0.0;\r\n /** Gets or sets the maximum range */\r\n @editableInPropertyPage(\"Maximum\", PropertyTypeForEdition.Float)\r\n public maximum = 1.0;\r\n\r\n /**\r\n * Creates a new ClampBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ClampBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const cast = state.shaderLanguage === ShaderLanguage.WGSL ? state._getShaderType(this.value.type) : \"\";\r\n\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = clamp(${this.value.associatedVariableName}, ${cast}(${this._writeFloat(this.minimum)}), ${cast}(${this._writeFloat(this.maximum)}));\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.minimum = ${this.minimum};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.maximum = ${this.maximum};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.minimum = this.minimum;\r\n serializationObject.maximum = this.maximum;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.minimum = serializationObject.minimum;\r\n this.maximum = serializationObject.maximum;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClampBlock\", ClampBlock);\r\n"]}
1
+ {"version":3,"file":"clampBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/clampBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD,OAAO,EAAE,sBAAsB,EAA0B,MAAM,mCAAmC,CAAC;AAGnG;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAQ7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAZlD,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QACrB,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QASjB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,IAAI,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC,CAAC,CAAC,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;QAEvG,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC;gBAC5B,YAAY,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAEhJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,mBAAmB;QAClC,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,GAAG,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAExG,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAEvE,OAAO,UAAU,CAAC;IACtB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAE3C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;IAC/C,CAAC;CACJ;AA7EU;IADN,sBAAsB,CAAC,SAAS,uCAA+B;2CAC3C;AAGd;IADN,sBAAsB,CAAC,SAAS,uCAA+B;2CAC3C;AA4EzB,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to clamp a float\r\n */\r\nexport class ClampBlock extends NodeMaterialBlock {\r\n /** Gets or sets the minimum range */\r\n @editableInPropertyPage(\"Minimum\", PropertyTypeForEdition.Float)\r\n public minimum = 0.0;\r\n /** Gets or sets the maximum range */\r\n @editableInPropertyPage(\"Maximum\", PropertyTypeForEdition.Float)\r\n public maximum = 1.0;\r\n\r\n /**\r\n * Creates a new ClampBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ClampBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const cast = state.shaderLanguage === ShaderLanguage.WGSL ? state._getShaderType(this.value.type) : \"\";\r\n\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = clamp(${this.value.associatedVariableName}, ${cast}(${this._writeFloat(this.minimum)}), ${cast}(${this._writeFloat(this.maximum)}));\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.minimum = ${this.minimum};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.maximum = ${this.maximum};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.minimum = this.minimum;\r\n serializationObject.maximum = this.maximum;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.minimum = serializationObject.minimum;\r\n this.maximum = serializationObject.maximum;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClampBlock\", ClampBlock);\r\n"]}
@@ -3,8 +3,7 @@ import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
3
3
  import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
4
4
  import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
5
5
  import { RegisterClass } from "../../../Misc/typeStore.js";
6
- import { editableInPropertyPage, PropertyTypeForEdition } from "../../../Decorators/nodeDecorator.js";
7
- import { ShaderLanguage } from "../../../Materials/shaderLanguage.js";
6
+ import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
8
7
  /**
9
8
  * block used to Generate Fractal Brownian Motion Clouds
10
9
  */
@@ -148,7 +147,7 @@ export class CloudBlock extends NodeMaterialBlock {
148
147
  }
149
148
  return value;
150
149
  }`;
151
- if (state.shaderLanguage === ShaderLanguage.WGSL) {
150
+ if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
152
151
  functionString = state._babylonSLtoWGSL(functionString);
153
152
  fractalBrownianString = state._babylonSLtoWGSL(fractalBrownianString);
154
153
  }
@@ -195,7 +194,7 @@ export class CloudBlock extends NodeMaterialBlock {
195
194
  }
196
195
  }
197
196
  __decorate([
198
- editableInPropertyPage("Octaves", PropertyTypeForEdition.Int)
197
+ editableInPropertyPage("Octaves", 2 /* PropertyTypeForEdition.Int */)
199
198
  ], CloudBlock.prototype, "octaves", void 0);
200
199
  RegisterClass("BABYLON.CloudBlock", CloudBlock);
201
200
  //# sourceMappingURL=cloudBlock.js.map
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ShaderLanguage } from \"../../../Materials/shaderLanguage\";\r\n/**\r\n * block used to Generate Fractal Brownian Motion Clouds\r\n */\r\nexport class CloudBlock extends NodeMaterialBlock {\r\n /** Gets or sets the number of octaves */\r\n @editableInPropertyPage(\"Octaves\", PropertyTypeForEdition.Int)\r\n public octaves = 6.0;\r\n\r\n /**\r\n * Creates a new CloudBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"chaos\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"offsetX\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetY\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetZ\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CloudBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the chaos input component\r\n */\r\n public get chaos(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the offset X input component\r\n */\r\n public get offsetX(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the offset Y input component\r\n */\r\n public get offsetY(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the offset Z input component\r\n */\r\n public get offsetZ(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `\r\n\r\n float cloudRandom(float p) { \r\n float temp = fract(p * 0.011); \r\n temp *= temp + 7.5; \r\n temp *= temp + temp; \r\n return fract(temp); \r\n }\r\n\r\n // Based on Morgan McGuire @morgan3d\r\n // https://www.shadertoy.com/view/4dS3Wd\r\n float cloudNoise2(vec2 x, vec2 chaos) {\r\n vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);\r\n\r\n vec2 i = floor(x);\r\n vec2 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec2 u = f * f * (3.0 - 2.0 * f);\r\n return mix(\r\n mix(cloudRandom(n + dot(step, vec2(0, 0))), cloudRandom(n + dot(step, vec2(1, 0))), u.x),\r\n mix(cloudRandom(n + dot(step, vec2(0, 1))), cloudRandom(n + dot(step, vec2(1, 1))), u.x),\r\n u.y\r\n );\r\n }\r\n\r\n float cloudNoise3(vec3 x, vec3 chaos) {\r\n vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);\r\n\r\n vec3 i = floor(x);\r\n vec3 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec3 u = f * f * (3.0 - 2.0 * f);\r\n return mix(mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 0))), cloudRandom(n + dot(step, vec3(1, 0, 0))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 0))), cloudRandom(n + dot(step, vec3(1, 1, 0))), u.x), u.y),\r\n mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);\r\n }`;\r\n\r\n let fractalBrownianString = `\r\n float fbm2(vec2 st, vec2 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = .5;\r\n float frequency = 0.;\r\n\r\n // Loop of octaves\r\n vec2 tempST = st;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise2(tempST, chaos);\r\n tempST *= 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }\r\n\r\n float fbm3(vec3 x, vec3 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = 0.5;\r\n vec3 tempX = x;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise3(tempX, chaos);\r\n tempX = tempX * 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = state._babylonSLtoWGSL(functionString);\r\n fractalBrownianString = state._babylonSLtoWGSL(fractalBrownianString);\r\n }\r\n\r\n const fbmNewName = `fbm${this.octaves}`;\r\n state._emitFunction(\"CloudBlockCode\", functionString, \"// CloudBlockCode\");\r\n state._emitFunction(\r\n \"CloudBlockCodeFBM\" + this.octaves,\r\n fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()),\r\n \"// CloudBlockCode FBM\"\r\n );\r\n\r\n const localVariable = state._getFreeVariableName(\"st\");\r\n const seedType = this.seed.connectedPoint?.type || NodeMaterialBlockConnectionPointTypes.Vector3;\r\n\r\n state.compilationString += `${state._declareLocalVar(localVariable, seedType)} = ${this.seed.associatedVariableName};\\n`;\r\n if (this.offsetX.isConnected) {\r\n state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetY.isConnected) {\r\n state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetZ.isConnected && seedType === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\\n`;\r\n }\r\n\r\n let chaosValue = \"\";\r\n if (this.chaos.isConnected) {\r\n chaosValue = this.chaos.associatedVariableName;\r\n } else {\r\n const addF = state.fSuffix;\r\n chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? `vec2${addF}(0., 0.)` : `vec3${addF}(0., 0., 0.)`;\r\n }\r\n\r\n state.compilationString +=\r\n state._declareOutput(this._outputs[0]) +\r\n ` = ${fbmNewName}${this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"2\" : \"3\"}(${localVariable}, ${chaosValue});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.octaves = ${this.octaves};\\n`;\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.octaves = this.octaves;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.octaves = serializationObject.octaves;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CloudBlock\", CloudBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ShaderLanguage } from \"../../../Materials/shaderLanguage\";\r\n/**\r\n * block used to Generate Fractal Brownian Motion Clouds\r\n */\r\nexport class CloudBlock extends NodeMaterialBlock {\r\n /** Gets or sets the number of octaves */\r\n @editableInPropertyPage(\"Octaves\", PropertyTypeForEdition.Int)\r\n public octaves = 6.0;\r\n\r\n /**\r\n * Creates a new CloudBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"chaos\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"offsetX\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetY\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetZ\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CloudBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the chaos input component\r\n */\r\n public get chaos(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the offset X input component\r\n */\r\n public get offsetX(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the offset Y input component\r\n */\r\n public get offsetY(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the offset Z input component\r\n */\r\n public get offsetZ(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `\r\n\r\n float cloudRandom(float p) { \r\n float temp = fract(p * 0.011); \r\n temp *= temp + 7.5; \r\n temp *= temp + temp; \r\n return fract(temp); \r\n }\r\n\r\n // Based on Morgan McGuire @morgan3d\r\n // https://www.shadertoy.com/view/4dS3Wd\r\n float cloudNoise2(vec2 x, vec2 chaos) {\r\n vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);\r\n\r\n vec2 i = floor(x);\r\n vec2 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec2 u = f * f * (3.0 - 2.0 * f);\r\n return mix(\r\n mix(cloudRandom(n + dot(step, vec2(0, 0))), cloudRandom(n + dot(step, vec2(1, 0))), u.x),\r\n mix(cloudRandom(n + dot(step, vec2(0, 1))), cloudRandom(n + dot(step, vec2(1, 1))), u.x),\r\n u.y\r\n );\r\n }\r\n\r\n float cloudNoise3(vec3 x, vec3 chaos) {\r\n vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);\r\n\r\n vec3 i = floor(x);\r\n vec3 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec3 u = f * f * (3.0 - 2.0 * f);\r\n return mix(mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 0))), cloudRandom(n + dot(step, vec3(1, 0, 0))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 0))), cloudRandom(n + dot(step, vec3(1, 1, 0))), u.x), u.y),\r\n mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);\r\n }`;\r\n\r\n let fractalBrownianString = `\r\n float fbm2(vec2 st, vec2 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = .5;\r\n float frequency = 0.;\r\n\r\n // Loop of octaves\r\n vec2 tempST = st;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise2(tempST, chaos);\r\n tempST *= 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }\r\n\r\n float fbm3(vec3 x, vec3 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = 0.5;\r\n vec3 tempX = x;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise3(tempX, chaos);\r\n tempX = tempX * 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = state._babylonSLtoWGSL(functionString);\r\n fractalBrownianString = state._babylonSLtoWGSL(fractalBrownianString);\r\n }\r\n\r\n const fbmNewName = `fbm${this.octaves}`;\r\n state._emitFunction(\"CloudBlockCode\", functionString, \"// CloudBlockCode\");\r\n state._emitFunction(\r\n \"CloudBlockCodeFBM\" + this.octaves,\r\n fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()),\r\n \"// CloudBlockCode FBM\"\r\n );\r\n\r\n const localVariable = state._getFreeVariableName(\"st\");\r\n const seedType = this.seed.connectedPoint?.type || NodeMaterialBlockConnectionPointTypes.Vector3;\r\n\r\n state.compilationString += `${state._declareLocalVar(localVariable, seedType)} = ${this.seed.associatedVariableName};\\n`;\r\n if (this.offsetX.isConnected) {\r\n state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetY.isConnected) {\r\n state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetZ.isConnected && seedType === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\\n`;\r\n }\r\n\r\n let chaosValue = \"\";\r\n if (this.chaos.isConnected) {\r\n chaosValue = this.chaos.associatedVariableName;\r\n } else {\r\n const addF = state.fSuffix;\r\n chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? `vec2${addF}(0., 0.)` : `vec3${addF}(0., 0., 0.)`;\r\n }\r\n\r\n state.compilationString +=\r\n state._declareOutput(this._outputs[0]) +\r\n ` = ${fbmNewName}${this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"2\" : \"3\"}(${localVariable}, ${chaosValue});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.octaves = ${this.octaves};\\n`;\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.octaves = this.octaves;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.octaves = serializationObject.octaves;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CloudBlock\", CloudBlock);\r\n"]}
@@ -2,7 +2,6 @@ import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
2
2
  import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
3
3
  import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
4
4
  import { RegisterClass } from "../../../Misc/typeStore.js";
5
- import { ShaderLanguage } from "../../shaderLanguage.js";
6
5
  /**
7
6
  * Types of curves supported by the Curve block
8
7
  */
@@ -133,7 +132,7 @@ export class CurveBlock extends NodeMaterialBlock {
133
132
  let registeredFunction = "";
134
133
  let registeredFunctionName = "";
135
134
  const inputType = state._getShaderType(this.input.type);
136
- const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;
135
+ const isWGSL = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */;
137
136
  registeredFunctionName = CurveBlockTypes[this.type] + "_" + inputType.replace("<", "").replace(">", "");
138
137
  switch (this.type) {
139
138
  case CurveBlockTypes.EaseInSine:
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Types of curves supported by the Curve block\r\n */\r\nexport enum CurveBlockTypes {\r\n /** EaseInSine */\r\n EaseInSine,\r\n /** EaseOutSine */\r\n EaseOutSine,\r\n /** EaseInOutSine */\r\n EaseInOutSine,\r\n /** EaseInQuad */\r\n EaseInQuad,\r\n /** EaseOutQuad */\r\n EaseOutQuad,\r\n /** EaseInOutQuad */\r\n EaseInOutQuad,\r\n /** EaseInCubic */\r\n EaseInCubic,\r\n /** EaseOutCubic */\r\n EaseOutCubic,\r\n /** EaseInOutCubic */\r\n EaseInOutCubic,\r\n /** EaseInQuart */\r\n EaseInQuart,\r\n /** EaseOutQuart */\r\n EaseOutQuart,\r\n /** EaseInOutQuart */\r\n EaseInOutQuart,\r\n /** EaseInQuint */\r\n EaseInQuint,\r\n /** EaseOutQuint */\r\n EaseOutQuint,\r\n /** EaseInOutQuint */\r\n EaseInOutQuint,\r\n /** EaseInExpo */\r\n EaseInExpo,\r\n /** EaseOutExpo */\r\n EaseOutExpo,\r\n /** EaseInOutExpo */\r\n EaseInOutExpo,\r\n /** EaseInCirc */\r\n EaseInCirc,\r\n /** EaseOutCirc */\r\n EaseOutCirc,\r\n /** EaseInOutCirc */\r\n EaseInOutCirc,\r\n /** EaseInBack */\r\n EaseInBack,\r\n /** EaseOutBack */\r\n EaseOutBack,\r\n /** EaseInOutBack */\r\n EaseInOutBack,\r\n /** EaseInElastic */\r\n EaseInElastic,\r\n /** EaseOutElastic */\r\n EaseOutElastic,\r\n /** EaseInOutElastic */\r\n EaseInOutElastic,\r\n}\r\n\r\n/**\r\n * Block used to apply curve operation\r\n */\r\nexport class CurveBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the type of the curve applied by the block\r\n */\r\n public type = CurveBlockTypes.EaseInOutSine;\r\n\r\n /**\r\n * Creates a new CurveBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Object);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Int);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CurveBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _duplicateEntry(entry: string, component: string) {\r\n return `ret.${component} = ${entry.replace(/VAL/g, \"v.\" + component)}`;\r\n }\r\n\r\n private _duplicateEntryDirect(entry: string) {\r\n return `return ${entry.replace(/VAL/g, \"v\")}`;\r\n }\r\n\r\n private _duplicateVector(entry: string, inputType: string, isWGSL: boolean) {\r\n if (inputType === \"float\" || inputType === \"f32\") {\r\n return this._duplicateEntryDirect(entry);\r\n }\r\n\r\n const size = parseInt(inputType.replace(\"vec\", \"\"));\r\n let code = isWGSL\r\n ? `\r\n var ret: vec${size}f = vec${size}f(0.0);\r\n `\r\n : `\r\n vec${size} ret = vec${size}(0.0);\r\n `;\r\n\r\n for (let i = 1; i <= size; i++) {\r\n code += this._duplicateEntry(entry, i === 1 ? \"x\" : i === 2 ? \"y\" : i === 3 ? \"z\" : \"w\") + \";\\n\";\r\n }\r\n\r\n code += \"return ret;\\n\";\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n let registeredFunction = \"\";\r\n let registeredFunctionName = \"\";\r\n\r\n const inputType = state._getShaderType(this.input.type);\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n registeredFunctionName = CurveBlockTypes[this.type] + \"_\" + inputType.replace(\"<\", \"\").replace(\">\", \"\");\r\n\r\n switch (this.type) {\r\n case CurveBlockTypes.EaseInSine:\r\n registeredFunction = `return 1.0 - cos((v * 3.1415) / 2.0)`;\r\n break;\r\n case CurveBlockTypes.EaseOutSine:\r\n registeredFunction = `return sin((v * 3.1415) / 2.0)`;\r\n break;\r\n case CurveBlockTypes.EaseInOutSine:\r\n registeredFunction = `return -(cos(v * 3.1415) - 1.0) / 2.0`;\r\n break;\r\n case CurveBlockTypes.EaseInQuad:\r\n registeredFunction = `return v * v`;\r\n break;\r\n case CurveBlockTypes.EaseOutQuad:\r\n registeredFunction = `return (1.0 - v) * (1.0 - v)`;\r\n break;\r\n case CurveBlockTypes.EaseInOutQuad: {\r\n const entry = state._generateTernary(\"2.0 * VAL * VAL\", \"1.0 - pow(-2.0 * VAL + 2.0, 2.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInCubic:\r\n registeredFunction = `return v * v * v`;\r\n break;\r\n case CurveBlockTypes.EaseOutCubic: {\r\n const entry = \"1.0 - pow(1.0 - VAL, 3.0)\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutCubic: {\r\n const entry = state._generateTernary(\"4.0 * VAL * VAL * VAL\", \"1.0 - pow(-2.0 * VAL + 2.0, 3.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInQuart:\r\n registeredFunction = `return v * v * v * v`;\r\n break;\r\n case CurveBlockTypes.EaseOutQuart: {\r\n const entry = \"1.0 - pow(1.0 - VAL, 4.0)\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutQuart: {\r\n const entry = state._generateTernary(\"8.0 * VAL * VAL * VAL * VAL\", \"1.0 - pow(-2.0 * VAL + 2.0, 4.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInQuint:\r\n registeredFunction = `return v * v * v * v * v`;\r\n break;\r\n case CurveBlockTypes.EaseOutQuint: {\r\n const entry = \"1.0 - pow(1.0 - VAL, 5.0)\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutQuint: {\r\n const entry = state._generateTernary(\"16.0 * VAL * VAL * VAL * VAL * VAL\", \"1.0 - pow(-2.0 * VAL + 2.0, 5.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInExpo: {\r\n const entry = state._generateTernary(\"0.0\", \"pow(2.0, 10.0 * VAL - 10.0)\", \"VAL == 0.0\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseOutExpo: {\r\n const entry = state._generateTernary(\"1.0\", \"1.0 - pow(2.0, -10.0 * VAL)\", \"VAL == 1.0\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutExpo: {\r\n const entry = state._generateTernary(\r\n \"0.0\",\r\n state._generateTernary(\r\n \"1.0\",\r\n state._generateTernary(\"pow(2.0, 20.0 * VAL - 10.0) / 2.0\", \"(2.0 - pow(2.0, -20.0 * VAL + 10.0)) / 2.0\", \"VAL < 0.5\"),\r\n \"VAL == 1.0\"\r\n ),\r\n \"VAL == 0.0\"\r\n );\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInCirc: {\r\n const entry = \"1.0 - sqrt(1.0 - pow(VAL, 2.0))\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseOutCirc: {\r\n const entry = \"sqrt(1.0 - pow(VAL - 1.0, 2.0))\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutCirc: {\r\n const entry = state._generateTernary(\"(1.0 - sqrt(1.0 - pow(2.0 * VAL, 2.0))) / 2.0\", \"(sqrt(1.0 - pow(-2.0 * VAL + 2.0, 2.0)) + 1.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInBack: {\r\n registeredFunction = \"return 2.70158 * v * v * v - 1.70158 * v * v\";\r\n break;\r\n }\r\n case CurveBlockTypes.EaseOutBack: {\r\n const entry = \"2.70158 * pow(VAL - 1.0, 3.0) + 1.70158 * pow(VAL - 1.0, 2.0)\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutBack: {\r\n const entry = state._generateTernary(\r\n \"(pow(2.0 * VAL, 2.0) * ((3.5949095) * 2.0 * VAL - 2.5949095)) / 2.0\",\r\n \"(pow(2.0 * VAL - 2.0, 2.0) * (3.5949095 * (VAL * 2.0 - 2.0) + 3.5949095) + 2.0) / 2.0\",\r\n \"VAL < 0.5\"\r\n );\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInElastic: {\r\n const entry = state._generateTernary(\r\n \"0.0\",\r\n state._generateTernary(\"1.0\", \"-pow(2.0, 10.0 * VAL - 10.0) * sin((VAL * 10.0 - 10.75) * ((2.0 * 3.1415) / 3.0))\", \"VAL == 1.0\"),\r\n \"VAL == 0.0\"\r\n );\r\n\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseOutElastic: {\r\n const entry = state._generateTernary(\r\n \"0.0\",\r\n state._generateTernary(\"1.0\", \"pow(2.0, -10.0 * VAL) * sin((VAL * 10.0 - 0.75) * ((2.0 * 3.1415) / 3.0)) + 1.0\", \"VAL == 1.0\"),\r\n \"VAL == 0.0\"\r\n );\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutElastic: {\r\n const entry = state._generateTernary(\r\n \"0.0\",\r\n state._generateTernary(\r\n \"1.0\",\r\n state._generateTernary(\r\n \"-(pow(2.0, 20.0 * VAL - 10.0) * sin((20.0 * VAL - 11.125) * ((2.0 * 3.1415) / 4.5))) / 2.0\",\r\n \"(pow(2.0, -20.0 * VAL + 10.0) * sin((20.0 * VAL - 11.125) * ((2.0 * 3.1415) / 4.5))) / 2.0 + 1.0\",\r\n \"VAL < 0.5\"\r\n ),\r\n \"VAL == 1.0\"\r\n ),\r\n \"VAL == 0.0\"\r\n );\r\n\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n }\r\n\r\n if (isWGSL) {\r\n state._emitFunction(registeredFunctionName, `fn ${registeredFunctionName}(v: ${inputType}) -> ${inputType} {${registeredFunction};}\\n`, \"\");\r\n } else {\r\n state._emitFunction(registeredFunctionName, `${inputType} ${registeredFunctionName}(${inputType} v) {${registeredFunction};}\\n`, \"\");\r\n }\r\n\r\n state.compilationString += state._declareOutput(output) + ` = ${registeredFunctionName}(${this.input.associatedVariableName});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.curveType = this.type;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.type = serializationObject.curveType;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.type = BABYLON.CurveBlockTypes.${CurveBlockTypes[this.type]};\\n`;\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurveBlock\", CurveBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Types of curves supported by the Curve block\r\n */\r\nexport enum CurveBlockTypes {\r\n /** EaseInSine */\r\n EaseInSine,\r\n /** EaseOutSine */\r\n EaseOutSine,\r\n /** EaseInOutSine */\r\n EaseInOutSine,\r\n /** EaseInQuad */\r\n EaseInQuad,\r\n /** EaseOutQuad */\r\n EaseOutQuad,\r\n /** EaseInOutQuad */\r\n EaseInOutQuad,\r\n /** EaseInCubic */\r\n EaseInCubic,\r\n /** EaseOutCubic */\r\n EaseOutCubic,\r\n /** EaseInOutCubic */\r\n EaseInOutCubic,\r\n /** EaseInQuart */\r\n EaseInQuart,\r\n /** EaseOutQuart */\r\n EaseOutQuart,\r\n /** EaseInOutQuart */\r\n EaseInOutQuart,\r\n /** EaseInQuint */\r\n EaseInQuint,\r\n /** EaseOutQuint */\r\n EaseOutQuint,\r\n /** EaseInOutQuint */\r\n EaseInOutQuint,\r\n /** EaseInExpo */\r\n EaseInExpo,\r\n /** EaseOutExpo */\r\n EaseOutExpo,\r\n /** EaseInOutExpo */\r\n EaseInOutExpo,\r\n /** EaseInCirc */\r\n EaseInCirc,\r\n /** EaseOutCirc */\r\n EaseOutCirc,\r\n /** EaseInOutCirc */\r\n EaseInOutCirc,\r\n /** EaseInBack */\r\n EaseInBack,\r\n /** EaseOutBack */\r\n EaseOutBack,\r\n /** EaseInOutBack */\r\n EaseInOutBack,\r\n /** EaseInElastic */\r\n EaseInElastic,\r\n /** EaseOutElastic */\r\n EaseOutElastic,\r\n /** EaseInOutElastic */\r\n EaseInOutElastic,\r\n}\r\n\r\n/**\r\n * Block used to apply curve operation\r\n */\r\nexport class CurveBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the type of the curve applied by the block\r\n */\r\n public type = CurveBlockTypes.EaseInOutSine;\r\n\r\n /**\r\n * Creates a new CurveBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Object);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Int);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CurveBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _duplicateEntry(entry: string, component: string) {\r\n return `ret.${component} = ${entry.replace(/VAL/g, \"v.\" + component)}`;\r\n }\r\n\r\n private _duplicateEntryDirect(entry: string) {\r\n return `return ${entry.replace(/VAL/g, \"v\")}`;\r\n }\r\n\r\n private _duplicateVector(entry: string, inputType: string, isWGSL: boolean) {\r\n if (inputType === \"float\" || inputType === \"f32\") {\r\n return this._duplicateEntryDirect(entry);\r\n }\r\n\r\n const size = parseInt(inputType.replace(\"vec\", \"\"));\r\n let code = isWGSL\r\n ? `\r\n var ret: vec${size}f = vec${size}f(0.0);\r\n `\r\n : `\r\n vec${size} ret = vec${size}(0.0);\r\n `;\r\n\r\n for (let i = 1; i <= size; i++) {\r\n code += this._duplicateEntry(entry, i === 1 ? \"x\" : i === 2 ? \"y\" : i === 3 ? \"z\" : \"w\") + \";\\n\";\r\n }\r\n\r\n code += \"return ret;\\n\";\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n let registeredFunction = \"\";\r\n let registeredFunctionName = \"\";\r\n\r\n const inputType = state._getShaderType(this.input.type);\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n registeredFunctionName = CurveBlockTypes[this.type] + \"_\" + inputType.replace(\"<\", \"\").replace(\">\", \"\");\r\n\r\n switch (this.type) {\r\n case CurveBlockTypes.EaseInSine:\r\n registeredFunction = `return 1.0 - cos((v * 3.1415) / 2.0)`;\r\n break;\r\n case CurveBlockTypes.EaseOutSine:\r\n registeredFunction = `return sin((v * 3.1415) / 2.0)`;\r\n break;\r\n case CurveBlockTypes.EaseInOutSine:\r\n registeredFunction = `return -(cos(v * 3.1415) - 1.0) / 2.0`;\r\n break;\r\n case CurveBlockTypes.EaseInQuad:\r\n registeredFunction = `return v * v`;\r\n break;\r\n case CurveBlockTypes.EaseOutQuad:\r\n registeredFunction = `return (1.0 - v) * (1.0 - v)`;\r\n break;\r\n case CurveBlockTypes.EaseInOutQuad: {\r\n const entry = state._generateTernary(\"2.0 * VAL * VAL\", \"1.0 - pow(-2.0 * VAL + 2.0, 2.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInCubic:\r\n registeredFunction = `return v * v * v`;\r\n break;\r\n case CurveBlockTypes.EaseOutCubic: {\r\n const entry = \"1.0 - pow(1.0 - VAL, 3.0)\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutCubic: {\r\n const entry = state._generateTernary(\"4.0 * VAL * VAL * VAL\", \"1.0 - pow(-2.0 * VAL + 2.0, 3.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInQuart:\r\n registeredFunction = `return v * v * v * v`;\r\n break;\r\n case CurveBlockTypes.EaseOutQuart: {\r\n const entry = \"1.0 - pow(1.0 - VAL, 4.0)\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutQuart: {\r\n const entry = state._generateTernary(\"8.0 * VAL * VAL * VAL * VAL\", \"1.0 - pow(-2.0 * VAL + 2.0, 4.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInQuint:\r\n registeredFunction = `return v * v * v * v * v`;\r\n break;\r\n case CurveBlockTypes.EaseOutQuint: {\r\n const entry = \"1.0 - pow(1.0 - VAL, 5.0)\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutQuint: {\r\n const entry = state._generateTernary(\"16.0 * VAL * VAL * VAL * VAL * VAL\", \"1.0 - pow(-2.0 * VAL + 2.0, 5.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInExpo: {\r\n const entry = state._generateTernary(\"0.0\", \"pow(2.0, 10.0 * VAL - 10.0)\", \"VAL == 0.0\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseOutExpo: {\r\n const entry = state._generateTernary(\"1.0\", \"1.0 - pow(2.0, -10.0 * VAL)\", \"VAL == 1.0\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutExpo: {\r\n const entry = state._generateTernary(\r\n \"0.0\",\r\n state._generateTernary(\r\n \"1.0\",\r\n state._generateTernary(\"pow(2.0, 20.0 * VAL - 10.0) / 2.0\", \"(2.0 - pow(2.0, -20.0 * VAL + 10.0)) / 2.0\", \"VAL < 0.5\"),\r\n \"VAL == 1.0\"\r\n ),\r\n \"VAL == 0.0\"\r\n );\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInCirc: {\r\n const entry = \"1.0 - sqrt(1.0 - pow(VAL, 2.0))\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseOutCirc: {\r\n const entry = \"sqrt(1.0 - pow(VAL - 1.0, 2.0))\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutCirc: {\r\n const entry = state._generateTernary(\"(1.0 - sqrt(1.0 - pow(2.0 * VAL, 2.0))) / 2.0\", \"(sqrt(1.0 - pow(-2.0 * VAL + 2.0, 2.0)) + 1.0) / 2.0\", \"VAL < 0.5\");\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInBack: {\r\n registeredFunction = \"return 2.70158 * v * v * v - 1.70158 * v * v\";\r\n break;\r\n }\r\n case CurveBlockTypes.EaseOutBack: {\r\n const entry = \"2.70158 * pow(VAL - 1.0, 3.0) + 1.70158 * pow(VAL - 1.0, 2.0)\";\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutBack: {\r\n const entry = state._generateTernary(\r\n \"(pow(2.0 * VAL, 2.0) * ((3.5949095) * 2.0 * VAL - 2.5949095)) / 2.0\",\r\n \"(pow(2.0 * VAL - 2.0, 2.0) * (3.5949095 * (VAL * 2.0 - 2.0) + 3.5949095) + 2.0) / 2.0\",\r\n \"VAL < 0.5\"\r\n );\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInElastic: {\r\n const entry = state._generateTernary(\r\n \"0.0\",\r\n state._generateTernary(\"1.0\", \"-pow(2.0, 10.0 * VAL - 10.0) * sin((VAL * 10.0 - 10.75) * ((2.0 * 3.1415) / 3.0))\", \"VAL == 1.0\"),\r\n \"VAL == 0.0\"\r\n );\r\n\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseOutElastic: {\r\n const entry = state._generateTernary(\r\n \"0.0\",\r\n state._generateTernary(\"1.0\", \"pow(2.0, -10.0 * VAL) * sin((VAL * 10.0 - 0.75) * ((2.0 * 3.1415) / 3.0)) + 1.0\", \"VAL == 1.0\"),\r\n \"VAL == 0.0\"\r\n );\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n case CurveBlockTypes.EaseInOutElastic: {\r\n const entry = state._generateTernary(\r\n \"0.0\",\r\n state._generateTernary(\r\n \"1.0\",\r\n state._generateTernary(\r\n \"-(pow(2.0, 20.0 * VAL - 10.0) * sin((20.0 * VAL - 11.125) * ((2.0 * 3.1415) / 4.5))) / 2.0\",\r\n \"(pow(2.0, -20.0 * VAL + 10.0) * sin((20.0 * VAL - 11.125) * ((2.0 * 3.1415) / 4.5))) / 2.0 + 1.0\",\r\n \"VAL < 0.5\"\r\n ),\r\n \"VAL == 1.0\"\r\n ),\r\n \"VAL == 0.0\"\r\n );\r\n\r\n registeredFunction = this._duplicateVector(entry, inputType, isWGSL);\r\n break;\r\n }\r\n }\r\n\r\n if (isWGSL) {\r\n state._emitFunction(registeredFunctionName, `fn ${registeredFunctionName}(v: ${inputType}) -> ${inputType} {${registeredFunction};}\\n`, \"\");\r\n } else {\r\n state._emitFunction(registeredFunctionName, `${inputType} ${registeredFunctionName}(${inputType} v) {${registeredFunction};}\\n`, \"\");\r\n }\r\n\r\n state.compilationString += state._declareOutput(output) + ` = ${registeredFunctionName}(${this.input.associatedVariableName});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.curveType = this.type;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.type = serializationObject.curveType;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.type = BABYLON.CurveBlockTypes.${CurveBlockTypes[this.type]};\\n`;\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurveBlock\", CurveBlock);\r\n"]}
@@ -2,7 +2,6 @@ import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
2
2
  import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
3
3
  import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
4
4
  import { RegisterClass } from "../../../Misc/typeStore.js";
5
- import { NodeMaterialConnectionPointDirection } from "../nodeMaterialBlockConnectionPoint.js";
6
5
  import { ImageSourceBlock } from "./Dual/imageSourceBlock.js";
7
6
  import { NodeMaterialConnectionPointCustomObject } from "../nodeMaterialConnectionPointCustomObject.js";
8
7
  /**
@@ -102,7 +101,7 @@ export class CustomBlock extends NodeMaterialBlock {
102
101
  if (input.type === "sampler2D" || input.type === "samplerCube") {
103
102
  this._inputSamplers = this._inputSamplers || [];
104
103
  this._inputSamplers.push(input.name);
105
- this.registerInput(input.name, NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject(input.name, this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, "ImageSourceBlock"));
104
+ this.registerInput(input.name, NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject(input.name, this, 0 /* NodeMaterialConnectionPointDirection.Input */, ImageSourceBlock, "ImageSourceBlock"));
106
105
  }
107
106
  else {
108
107
  this.registerInput(input.name, type);
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\n\r\n/**\r\n * Custom block created from user-defined json\r\n */\r\nexport class CustomBlock extends NodeMaterialBlock {\r\n private _options: any;\r\n private _code: string;\r\n private _inputSamplers: string[];\r\n\r\n /**\r\n * Gets or sets the options for this custom block\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n public set options(options: any) {\r\n this._deserializeOptions(options);\r\n }\r\n\r\n /**\r\n * Creates a new CustomBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CustomBlock\";\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let code = this._code;\r\n\r\n let functionName = this._options.functionName;\r\n\r\n // Replace the TYPE_XXX placeholders (if any)\r\n this._inputs.forEach((input) => {\r\n const rexp = new RegExp(\"\\\\{TYPE_\" + input.name + \"\\\\}\", \"gm\");\r\n const type = state._getGLType(input.type);\r\n code = code.replace(rexp, type);\r\n functionName = functionName.replace(rexp, type);\r\n });\r\n this._outputs.forEach((output) => {\r\n const rexp = new RegExp(\"\\\\{TYPE_\" + output.name + \"\\\\}\", \"gm\");\r\n const type = state._getGLType(output.type);\r\n code = code.replace(rexp, type);\r\n functionName = functionName.replace(rexp, type);\r\n });\r\n\r\n state._emitFunction(functionName, code, \"\");\r\n\r\n // Declare the output variables\r\n this._outputs.forEach((output) => {\r\n state.compilationString += state._declareOutput(output) + \";\\n\";\r\n });\r\n\r\n // Generate the function call\r\n state.compilationString += functionName + \"(\";\r\n\r\n let hasInput = false;\r\n this._inputs.forEach((input, index) => {\r\n if (index > 0) {\r\n state.compilationString += \", \";\r\n }\r\n if (this._inputSamplers && this._inputSamplers.indexOf(input.name) !== -1) {\r\n state.compilationString += (input.connectedPoint?.ownerBlock as ImageSourceBlock)?.samplerName ?? input.associatedVariableName;\r\n } else {\r\n state.compilationString += input.associatedVariableName;\r\n }\r\n hasInput = true;\r\n });\r\n\r\n this._outputs.forEach((output, index) => {\r\n if (index > 0 || hasInput) {\r\n state.compilationString += \", \";\r\n }\r\n state.compilationString += output.associatedVariableName;\r\n });\r\n\r\n state.compilationString += \");\\n\";\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.options = ${JSON.stringify(this._options)};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.options = this._options;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this._deserializeOptions(serializationObject.options);\r\n\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n }\r\n\r\n private _deserializeOptions(options: any) {\r\n this._options = options;\r\n this._code = options.code.join(\"\\n\") + \"\\n\";\r\n this.name = this.name || options.name;\r\n this.target = (<any>NodeMaterialBlockTargets)[options.target];\r\n\r\n options.inParameters?.forEach((input: any, index: number) => {\r\n const type = (<any>NodeMaterialBlockConnectionPointTypes)[input.type];\r\n if (input.type === \"sampler2D\" || input.type === \"samplerCube\") {\r\n this._inputSamplers = this._inputSamplers || [];\r\n this._inputSamplers.push(input.name);\r\n this.registerInput(\r\n input.name,\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(input.name, this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n } else {\r\n this.registerInput(input.name, type);\r\n }\r\n\r\n Object.defineProperty(this, input.name, {\r\n get: function () {\r\n return this._inputs[index];\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n });\r\n\r\n options.outParameters?.forEach((output: any, index: number) => {\r\n this.registerOutput(output.name, (<any>NodeMaterialBlockConnectionPointTypes)[output.type]);\r\n\r\n Object.defineProperty(this, output.name, {\r\n get: function () {\r\n return this._outputs[index];\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n if (output.type === \"BasedOnInput\") {\r\n this._outputs[index]._typeConnectionSource = this._findInputByName(output.typeFromInput)![0];\r\n }\r\n });\r\n\r\n options.inLinkedConnectionTypes?.forEach((connection: any) => {\r\n this._linkConnectionTypes(this._findInputByName(connection.input1)![1], this._findInputByName(connection.input2)![1]);\r\n });\r\n }\r\n\r\n private _findInputByName(name: string): Nullable<[NodeMaterialConnectionPoint, number]> {\r\n if (!name) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._inputs.length; i++) {\r\n if (this._inputs[i].name === name) {\r\n return [this._inputs[i], i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomBlock\", CustomBlock);\r\n"]}
1
+ 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gBAAgB,CAAC,IAAY;QACjC,IAAI,CAAC,IAAI,EAAE;YACP,OAAO,IAAI,CAAC;SACf;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC1C,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,EAAE;gBAC/B,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;aAC/B;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,qBAAqB,EAAE,WAAW,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\n\r\n/**\r\n * Custom block created from user-defined json\r\n */\r\nexport class CustomBlock extends NodeMaterialBlock {\r\n private _options: any;\r\n private _code: string;\r\n private _inputSamplers: string[];\r\n\r\n /**\r\n * Gets or sets the options for this custom block\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n public set options(options: any) {\r\n this._deserializeOptions(options);\r\n }\r\n\r\n /**\r\n * Creates a new CustomBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CustomBlock\";\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let code = this._code;\r\n\r\n let functionName = this._options.functionName;\r\n\r\n // Replace the TYPE_XXX placeholders (if any)\r\n this._inputs.forEach((input) => {\r\n const rexp = new RegExp(\"\\\\{TYPE_\" + input.name + \"\\\\}\", \"gm\");\r\n const type = state._getGLType(input.type);\r\n code = code.replace(rexp, type);\r\n functionName = functionName.replace(rexp, type);\r\n });\r\n this._outputs.forEach((output) => {\r\n const rexp = new RegExp(\"\\\\{TYPE_\" + output.name + \"\\\\}\", \"gm\");\r\n const type = state._getGLType(output.type);\r\n code = code.replace(rexp, type);\r\n functionName = functionName.replace(rexp, type);\r\n });\r\n\r\n state._emitFunction(functionName, code, \"\");\r\n\r\n // Declare the output variables\r\n this._outputs.forEach((output) => {\r\n state.compilationString += state._declareOutput(output) + \";\\n\";\r\n });\r\n\r\n // Generate the function call\r\n state.compilationString += functionName + \"(\";\r\n\r\n let hasInput = false;\r\n this._inputs.forEach((input, index) => {\r\n if (index > 0) {\r\n state.compilationString += \", \";\r\n }\r\n if (this._inputSamplers && this._inputSamplers.indexOf(input.name) !== -1) {\r\n state.compilationString += (input.connectedPoint?.ownerBlock as ImageSourceBlock)?.samplerName ?? input.associatedVariableName;\r\n } else {\r\n state.compilationString += input.associatedVariableName;\r\n }\r\n hasInput = true;\r\n });\r\n\r\n this._outputs.forEach((output, index) => {\r\n if (index > 0 || hasInput) {\r\n state.compilationString += \", \";\r\n }\r\n state.compilationString += output.associatedVariableName;\r\n });\r\n\r\n state.compilationString += \");\\n\";\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.options = ${JSON.stringify(this._options)};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.options = this._options;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this._deserializeOptions(serializationObject.options);\r\n\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n }\r\n\r\n private _deserializeOptions(options: any) {\r\n this._options = options;\r\n this._code = options.code.join(\"\\n\") + \"\\n\";\r\n this.name = this.name || options.name;\r\n this.target = (<any>NodeMaterialBlockTargets)[options.target];\r\n\r\n options.inParameters?.forEach((input: any, index: number) => {\r\n const type = (<any>NodeMaterialBlockConnectionPointTypes)[input.type];\r\n if (input.type === \"sampler2D\" || input.type === \"samplerCube\") {\r\n this._inputSamplers = this._inputSamplers || [];\r\n this._inputSamplers.push(input.name);\r\n this.registerInput(\r\n input.name,\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(input.name, this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n } else {\r\n this.registerInput(input.name, type);\r\n }\r\n\r\n Object.defineProperty(this, input.name, {\r\n get: function () {\r\n return this._inputs[index];\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n });\r\n\r\n options.outParameters?.forEach((output: any, index: number) => {\r\n this.registerOutput(output.name, (<any>NodeMaterialBlockConnectionPointTypes)[output.type]);\r\n\r\n Object.defineProperty(this, output.name, {\r\n get: function () {\r\n return this._outputs[index];\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n if (output.type === \"BasedOnInput\") {\r\n this._outputs[index]._typeConnectionSource = this._findInputByName(output.typeFromInput)![0];\r\n }\r\n });\r\n\r\n options.inLinkedConnectionTypes?.forEach((connection: any) => {\r\n this._linkConnectionTypes(this._findInputByName(connection.input1)![1], this._findInputByName(connection.input2)![1]);\r\n });\r\n }\r\n\r\n private _findInputByName(name: string): Nullable<[NodeMaterialConnectionPoint, number]> {\r\n if (!name) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._inputs.length; i++) {\r\n if (this._inputs[i].name === name) {\r\n return [this._inputs[i], i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomBlock\", CustomBlock);\r\n"]}
@@ -4,7 +4,6 @@ import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
4
4
  import { RegisterClass } from "../../../Misc/typeStore.js";
5
5
  import { InputBlock } from "./Input/inputBlock.js";
6
6
  import { Vector4 } from "../../../Maths/math.vector.js";
7
- import { ShaderLanguage } from "../../shaderLanguage.js";
8
7
  /**
9
8
  * Block used to build a matrix from 4 Vector4
10
9
  */
@@ -87,7 +86,7 @@ export class MatrixBuilderBlock extends NodeMaterialBlock {
87
86
  const row1 = this.row1;
88
87
  const row2 = this.row2;
89
88
  const row3 = this.row3;
90
- const mat4 = state.shaderLanguage === ShaderLanguage.WGSL ? "mat4x4f" : "mat4";
89
+ const mat4 = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "mat4x4f" : "mat4";
91
90
  state.compilationString +=
92
91
  state._declareOutput(output) +
93
92
  ` = ${mat4}(${row0.associatedVariableName}, ${row1.associatedVariableName}, ${row2.associatedVariableName}, ${row3.associatedVariableName});\n`;
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { InputBlock } from \"./Input/inputBlock\";\r\nimport { Vector4 } from \"../../../Maths/math.vector\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to build a matrix from 4 Vector4\r\n */\r\nexport class MatrixBuilderBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new MatrixBuilder\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"row0\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"row1\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"row2\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"row3\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"MatrixBuilder\";\r\n }\r\n\r\n /**\r\n * Gets the row0 vector\r\n */\r\n public get row0(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the row1 vector\r\n */\r\n public get row1(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the row2 vector\r\n */\r\n public get row2(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the row3 vector\r\n */\r\n public get row3(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.row0.isConnected) {\r\n const row0Input = new InputBlock(\"row0\");\r\n row0Input.value = new Vector4(1, 0, 0, 0);\r\n row0Input.output.connectTo(this.row0);\r\n }\r\n\r\n if (!this.row1.isConnected) {\r\n const row1Input = new InputBlock(\"row1\");\r\n row1Input.value = new Vector4(0, 1, 0, 0);\r\n row1Input.output.connectTo(this.row1);\r\n }\r\n\r\n if (!this.row2.isConnected) {\r\n const row2Input = new InputBlock(\"row2\");\r\n row2Input.value = new Vector4(0, 0, 1, 0);\r\n row2Input.output.connectTo(this.row2);\r\n }\r\n\r\n if (!this.row3.isConnected) {\r\n const row3Input = new InputBlock(\"row3\");\r\n row3Input.value = new Vector4(0, 0, 0, 1);\r\n row3Input.output.connectTo(this.row3);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n const row0 = this.row0;\r\n const row1 = this.row1;\r\n const row2 = this.row2;\r\n const row3 = this.row3;\r\n\r\n const mat4 = state.shaderLanguage === ShaderLanguage.WGSL ? \"mat4x4f\" : \"mat4\";\r\n\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${mat4}(${row0.associatedVariableName}, ${row1.associatedVariableName}, ${row2.associatedVariableName}, ${row3.associatedVariableName});\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MatrixBuilder\", MatrixBuilderBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { InputBlock } from \"./Input/inputBlock\";\r\nimport { Vector4 } from \"../../../Maths/math.vector\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to build a matrix from 4 Vector4\r\n */\r\nexport class MatrixBuilderBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new MatrixBuilder\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"row0\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"row1\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"row2\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"row3\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"MatrixBuilder\";\r\n }\r\n\r\n /**\r\n * Gets the row0 vector\r\n */\r\n public get row0(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the row1 vector\r\n */\r\n public get row1(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the row2 vector\r\n */\r\n public get row2(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the row3 vector\r\n */\r\n public get row3(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.row0.isConnected) {\r\n const row0Input = new InputBlock(\"row0\");\r\n row0Input.value = new Vector4(1, 0, 0, 0);\r\n row0Input.output.connectTo(this.row0);\r\n }\r\n\r\n if (!this.row1.isConnected) {\r\n const row1Input = new InputBlock(\"row1\");\r\n row1Input.value = new Vector4(0, 1, 0, 0);\r\n row1Input.output.connectTo(this.row1);\r\n }\r\n\r\n if (!this.row2.isConnected) {\r\n const row2Input = new InputBlock(\"row2\");\r\n row2Input.value = new Vector4(0, 0, 1, 0);\r\n row2Input.output.connectTo(this.row2);\r\n }\r\n\r\n if (!this.row3.isConnected) {\r\n const row3Input = new InputBlock(\"row3\");\r\n row3Input.value = new Vector4(0, 0, 0, 1);\r\n row3Input.output.connectTo(this.row3);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n const row0 = this.row0;\r\n const row1 = this.row1;\r\n const row2 = this.row2;\r\n const row3 = this.row3;\r\n\r\n const mat4 = state.shaderLanguage === ShaderLanguage.WGSL ? \"mat4x4f\" : \"mat4\";\r\n\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${mat4}(${row0.associatedVariableName}, ${row1.associatedVariableName}, ${row2.associatedVariableName}, ${row3.associatedVariableName});\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MatrixBuilder\", MatrixBuilderBlock);\r\n"]}
@@ -2,7 +2,7 @@ import { NodeMaterialBlock } from "../nodeMaterialBlock";
2
2
  import type { NodeMaterialBuildState } from "../nodeMaterialBuildState";
3
3
  import type { NodeMaterialConnectionPoint } from "../nodeMaterialBlockConnectionPoint";
4
4
  import type { Scene } from "../../../scene.js";
5
- export declare enum MeshAttributeExistsBlockTypes {
5
+ export declare const enum MeshAttributeExistsBlockTypes {
6
6
  None = 0,
7
7
  Normal = 1,
8
8
  Tangent = 2,