@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
  343. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  344. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +2 -2
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type { Effect } from \"core/Materials/effect\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { VertexBuffer, Buffer } from \"core/Buffers/buffer\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareAttributesForBakedVertexAnimation } from \"core/Materials/materialHelper.functions\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\n\r\nimport \"../../Shaders/gpuTransform.vertex\";\r\nimport \"../../Shaders/gpuTransform.fragment\";\r\n\r\n/** @internal */\r\nexport class TransformFeedbackBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private _engine: Nullable<ThinEngine>;\r\n private _buffers: { [key: number]: Buffer } = {};\r\n private _effects: { [key: string]: Effect } = {};\r\n\r\n /**\r\n * Creates a new TransformFeedbackBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: ThinEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n\r\n for (let i = 0; i < meshes.length; ++i) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n // Get correct effect\r\n let computeEffect: Effect;\r\n let numInfluencers = 0;\r\n const defines: string[] = [];\r\n let uniforms: string[] = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const samplers: string[] = [];\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n\r\n if (uniforms.indexOf(\"boneTextureWidth\") === -1) {\r\n uniforms.push(\"boneTextureWidth\");\r\n }\r\n\r\n if (samplers.indexOf(\"boneSampler\") === -1) {\r\n samplers.push(\"boneSampler\");\r\n }\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n\r\n if (uniforms.indexOf(\"mBones\") === -1) {\r\n uniforms.push(\"mBones\");\r\n }\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph\r\n const manager = mesh ? (<Mesh>mesh).morphTargetManager : null;\r\n if (manager) {\r\n numInfluencers = manager.numMaxInfluencers || manager.numInfluencers;\r\n if (numInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n }\r\n if (manager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n\r\n if (uniforms.indexOf(\"morphTargetTextureIndices\") === -1) {\r\n uniforms.push(\"morphTargetTextureIndices\");\r\n }\r\n\r\n if (samplers.indexOf(\"morphTargets\") === -1) {\r\n samplers.push(\"morphTargets\");\r\n }\r\n }\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numInfluencers);\r\n for (let index = 0; index < numInfluencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n }\r\n if (numInfluencers > 0) {\r\n uniforms = uniforms.slice();\r\n uniforms.push(\"morphTargetInfluences\");\r\n uniforms.push(\"morphTargetCount\");\r\n uniforms.push(\"morphTargetTextureInfo\");\r\n uniforms.push(\"morphTargetTextureIndices\");\r\n }\r\n }\r\n\r\n // Baked Vertex Animation\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (uniforms.indexOf(\"bakedVertexAnimationSettings\") === -1) {\r\n uniforms.push(\"bakedVertexAnimationSettings\");\r\n }\r\n if (uniforms.indexOf(\"bakedVertexAnimationTextureSizeInverted\") === -1) {\r\n uniforms.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n }\r\n if (uniforms.indexOf(\"bakedVertexAnimationTime\") === -1) {\r\n uniforms.push(\"bakedVertexAnimationTime\");\r\n }\r\n\r\n if (samplers.indexOf(\"bakedVertexAnimationTexture\") === -1) {\r\n samplers.push(\"bakedVertexAnimationTexture\");\r\n }\r\n PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines);\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n if (!this._effects[join]) {\r\n const computeEffectOptions = {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numInfluencers },\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [\"outPosition\"],\r\n };\r\n computeEffect = this._engine!.createEffect(\"gpuTransform\", computeEffectOptions, this._engine!);\r\n this._effects[join] = computeEffect;\r\n } else {\r\n computeEffect = this._effects[join];\r\n }\r\n\r\n promises.push(\r\n new Promise((resolve) => {\r\n if (computeEffect.isReady()) {\r\n this._compute(mesh, computeEffect);\r\n resolve();\r\n return;\r\n }\r\n\r\n computeEffect.onCompileObservable.addOnce(() => {\r\n this._compute(mesh, computeEffect);\r\n resolve();\r\n });\r\n })\r\n );\r\n }\r\n\r\n return Promise.all(promises).then(() => {});\r\n }\r\n\r\n private _compute(mesh: AbstractMesh, effect: Effect): void {\r\n const engine = this._engine as Engine;\r\n\r\n // Buffer\r\n let targetBuffer: Buffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (!this._buffers[mesh.uniqueId]) {\r\n const targetData = new Float32Array(vertexCount * 3);\r\n targetBuffer = new Buffer(mesh.getEngine(), targetData, true, 3);\r\n this._buffers[mesh.uniqueId] = targetBuffer;\r\n } else {\r\n targetBuffer = this._buffers[mesh.uniqueId];\r\n }\r\n\r\n // Bind\r\n effect.getEngine().enableEffect(effect);\r\n (mesh as Mesh)._bindDirect(effect, null, true);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, effect);\r\n\r\n // Morph targets\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.numInfluencers > 0) {\r\n BindMorphTargetParameters(<Mesh>mesh, effect);\r\n }\r\n\r\n // BVA\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n mesh.bakedVertexAnimationManager?.bind(effect, false);\r\n }\r\n\r\n // Update\r\n const arrayBuffer = targetBuffer.getData()! as Float32Array;\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointFillMode, 0, vertexCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.readTransformFeedbackBuffer(arrayBuffer);\r\n engine.bindTransformFeedbackBuffer(null);\r\n\r\n // Update mesh\r\n mesh._refreshBoundingInfo(arrayBuffer, null);\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n for (const key in this._buffers) {\r\n this._buffers[key].dispose();\r\n }\r\n this._buffers = {};\r\n this._effects = {};\r\n this._engine = null;\r\n }\r\n}\r\n"]}
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type { Effect } from \"core/Materials/effect\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { VertexBuffer, Buffer } from \"core/Buffers/buffer\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareAttributesForBakedVertexAnimation } from \"core/Materials/materialHelper.functions\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport { extractMinAndMax } from \"core/Maths/math.functions\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport \"../../Shaders/gpuTransform.vertex\";\r\nimport \"../../Shaders/gpuTransform.fragment\";\r\n\r\n/** @internal */\r\nexport class TransformFeedbackBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private static _Min = new Vector3();\r\n private static _Max = new Vector3();\r\n\r\n private _engine: Nullable<ThinEngine>;\r\n private _buffers: { [key: number]: Buffer } = {};\r\n private _effects: { [key: string]: Effect } = {};\r\n private _meshList: AbstractMesh[];\r\n private _meshListCounter = 0;\r\n\r\n /**\r\n * Creates a new TransformFeedbackBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: ThinEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshListCounter = 0;\r\n\r\n this._processMeshList(meshes);\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n private _processMeshList(meshes: AbstractMesh[]) {\r\n const parallelShaderCompile = this._engine!.getCaps().parallelShaderCompile;\r\n\r\n this._engine!.getCaps().parallelShaderCompile = undefined;\r\n\r\n for (let i = 0; i < meshes.length; ++i) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n // Get correct effect\r\n let computeEffect: Effect;\r\n let numInfluencers = 0;\r\n const defines: string[] = [];\r\n let uniforms: string[] = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const samplers: string[] = [];\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n\r\n if (uniforms.indexOf(\"boneTextureWidth\") === -1) {\r\n uniforms.push(\"boneTextureWidth\");\r\n }\r\n\r\n if (samplers.indexOf(\"boneSampler\") === -1) {\r\n samplers.push(\"boneSampler\");\r\n }\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n\r\n if (uniforms.indexOf(\"mBones\") === -1) {\r\n uniforms.push(\"mBones\");\r\n }\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph\r\n const manager = mesh ? (<Mesh>mesh).morphTargetManager : null;\r\n if (manager) {\r\n numInfluencers = manager.numMaxInfluencers || manager.numInfluencers;\r\n if (numInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n }\r\n if (manager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n\r\n if (uniforms.indexOf(\"morphTargetTextureIndices\") === -1) {\r\n uniforms.push(\"morphTargetTextureIndices\");\r\n }\r\n\r\n if (samplers.indexOf(\"morphTargets\") === -1) {\r\n samplers.push(\"morphTargets\");\r\n }\r\n }\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numInfluencers);\r\n for (let index = 0; index < numInfluencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n }\r\n if (numInfluencers > 0) {\r\n uniforms = uniforms.slice();\r\n uniforms.push(\"morphTargetInfluences\");\r\n uniforms.push(\"morphTargetCount\");\r\n uniforms.push(\"morphTargetTextureInfo\");\r\n uniforms.push(\"morphTargetTextureIndices\");\r\n }\r\n }\r\n\r\n // Baked Vertex Animation\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (uniforms.indexOf(\"bakedVertexAnimationSettings\") === -1) {\r\n uniforms.push(\"bakedVertexAnimationSettings\");\r\n }\r\n if (uniforms.indexOf(\"bakedVertexAnimationTextureSizeInverted\") === -1) {\r\n uniforms.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n }\r\n if (uniforms.indexOf(\"bakedVertexAnimationTime\") === -1) {\r\n uniforms.push(\"bakedVertexAnimationTime\");\r\n }\r\n\r\n if (samplers.indexOf(\"bakedVertexAnimationTexture\") === -1) {\r\n samplers.push(\"bakedVertexAnimationTexture\");\r\n }\r\n PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines);\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n if (!this._effects[join]) {\r\n const computeEffectOptions = {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numInfluencers },\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [\"outPosition\"],\r\n };\r\n computeEffect = this._engine!.createEffect(\"gpuTransform\", computeEffectOptions, this._engine!);\r\n this._effects[join] = computeEffect;\r\n } else {\r\n computeEffect = this._effects[join];\r\n }\r\n\r\n this._compute(mesh, computeEffect);\r\n }\r\n\r\n this._engine!.getCaps().parallelShaderCompile = parallelShaderCompile;\r\n }\r\n\r\n private _compute(mesh: AbstractMesh, effect: Effect): void {\r\n const engine = this._engine as Engine;\r\n\r\n // Buffer\r\n let targetBuffer: Buffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (!this._buffers[mesh.uniqueId]) {\r\n const targetData = new Float32Array(vertexCount * 3);\r\n targetBuffer = new Buffer(mesh.getEngine(), targetData, true, 3);\r\n this._buffers[mesh.uniqueId] = targetBuffer;\r\n } else {\r\n targetBuffer = this._buffers[mesh.uniqueId];\r\n }\r\n\r\n // Bind\r\n effect.getEngine().enableEffect(effect);\r\n (mesh as Mesh)._bindDirect(effect, null, true);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, effect);\r\n\r\n // Morph targets\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.numInfluencers > 0) {\r\n BindMorphTargetParameters(<Mesh>mesh, effect);\r\n }\r\n\r\n // BVA\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n mesh.bakedVertexAnimationManager?.bind(effect, false);\r\n }\r\n\r\n // Update\r\n const arrayBuffer = targetBuffer.getData()! as Float32Array;\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointFillMode, 0, vertexCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.readTransformFeedbackBuffer(arrayBuffer);\r\n engine.bindTransformFeedbackBuffer(null);\r\n\r\n // Update mesh\r\n if (this._meshListCounter === 0) {\r\n mesh._refreshBoundingInfo(arrayBuffer, null);\r\n } else {\r\n const bb = mesh.getBoundingInfo().boundingBox;\r\n const extend = extractMinAndMax(arrayBuffer, 0, vertexCount);\r\n\r\n TransformFeedbackBoundingHelper._Min.copyFrom(bb.minimum).minimizeInPlace(extend.minimum);\r\n TransformFeedbackBoundingHelper._Max.copyFrom(bb.maximum).maximizeInPlace(extend.maximum);\r\n\r\n mesh._refreshBoundingInfoDirect({ minimum: TransformFeedbackBoundingHelper._Min, maximum: TransformFeedbackBoundingHelper._Max });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public registerMeshListAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshList = meshes;\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public processMeshList(): void {\r\n if (this._meshList.length === 0) {\r\n return;\r\n }\r\n\r\n this._processMeshList(this._meshList);\r\n this._meshListCounter++;\r\n }\r\n\r\n /** @internal */\r\n public fetchResultsForMeshListAsync(): Promise<void> {\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n for (const key in this._buffers) {\r\n this._buffers[key].dispose();\r\n }\r\n this._buffers = {};\r\n this._effects = {};\r\n this._engine = null;\r\n }\r\n}\r\n"]}
@@ -163,7 +163,7 @@ declare module "../scene" {
163
163
  /**
164
164
  * Enum of inspector action tab
165
165
  */
166
- export declare enum DebugLayerTab {
166
+ export declare const enum DebugLayerTab {
167
167
  /**
168
168
  * Properties tag (default)
169
169
  */
@@ -1 +1 @@
1
- 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{ Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare let INSPECTOR: any;\r\ndeclare let BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n /**\r\n * Keep popup open after click\r\n */\r\n keepOpenAfterClick?: boolean;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalChild {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the class name of the child node\r\n */\r\n getClassName(): string;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n inspectableCustomProperties: IInspectable[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalNode {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the list of child entries\r\n */\r\n getContent(): IExplorerAdditionalChild[];\r\n}\r\n\r\nexport type IInspectorContextMenuType = \"pipeline\" | \"node\" | \"materials\" | \"spriteManagers\" | \"particleSystems\";\r\n\r\n/**\r\n * Context menu item\r\n */\r\nexport interface IInspectorContextMenuItem {\r\n /**\r\n * Display label - menu item\r\n */\r\n label: string;\r\n /**\r\n * Callback function that will be called when the menu item is selected\r\n * @param entity the entity that is currently selected in the scene explorer\r\n */\r\n action: (entity?: unknown) => void;\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional list of additional top level nodes\r\n */\r\n additionalNodes?: IExplorerAdditionalNode[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n /**\r\n * Optional camera to use to render the gizmos from the inspector (default to the scene.activeCamera or the latest from scene.activeCameras)\r\n */\r\n gizmoCamera?: Camera;\r\n /**\r\n * Context menu for inspector tools such as \"Post Process\", \"Nodes\", \"Materials\", etc.\r\n */\r\n contextMenu?: Partial<Record<IInspectorContextMenuType, IInspectorContextMenuItem[]>>;\r\n /**\r\n * List of context menu items that should be completely overridden by custom items from the contextMenu property.\r\n */\r\n contextMenuOverride?: IInspectorContextMenuType[];\r\n\r\n /**\r\n * Should the default font loading be skipped\r\n */\r\n skipDefaultFontLoading?: boolean;\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4,\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `${Tools._DefaultCdnUrl}/v${Engine.Version}/inspector/babylon.inspector.bundle.js`;\r\n\r\n /**\r\n * The default configuration of the inspector\r\n */\r\n public static Config: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n };\r\n\r\n private _scene: Scene;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any; property: string; value: any; initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any; property: string; value: any; initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n private _onSelectionChangedObservable?: Observable<any>;\r\n /**\r\n * Observable triggered when the selection is changed through the inspector.\r\n */\r\n public get onSelectionChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable;\r\n }\r\n\r\n if (!this._onSelectionChangedObservable) {\r\n this._onSelectionChangedObservable = new Observable<any>();\r\n }\r\n\r\n return this._onSelectionChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the inspector window.\r\n * @param config\r\n */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (const observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n if (this._onSelectionChangedObservable) {\r\n for (const observer of this._onSelectionChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangedObservable.add(observer);\r\n }\r\n this._onSelectionChangedObservable.clear();\r\n this._onSelectionChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n ...DebugLayer.Config,\r\n ...config,\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == \"[object String]\") {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /**\r\n * Get the inspector from bundle or global\r\n * @returns the inspector instance if found otherwise, null\r\n */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== \"undefined\") {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.Inspector !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @returns a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve) => {\r\n if (typeof this.BJSINSPECTOR == \"undefined\") {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadBabylonScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}
1
+ 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{ Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare let INSPECTOR: any;\r\ndeclare let BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n /**\r\n * Keep popup open after click\r\n */\r\n keepOpenAfterClick?: boolean;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalChild {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the class name of the child node\r\n */\r\n getClassName(): string;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n inspectableCustomProperties: IInspectable[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalNode {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the list of child entries\r\n */\r\n getContent(): IExplorerAdditionalChild[];\r\n}\r\n\r\nexport type IInspectorContextMenuType = \"pipeline\" | \"node\" | \"materials\" | \"spriteManagers\" | \"particleSystems\";\r\n\r\n/**\r\n * Context menu item\r\n */\r\nexport interface IInspectorContextMenuItem {\r\n /**\r\n * Display label - menu item\r\n */\r\n label: string;\r\n /**\r\n * Callback function that will be called when the menu item is selected\r\n * @param entity the entity that is currently selected in the scene explorer\r\n */\r\n action: (entity?: unknown) => void;\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional list of additional top level nodes\r\n */\r\n additionalNodes?: IExplorerAdditionalNode[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n /**\r\n * Optional camera to use to render the gizmos from the inspector (default to the scene.activeCamera or the latest from scene.activeCameras)\r\n */\r\n gizmoCamera?: Camera;\r\n /**\r\n * Context menu for inspector tools such as \"Post Process\", \"Nodes\", \"Materials\", etc.\r\n */\r\n contextMenu?: Partial<Record<IInspectorContextMenuType, IInspectorContextMenuItem[]>>;\r\n /**\r\n * List of context menu items that should be completely overridden by custom items from the contextMenu property.\r\n */\r\n contextMenuOverride?: IInspectorContextMenuType[];\r\n\r\n /**\r\n * Should the default font loading be skipped\r\n */\r\n skipDefaultFontLoading?: boolean;\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport const enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4,\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `${Tools._DefaultCdnUrl}/v${Engine.Version}/inspector/babylon.inspector.bundle.js`;\r\n\r\n /**\r\n * The default configuration of the inspector\r\n */\r\n public static Config: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n };\r\n\r\n private _scene: Scene;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any; property: string; value: any; initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any; property: string; value: any; initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n private _onSelectionChangedObservable?: Observable<any>;\r\n /**\r\n * Observable triggered when the selection is changed through the inspector.\r\n */\r\n public get onSelectionChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable;\r\n }\r\n\r\n if (!this._onSelectionChangedObservable) {\r\n this._onSelectionChangedObservable = new Observable<any>();\r\n }\r\n\r\n return this._onSelectionChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the inspector window.\r\n * @param config\r\n */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (const observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n if (this._onSelectionChangedObservable) {\r\n for (const observer of this._onSelectionChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangedObservable.add(observer);\r\n }\r\n this._onSelectionChangedObservable.clear();\r\n this._onSelectionChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n ...DebugLayer.Config,\r\n ...config,\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == \"[object String]\") {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /**\r\n * Get the inspector from bundle or global\r\n * @returns the inspector instance if found otherwise, null\r\n */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== \"undefined\") {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.Inspector !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @returns a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve) => {\r\n if (typeof this.BJSINSPECTOR == \"undefined\") {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadBabylonScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}
@@ -3,7 +3,7 @@ import type { Scene } from "../scene";
3
3
  /**
4
4
  * Enum defining the type of properties that can be edited in the property pages in the node editor
5
5
  */
6
- export declare enum PropertyTypeForEdition {
6
+ export declare const enum PropertyTypeForEdition {
7
7
  /** property is a boolean */
8
8
  Boolean = 0,
9
9
  /** property is a float */
@@ -22,7 +22,7 @@ export var PropertyTypeForEdition;
22
22
  * @param options the options of the property
23
23
  * @returns the decorator
24
24
  */
25
- export function editableInPropertyPage(displayName, propertyType = PropertyTypeForEdition.Boolean, groupName = "PROPERTIES", options) {
25
+ export function editableInPropertyPage(displayName, propertyType = 0 /* PropertyTypeForEdition.Boolean */, groupName = "PROPERTIES", options) {
26
26
  return (target, propertyKey) => {
27
27
  let propStore = target._propStore;
28
28
  if (!propStore) {
@@ -1 +1 @@
1
- {"version":3,"file":"nodeDecorator.js","sourceRoot":"","sources":["../../../../dev/core/src/Decorators/nodeDecorator.ts"],"names":[],"mappings":"AAGA;;GAEG;AACH,MAAM,CAAN,IAAY,sBAWX;AAXD,WAAY,sBAAsB;IAC9B,4BAA4B;IAC5B,yEAAO,CAAA;IACP,0BAA0B;IAC1B,qEAAK,CAAA;IACL,wBAAwB;IACxB,iEAAG,CAAA;IACH,4BAA4B;IAC5B,yEAAO,CAAA;IACP,mCAAmC;IACnC,mEAAI,CAAA;AACR,CAAC,EAXW,sBAAsB,KAAtB,sBAAsB,QAWjC;AAqDD;;;;;;;GAOG;AACH,MAAM,UAAU,sBAAsB,CAClC,WAAmB,EACnB,eAAuC,sBAAsB,CAAC,OAAO,EACrE,YAAoB,YAAY,EAChC,OAAiC;IAEjC,OAAO,CAAC,MAAW,EAAE,WAAmB,EAAE,EAAE;QACxC,IAAI,SAAS,GAAqC,MAAM,CAAC,UAAU,CAAC;QACpE,IAAI,CAAC,SAAS,EAAE;YACZ,SAAS,GAAG,EAAE,CAAC;YACf,MAAM,CAAC,UAAU,GAAG,SAAS,CAAC;SACjC;QACD,SAAS,CAAC,IAAI,CAAC;YACX,YAAY,EAAE,WAAW;YACzB,WAAW,EAAE,WAAW;YACxB,IAAI,EAAE,YAAY;YAClB,SAAS,EAAE,SAAS;YACpB,OAAO,EAAE,OAAO,IAAI,EAAE;SACzB,CAAC,CAAC;IACP,CAAC,CAAC;AACN,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Enum defining the type of properties that can be edited in the property pages in the node editor\r\n */\r\nexport enum PropertyTypeForEdition {\r\n /** property is a boolean */\r\n Boolean,\r\n /** property is a float */\r\n Float,\r\n /** property is a int */\r\n Int,\r\n /** property is a Vector2 */\r\n Vector2,\r\n /** property is a list of values */\r\n List,\r\n}\r\n\r\n/**\r\n * Interface that defines an option in a variable of type list\r\n */\r\nexport interface IEditablePropertyListOption {\r\n /** label of the option */\r\n label: string;\r\n /** value of the option */\r\n value: number;\r\n}\r\n\r\n/**\r\n * Interface that defines the options available for an editable property\r\n */\r\nexport interface IEditablePropertyOption {\r\n /** min value */\r\n min?: number;\r\n /** max value */\r\n max?: number;\r\n /** notifiers: indicates which actions to take when the property is changed */\r\n notifiers?: {\r\n /** the entity should be rebuilt */\r\n rebuild?: boolean;\r\n /** the preview should be updated */\r\n update?: boolean;\r\n /** the onPreviewCommandActivated observer of the preview manager should be triggered */\r\n activatePreviewCommand?: boolean;\r\n /** a callback to trigger */\r\n callback?: (scene: Nullable<Scene>, block: any) => boolean | undefined | void;\r\n /** a callback to validate the property. Returns true if the property is ok, else false. If false, the rebuild/update/callback events won't be called */\r\n onValidation?: (block: any, propertyName: string) => boolean;\r\n };\r\n /** list of the options for a variable of type list */\r\n options?: IEditablePropertyListOption[];\r\n}\r\n\r\n/**\r\n * Interface that describes an editable property\r\n */\r\nexport interface IPropertyDescriptionForEdition {\r\n /** name of the property */\r\n propertyName: string;\r\n /** display name of the property */\r\n displayName: string;\r\n /** type of the property */\r\n type: PropertyTypeForEdition;\r\n /** group of the property - all properties with the same group value will be displayed in a specific section */\r\n groupName: string;\r\n /** options for the property */\r\n options: IEditablePropertyOption;\r\n}\r\n\r\n/**\r\n * Decorator that flags a property in a node block as being editable\r\n * @param displayName the display name of the property\r\n * @param propertyType the type of the property\r\n * @param groupName the group name of the property\r\n * @param options the options of the property\r\n * @returns the decorator\r\n */\r\nexport function editableInPropertyPage(\r\n displayName: string,\r\n propertyType: PropertyTypeForEdition = PropertyTypeForEdition.Boolean,\r\n groupName: string = \"PROPERTIES\",\r\n options?: IEditablePropertyOption\r\n) {\r\n return (target: any, propertyKey: string) => {\r\n let propStore: IPropertyDescriptionForEdition[] = target._propStore;\r\n if (!propStore) {\r\n propStore = [];\r\n target._propStore = propStore;\r\n }\r\n propStore.push({\r\n propertyName: propertyKey,\r\n displayName: displayName,\r\n type: propertyType,\r\n groupName: groupName,\r\n options: options ?? {},\r\n });\r\n };\r\n}\r\n"]}
1
+ {"version":3,"file":"nodeDecorator.js","sourceRoot":"","sources":["../../../../dev/core/src/Decorators/nodeDecorator.ts"],"names":[],"mappings":"AAGA;;GAEG;AACH,MAAM,CAAN,IAAkB,sBAWjB;AAXD,WAAkB,sBAAsB;IACpC,4BAA4B;IAC5B,yEAAO,CAAA;IACP,0BAA0B;IAC1B,qEAAK,CAAA;IACL,wBAAwB;IACxB,iEAAG,CAAA;IACH,4BAA4B;IAC5B,yEAAO,CAAA;IACP,mCAAmC;IACnC,mEAAI,CAAA;AACR,CAAC,EAXiB,sBAAsB,KAAtB,sBAAsB,QAWvC;AAqDD;;;;;;;GAOG;AACH,MAAM,UAAU,sBAAsB,CAClC,WAAmB,EACnB,qDAAqE,EACrE,YAAoB,YAAY,EAChC,OAAiC;IAEjC,OAAO,CAAC,MAAW,EAAE,WAAmB,EAAE,EAAE;QACxC,IAAI,SAAS,GAAqC,MAAM,CAAC,UAAU,CAAC;QACpE,IAAI,CAAC,SAAS,EAAE;YACZ,SAAS,GAAG,EAAE,CAAC;YACf,MAAM,CAAC,UAAU,GAAG,SAAS,CAAC;SACjC;QACD,SAAS,CAAC,IAAI,CAAC;YACX,YAAY,EAAE,WAAW;YACzB,WAAW,EAAE,WAAW;YACxB,IAAI,EAAE,YAAY;YAClB,SAAS,EAAE,SAAS;YACpB,OAAO,EAAE,OAAO,IAAI,EAAE;SACzB,CAAC,CAAC;IACP,CAAC,CAAC;AACN,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Enum defining the type of properties that can be edited in the property pages in the node editor\r\n */\r\nexport const enum PropertyTypeForEdition {\r\n /** property is a boolean */\r\n Boolean,\r\n /** property is a float */\r\n Float,\r\n /** property is a int */\r\n Int,\r\n /** property is a Vector2 */\r\n Vector2,\r\n /** property is a list of values */\r\n List,\r\n}\r\n\r\n/**\r\n * Interface that defines an option in a variable of type list\r\n */\r\nexport interface IEditablePropertyListOption {\r\n /** label of the option */\r\n label: string;\r\n /** value of the option */\r\n value: number;\r\n}\r\n\r\n/**\r\n * Interface that defines the options available for an editable property\r\n */\r\nexport interface IEditablePropertyOption {\r\n /** min value */\r\n min?: number;\r\n /** max value */\r\n max?: number;\r\n /** notifiers: indicates which actions to take when the property is changed */\r\n notifiers?: {\r\n /** the entity should be rebuilt */\r\n rebuild?: boolean;\r\n /** the preview should be updated */\r\n update?: boolean;\r\n /** the onPreviewCommandActivated observer of the preview manager should be triggered */\r\n activatePreviewCommand?: boolean;\r\n /** a callback to trigger */\r\n callback?: (scene: Nullable<Scene>, block: any) => boolean | undefined | void;\r\n /** a callback to validate the property. Returns true if the property is ok, else false. If false, the rebuild/update/callback events won't be called */\r\n onValidation?: (block: any, propertyName: string) => boolean;\r\n };\r\n /** list of the options for a variable of type list */\r\n options?: IEditablePropertyListOption[];\r\n}\r\n\r\n/**\r\n * Interface that describes an editable property\r\n */\r\nexport interface IPropertyDescriptionForEdition {\r\n /** name of the property */\r\n propertyName: string;\r\n /** display name of the property */\r\n displayName: string;\r\n /** type of the property */\r\n type: PropertyTypeForEdition;\r\n /** group of the property - all properties with the same group value will be displayed in a specific section */\r\n groupName: string;\r\n /** options for the property */\r\n options: IEditablePropertyOption;\r\n}\r\n\r\n/**\r\n * Decorator that flags a property in a node block as being editable\r\n * @param displayName the display name of the property\r\n * @param propertyType the type of the property\r\n * @param groupName the group name of the property\r\n * @param options the options of the property\r\n * @returns the decorator\r\n */\r\nexport function editableInPropertyPage(\r\n displayName: string,\r\n propertyType: PropertyTypeForEdition = PropertyTypeForEdition.Boolean,\r\n groupName: string = \"PROPERTIES\",\r\n options?: IEditablePropertyOption\r\n) {\r\n return (target: any, propertyKey: string) => {\r\n let propStore: IPropertyDescriptionForEdition[] = target._propStore;\r\n if (!propStore) {\r\n propStore = [];\r\n target._propStore = propStore;\r\n }\r\n propStore.push({\r\n propertyName: propertyKey,\r\n displayName: displayName,\r\n type: propertyType,\r\n groupName: groupName,\r\n options: options ?? {},\r\n });\r\n };\r\n}\r\n"]}
@@ -47,7 +47,7 @@ export declare enum PointerInput {
47
47
  Move = 12
48
48
  }
49
49
  /** @internal */
50
- export declare enum NativePointerInput {
50
+ export declare const enum NativePointerInput {
51
51
  /** Horizontal Axis */
52
52
  Horizontal = 0,
53
53
  /** Vertical Axis */
@@ -76,7 +76,7 @@ export declare enum NativePointerInput {
76
76
  /**
77
77
  * Enum for Dual Shock Gamepad
78
78
  */
79
- export declare enum DualShockInput {
79
+ export declare const enum DualShockInput {
80
80
  /** Cross */
81
81
  Cross = 0,
82
82
  /** Circle */
@@ -125,7 +125,7 @@ export declare enum DualShockInput {
125
125
  /**
126
126
  * Enum for Dual Sense Gamepad
127
127
  */
128
- export declare enum DualSenseInput {
128
+ export declare const enum DualSenseInput {
129
129
  /** Cross */
130
130
  Cross = 0,
131
131
  /** Circle */
@@ -174,7 +174,7 @@ export declare enum DualSenseInput {
174
174
  /**
175
175
  * Enum for Xbox Gamepad
176
176
  */
177
- export declare enum XboxInput {
177
+ export declare const enum XboxInput {
178
178
  /** A */
179
179
  A = 0,
180
180
  /** B */
@@ -221,7 +221,7 @@ export declare enum XboxInput {
221
221
  /**
222
222
  * Enum for Switch (Pro/JoyCon L+R) Gamepad
223
223
  */
224
- export declare enum SwitchInput {
224
+ export declare const enum SwitchInput {
225
225
  /** B */
226
226
  B = 0,
227
227
  /** A */
@@ -1 +1 @@
1
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only in polling) */\r\n Horizontal = 0,\r\n /** Vertical Axis (Not used in events/observables; only in polling) */\r\n Vertical = 1,\r\n /** Left Click or Touch */\r\n LeftClick = 2,\r\n /** Middle Click */\r\n MiddleClick = 3,\r\n /** Right Click */\r\n RightClick = 4,\r\n /** Browser Back */\r\n BrowserBack = 5,\r\n /** Browser Forward */\r\n BrowserForward = 6,\r\n /** Mouse Wheel X */\r\n MouseWheelX = 7,\r\n /** Mouse Wheel Y */\r\n MouseWheelY = 8,\r\n /** Mouse Wheel Z */\r\n MouseWheelZ = 9,\r\n /** Used in events/observables to identify if x/y changes occurred */\r\n Move = 12,\r\n}\r\n\r\n/** @internal */\r\nexport enum NativePointerInput {\r\n /** Horizontal Axis */\r\n Horizontal = PointerInput.Horizontal,\r\n /** Vertical Axis */\r\n Vertical = 1,\r\n /** Left Click or Touch */\r\n LeftClick = 2,\r\n /** Middle Click */\r\n MiddleClick = 3,\r\n /** Right Click */\r\n RightClick = 4,\r\n /** Browser Back */\r\n BrowserBack = 5,\r\n /** Browser Forward */\r\n BrowserForward = 6,\r\n /** Mouse Wheel X */\r\n MouseWheelX = 7,\r\n /** Mouse Wheel Y */\r\n MouseWheelY = 8,\r\n /** Mouse Wheel Z */\r\n MouseWheelZ = 9,\r\n /** Delta X */\r\n DeltaHorizontal = 10,\r\n /** Delta Y */\r\n DeltaVertical = 11,\r\n}\r\n\r\n/**\r\n * Enum for Dual Shock Gamepad\r\n */\r\nexport enum DualShockInput {\r\n /** Cross */\r\n Cross = 0,\r\n /** Circle */\r\n Circle = 1,\r\n /** Square */\r\n Square = 2,\r\n /** Triangle */\r\n Triangle = 3,\r\n /** L1 */\r\n L1 = 4,\r\n /** R1 */\r\n R1 = 5,\r\n /** L2 */\r\n L2 = 6,\r\n /** R2 */\r\n R2 = 7,\r\n /** Share */\r\n Share = 8,\r\n /** Options */\r\n Options = 9,\r\n /** L3 */\r\n L3 = 10,\r\n /** R3 */\r\n R3 = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** TouchPad */\r\n TouchPad = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21,\r\n}\r\n\r\n/**\r\n * Enum for Dual Sense Gamepad\r\n */\r\nexport enum DualSenseInput {\r\n /** Cross */\r\n Cross = 0,\r\n /** Circle */\r\n Circle = 1,\r\n /** Square */\r\n Square = 2,\r\n /** Triangle */\r\n Triangle = 3,\r\n /** L1 */\r\n L1 = 4,\r\n /** R1 */\r\n R1 = 5,\r\n /** L2 */\r\n L2 = 6,\r\n /** R2 */\r\n R2 = 7,\r\n /** Create */\r\n Create = 8,\r\n /** Options */\r\n Options = 9,\r\n /** L3 */\r\n L3 = 10,\r\n /** R3 */\r\n R3 = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** TouchPad */\r\n TouchPad = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21,\r\n}\r\n\r\n/**\r\n * Enum for Xbox Gamepad\r\n */\r\nexport enum XboxInput {\r\n /** A */\r\n A = 0,\r\n /** B */\r\n B = 1,\r\n /** X */\r\n X = 2,\r\n /** Y */\r\n Y = 3,\r\n /** LB */\r\n LB = 4,\r\n /** RB */\r\n RB = 5,\r\n /** LT */\r\n LT = 6,\r\n /** RT */\r\n RT = 7,\r\n /** Back */\r\n Back = 8,\r\n /** Start */\r\n Start = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** LStickXAxis */\r\n LStickXAxis = 17,\r\n /** LStickYAxis */\r\n LStickYAxis = 18,\r\n /** RStickXAxis */\r\n RStickXAxis = 19,\r\n /** RStickYAxis */\r\n RStickYAxis = 20,\r\n}\r\n\r\n/**\r\n * Enum for Switch (Pro/JoyCon L+R) Gamepad\r\n */\r\nexport enum SwitchInput {\r\n /** B */\r\n B = 0,\r\n /** A */\r\n A = 1,\r\n /** Y */\r\n Y = 2,\r\n /** X */\r\n X = 3,\r\n /** L */\r\n L = 4,\r\n /** R */\r\n R = 5,\r\n /** ZL */\r\n ZL = 6,\r\n /** ZR */\r\n ZR = 7,\r\n /** Minus */\r\n Minus = 8,\r\n /** Plus */\r\n Plus = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** Capture */\r\n Capture = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21,\r\n}\r\n"]}
1
+ {"version":3,"file":"deviceEnums.js","sourceRoot":"","sources":["../../../../../dev/core/src/DeviceInput/InputDevices/deviceEnums.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,MAAM,CAAN,IAAY,UAiBX;AAjBD,WAAY,UAAU;IAClB,cAAc;IACd,iDAAW,CAAA;IACX,eAAe;IACf,mDAAY,CAAA;IACZ,YAAY;IACZ,6CAAS,CAAA;IACT,qBAAqB;IACrB,6CAAS,CAAA;IACT,qBAAqB;IACrB,qDAAa,CAAA;IACb,WAAW;IACX,2CAAQ,CAAA;IACR,wBAAwB;IACxB,+CAAU,CAAA;IACV,oBAAoB;IACpB,qDAAa,CAAA;AACjB,CAAC,EAjBW,UAAU,KAAV,UAAU,QAiBrB;AAED,eAAe;AACf;;GAEG;AACH,MAAM,CAAN,IAAY,YAuBX;AAvBD,WAAY,YAAY;IACpB,wEAAwE;IACxE,2DAAc,CAAA;IACd,sEAAsE;IACtE,uDAAY,CAAA;IACZ,0BAA0B;IAC1B,yDAAa,CAAA;IACb,mBAAmB;IACnB,6DAAe,CAAA;IACf,kBAAkB;IAClB,2DAAc,CAAA;IACd,mBAAmB;IACnB,6DAAe,CAAA;IACf,sBAAsB;IACtB,mEAAkB,CAAA;IAClB,oBAAoB;IACpB,6DAAe,CAAA;IACf,oBAAoB;IACpB,6DAAe,CAAA;IACf,oBAAoB;IACpB,6DAAe,CAAA;IACf,qEAAqE;IACrE,gDAAS,CAAA;AACb,CAAC,EAvBW,YAAY,KAAZ,YAAY,QAuBvB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAkB,kBAyBjB;AAzBD,WAAkB,kBAAkB;IAChC,sBAAsB;IACtB,uEAAoC,CAAA;IACpC,oBAAoB;IACpB,mEAAY,CAAA;IACZ,0BAA0B;IAC1B,qEAAa,CAAA;IACb,mBAAmB;IACnB,yEAAe,CAAA;IACf,kBAAkB;IAClB,uEAAc,CAAA;IACd,mBAAmB;IACnB,yEAAe,CAAA;IACf,sBAAsB;IACtB,+EAAkB,CAAA;IAClB,oBAAoB;IACpB,yEAAe,CAAA;IACf,oBAAoB;IACpB,yEAAe,CAAA;IACf,oBAAoB;IACpB,yEAAe,CAAA;IACf,cAAc;IACd,kFAAoB,CAAA;IACpB,cAAc;IACd,8EAAkB,CAAA;AACtB,CAAC,EAzBiB,kBAAkB,KAAlB,kBAAkB,QAyBnC;AAED;;GAEG;AACH,MAAM,CAAN,IAAkB,cA6CjB;AA7CD,WAAkB,cAAc;IAC5B,YAAY;IACZ,qDAAS,CAAA;IACT,aAAa;IACb,uDAAU,CAAA;IACV,aAAa;IACb,uDAAU,CAAA;IACV,eAAe;IACf,2DAAY,CAAA;IACZ,SAAS;IACT,+CAAM,CAAA;IACN,SAAS;IACT,+CAAM,CAAA;IACN,SAAS;IACT,+CAAM,CAAA;IACN,SAAS;IACT,+CAAM,CAAA;IACN,YAAY;IACZ,qDAAS,CAAA;IACT,cAAc;IACd,yDAAW,CAAA;IACX,SAAS;IACT,gDAAO,CAAA;IACP,SAAS;IACT,gDAAO,CAAA;IACP,aAAa;IACb,wDAAW,CAAA;IACX,eAAe;IACf,4DAAa,CAAA;IACb,eAAe;IACf,4DAAa,CAAA;IACb,aAAa;IACb,8DAAc,CAAA;IACd,WAAW;IACX,oDAAS,CAAA;IACT,eAAe;IACf,4DAAa,CAAA;IACb,kBAAkB;IAClB,kEAAgB,CAAA;IAChB,kBAAkB;IAClB,kEAAgB,CAAA;IAChB,kBAAkB;IAClB,kEAAgB,CAAA;IAChB,kBAAkB;IAClB,kEAAgB,CAAA;AACpB,CAAC,EA7CiB,cAAc,KAAd,cAAc,QA6C/B;AAED;;GAEG;AACH,MAAM,CAAN,IAAkB,cA6CjB;AA7CD,WAAkB,cAAc;IAC5B,YAAY;IACZ,qDAAS,CAAA;IACT,aAAa;IACb,uDAAU,CAAA;IACV,aAAa;IACb,uDAAU,CAAA;IACV,eAAe;IACf,2DAAY,CAAA;IACZ,SAAS;IACT,+CAAM,CAAA;IACN,SAAS;IACT,+CAAM,CAAA;IACN,SAAS;IACT,+CAAM,CAAA;IACN,SAAS;IACT,+CAAM,CAAA;IACN,aAAa;IACb,uDAAU,CAAA;IACV,cAAc;IACd,yDAAW,CAAA;IACX,SAAS;IACT,gDAAO,CAAA;IACP,SAAS;IACT,gDAAO,CAAA;IACP,aAAa;IACb,wDAAW,CAAA;IACX,eAAe;IACf,4DAAa,CAAA;IACb,eAAe;IACf,4DAAa,CAAA;IACb,aAAa;IACb,8DAAc,CAAA;IACd,WAAW;IACX,oDAAS,CAAA;IACT,eAAe;IACf,4DAAa,CAAA;IACb,kBAAkB;IAClB,kEAAgB,CAAA;IAChB,kBAAkB;IAClB,kEAAgB,CAAA;IAChB,kBAAkB;IAClB,kEAAgB,CAAA;IAChB,kBAAkB;IAClB,kEAAgB,CAAA;AACpB,CAAC,EA7CiB,cAAc,KAAd,cAAc,QA6C/B;AAED;;GAEG;AACH,MAAM,CAAN,IAAkB,SA2CjB;AA3CD,WAAkB,SAAS;IACvB,QAAQ;IACR,mCAAK,CAAA;IACL,QAAQ;IACR,mCAAK,CAAA;IACL,QAAQ;IACR,mCAAK,CAAA;IACL,QAAQ;IACR,mCAAK,CAAA;IACL,SAAS;IACT,qCAAM,CAAA;IACN,SAAS;IACT,qCAAM,CAAA;IACN,SAAS;IACT,qCAAM,CAAA;IACN,SAAS;IACT,qCAAM,CAAA;IACN,WAAW;IACX,yCAAQ,CAAA;IACR,YAAY;IACZ,2CAAS,CAAA;IACT,SAAS;IACT,sCAAO,CAAA;IACP,SAAS;IACT,sCAAO,CAAA;IACP,aAAa;IACb,8CAAW,CAAA;IACX,eAAe;IACf,kDAAa,CAAA;IACb,eAAe;IACf,kDAAa,CAAA;IACb,aAAa;IACb,oDAAc,CAAA;IACd,WAAW;IACX,0CAAS,CAAA;IACT,kBAAkB;IAClB,wDAAgB,CAAA;IAChB,kBAAkB;IAClB,wDAAgB,CAAA;IAChB,kBAAkB;IAClB,wDAAgB,CAAA;IAChB,kBAAkB;IAClB,wDAAgB,CAAA;AACpB,CAAC,EA3CiB,SAAS,KAAT,SAAS,QA2C1B;AAED;;GAEG;AACH,MAAM,CAAN,IAAkB,WA6CjB;AA7CD,WAAkB,WAAW;IACzB,QAAQ;IACR,uCAAK,CAAA;IACL,QAAQ;IACR,uCAAK,CAAA;IACL,QAAQ;IACR,uCAAK,CAAA;IACL,QAAQ;IACR,uCAAK,CAAA;IACL,QAAQ;IACR,uCAAK,CAAA;IACL,QAAQ;IACR,uCAAK,CAAA;IACL,SAAS;IACT,yCAAM,CAAA;IACN,SAAS;IACT,yCAAM,CAAA;IACN,YAAY;IACZ,+CAAS,CAAA;IACT,WAAW;IACX,6CAAQ,CAAA;IACR,SAAS;IACT,0CAAO,CAAA;IACP,SAAS;IACT,0CAAO,CAAA;IACP,aAAa;IACb,kDAAW,CAAA;IACX,eAAe;IACf,sDAAa,CAAA;IACb,eAAe;IACf,sDAAa,CAAA;IACb,aAAa;IACb,wDAAc,CAAA;IACd,WAAW;IACX,8CAAS,CAAA;IACT,cAAc;IACd,oDAAY,CAAA;IACZ,kBAAkB;IAClB,4DAAgB,CAAA;IAChB,kBAAkB;IAClB,4DAAgB,CAAA;IAChB,kBAAkB;IAClB,4DAAgB,CAAA;IAChB,kBAAkB;IAClB,4DAAgB,CAAA;AACpB,CAAC,EA7CiB,WAAW,KAAX,WAAW,QA6C5B","sourcesContent":["/**\r\n * Enum for Device Types\r\n */\r\nexport enum DeviceType {\r\n /** Generic */\r\n Generic = 0,\r\n /** Keyboard */\r\n Keyboard = 1,\r\n /** Mouse */\r\n Mouse = 2,\r\n /** Touch Pointers */\r\n Touch = 3,\r\n /** PS4 Dual Shock */\r\n DualShock = 4,\r\n /** Xbox */\r\n Xbox = 5,\r\n /** Switch Controller */\r\n Switch = 6,\r\n /** PS5 DualSense */\r\n DualSense = 7,\r\n}\r\n\r\n// Device Enums\r\n/**\r\n * Enum for All Pointers (Touch/Mouse)\r\n */\r\nexport enum PointerInput {\r\n /** Horizontal Axis (Not used in events/observables; only in polling) */\r\n Horizontal = 0,\r\n /** Vertical Axis (Not used in events/observables; only in polling) */\r\n Vertical = 1,\r\n /** Left Click or Touch */\r\n LeftClick = 2,\r\n /** Middle Click */\r\n MiddleClick = 3,\r\n /** Right Click */\r\n RightClick = 4,\r\n /** Browser Back */\r\n BrowserBack = 5,\r\n /** Browser Forward */\r\n BrowserForward = 6,\r\n /** Mouse Wheel X */\r\n MouseWheelX = 7,\r\n /** Mouse Wheel Y */\r\n MouseWheelY = 8,\r\n /** Mouse Wheel Z */\r\n MouseWheelZ = 9,\r\n /** Used in events/observables to identify if x/y changes occurred */\r\n Move = 12,\r\n}\r\n\r\n/** @internal */\r\nexport const enum NativePointerInput {\r\n /** Horizontal Axis */\r\n Horizontal = PointerInput.Horizontal,\r\n /** Vertical Axis */\r\n Vertical = 1,\r\n /** Left Click or Touch */\r\n LeftClick = 2,\r\n /** Middle Click */\r\n MiddleClick = 3,\r\n /** Right Click */\r\n RightClick = 4,\r\n /** Browser Back */\r\n BrowserBack = 5,\r\n /** Browser Forward */\r\n BrowserForward = 6,\r\n /** Mouse Wheel X */\r\n MouseWheelX = 7,\r\n /** Mouse Wheel Y */\r\n MouseWheelY = 8,\r\n /** Mouse Wheel Z */\r\n MouseWheelZ = 9,\r\n /** Delta X */\r\n DeltaHorizontal = 10,\r\n /** Delta Y */\r\n DeltaVertical = 11,\r\n}\r\n\r\n/**\r\n * Enum for Dual Shock Gamepad\r\n */\r\nexport const enum DualShockInput {\r\n /** Cross */\r\n Cross = 0,\r\n /** Circle */\r\n Circle = 1,\r\n /** Square */\r\n Square = 2,\r\n /** Triangle */\r\n Triangle = 3,\r\n /** L1 */\r\n L1 = 4,\r\n /** R1 */\r\n R1 = 5,\r\n /** L2 */\r\n L2 = 6,\r\n /** R2 */\r\n R2 = 7,\r\n /** Share */\r\n Share = 8,\r\n /** Options */\r\n Options = 9,\r\n /** L3 */\r\n L3 = 10,\r\n /** R3 */\r\n R3 = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** TouchPad */\r\n TouchPad = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21,\r\n}\r\n\r\n/**\r\n * Enum for Dual Sense Gamepad\r\n */\r\nexport const enum DualSenseInput {\r\n /** Cross */\r\n Cross = 0,\r\n /** Circle */\r\n Circle = 1,\r\n /** Square */\r\n Square = 2,\r\n /** Triangle */\r\n Triangle = 3,\r\n /** L1 */\r\n L1 = 4,\r\n /** R1 */\r\n R1 = 5,\r\n /** L2 */\r\n L2 = 6,\r\n /** R2 */\r\n R2 = 7,\r\n /** Create */\r\n Create = 8,\r\n /** Options */\r\n Options = 9,\r\n /** L3 */\r\n L3 = 10,\r\n /** R3 */\r\n R3 = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** TouchPad */\r\n TouchPad = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21,\r\n}\r\n\r\n/**\r\n * Enum for Xbox Gamepad\r\n */\r\nexport const enum XboxInput {\r\n /** A */\r\n A = 0,\r\n /** B */\r\n B = 1,\r\n /** X */\r\n X = 2,\r\n /** Y */\r\n Y = 3,\r\n /** LB */\r\n LB = 4,\r\n /** RB */\r\n RB = 5,\r\n /** LT */\r\n LT = 6,\r\n /** RT */\r\n RT = 7,\r\n /** Back */\r\n Back = 8,\r\n /** Start */\r\n Start = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** LStickXAxis */\r\n LStickXAxis = 17,\r\n /** LStickYAxis */\r\n LStickYAxis = 18,\r\n /** RStickXAxis */\r\n RStickXAxis = 19,\r\n /** RStickYAxis */\r\n RStickYAxis = 20,\r\n}\r\n\r\n/**\r\n * Enum for Switch (Pro/JoyCon L+R) Gamepad\r\n */\r\nexport const enum SwitchInput {\r\n /** B */\r\n B = 0,\r\n /** A */\r\n A = 1,\r\n /** Y */\r\n Y = 2,\r\n /** X */\r\n X = 3,\r\n /** L */\r\n L = 4,\r\n /** R */\r\n R = 5,\r\n /** ZL */\r\n ZL = 6,\r\n /** ZR */\r\n ZR = 7,\r\n /** Minus */\r\n Minus = 8,\r\n /** Plus */\r\n Plus = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** Capture */\r\n Capture = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21,\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
 
2
2
  import { EventConstants } from "../Events/deviceInputEvents.js";
3
- import { DeviceType, NativePointerInput, PointerInput } from "./InputDevices/deviceEnums.js";
3
+ import { DeviceType, PointerInput } from "./InputDevices/deviceEnums.js";
4
4
  /**
5
5
  * Class to wrap DeviceInputSystem data into an event object
6
6
  */
@@ -129,8 +129,8 @@ export class DeviceEventFactory {
129
129
  evt.offsetY = evt.movementY - elementToAttachTo.getBoundingClientRect().y;
130
130
  }
131
131
  else {
132
- evt.movementX = deviceInputSystem.pollInput(deviceType, deviceSlot, NativePointerInput.DeltaHorizontal); // DeltaHorizontal
133
- evt.movementY = deviceInputSystem.pollInput(deviceType, deviceSlot, NativePointerInput.DeltaVertical); // DeltaVertical
132
+ evt.movementX = deviceInputSystem.pollInput(deviceType, deviceSlot, 10 /* NativePointerInput.DeltaHorizontal */); // DeltaHorizontal
133
+ evt.movementY = deviceInputSystem.pollInput(deviceType, deviceSlot, 11 /* NativePointerInput.DeltaVertical */); // DeltaVertical
134
134
  evt.offsetX = 0;
135
135
  evt.offsetY = 0;
136
136
  }
@@ -1 +1 @@
1
- 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{ Constants } from \"../Engines/constants\";\r\nimport type { IUIEvent } from \"../Events/deviceInputEvents\";\r\nimport { EventConstants } from \"../Events/deviceInputEvents\";\r\nimport type { Nullable } from \"../types\";\r\nimport { DeviceType, NativePointerInput, PointerInput } from \"./InputDevices/deviceEnums\";\r\nimport type { IDeviceInputSystem } from \"./inputInterfaces\";\r\n\r\n/**\r\n * Class to wrap DeviceInputSystem data into an event object\r\n */\r\nexport class DeviceEventFactory {\r\n /**\r\n * Create device input events based on provided type and slot\r\n *\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @param pointerId PointerId to use for pointer events\r\n * @returns IUIEvent object\r\n */\r\n public static CreateDeviceEvent(\r\n deviceType: DeviceType,\r\n deviceSlot: number,\r\n inputIndex: number,\r\n currentState: Nullable<number>,\r\n deviceInputSystem: IDeviceInputSystem,\r\n elementToAttachTo?: any,\r\n pointerId?: number\r\n ): IUIEvent {\r\n switch (deviceType) {\r\n case DeviceType.Keyboard:\r\n return this._CreateKeyboardEvent(inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n case DeviceType.Mouse:\r\n if (inputIndex === PointerInput.MouseWheelX || inputIndex === PointerInput.MouseWheelY || inputIndex === PointerInput.MouseWheelZ) {\r\n return this._CreateWheelEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case DeviceType.Touch:\r\n return this._CreatePointerEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo, pointerId);\r\n default:\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to generate event for device ${DeviceType[deviceType]}`;\r\n }\r\n }\r\n\r\n /**\r\n * Creates pointer event\r\n *\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @param pointerId PointerId to use for pointer events\r\n * @returns IUIEvent object (Pointer)\r\n */\r\n private static _CreatePointerEvent(\r\n deviceType: DeviceType,\r\n deviceSlot: number,\r\n inputIndex: number,\r\n currentState: Nullable<number>,\r\n deviceInputSystem: IDeviceInputSystem,\r\n elementToAttachTo?: any,\r\n pointerId?: number\r\n ): any {\r\n const evt = this._CreateMouseEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n\r\n if (deviceType === DeviceType.Mouse) {\r\n evt.deviceType = DeviceType.Mouse;\r\n evt.pointerId = 1;\r\n evt.pointerType = \"mouse\";\r\n } else {\r\n evt.deviceType = DeviceType.Touch;\r\n evt.pointerId = pointerId ?? deviceSlot;\r\n evt.pointerType = \"touch\";\r\n }\r\n\r\n let buttons = 0;\r\n\r\n // Populate buttons property with current state of all mouse buttons\r\n // Uses values found on: https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n buttons += deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.LeftClick);\r\n buttons += deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.RightClick) * 2;\r\n buttons += deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.MiddleClick) * 4;\r\n evt.buttons = buttons;\r\n\r\n if (inputIndex === PointerInput.Move) {\r\n evt.type = \"pointermove\";\r\n } else if (inputIndex >= PointerInput.LeftClick && inputIndex <= PointerInput.RightClick) {\r\n evt.type = currentState === 1 ? \"pointerdown\" : \"pointerup\";\r\n evt.button = inputIndex - 2;\r\n }\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Mouse Wheel Event\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IUIEvent object (Wheel)\r\n */\r\n private static _CreateWheelEvent(\r\n deviceType: DeviceType,\r\n deviceSlot: number,\r\n inputIndex: number,\r\n currentState: Nullable<number>,\r\n deviceInputSystem: IDeviceInputSystem,\r\n elementToAttachTo: any\r\n ): any {\r\n const evt = this._CreateMouseEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n\r\n // While WheelEvents don't generally have a pointerId, we used to add one in the InputManager\r\n // This line has been added to make the InputManager more platform-agnostic\r\n // Similar code exists in the WebDeviceInputSystem to handle browser created events\r\n evt.pointerId = 1;\r\n evt.type = \"wheel\";\r\n evt.deltaMode = EventConstants.DOM_DELTA_PIXEL;\r\n evt.deltaX = 0;\r\n evt.deltaY = 0;\r\n evt.deltaZ = 0;\r\n\r\n switch (inputIndex) {\r\n case PointerInput.MouseWheelX:\r\n evt.deltaX = currentState;\r\n break;\r\n case PointerInput.MouseWheelY:\r\n evt.deltaY = currentState;\r\n break;\r\n case PointerInput.MouseWheelZ:\r\n evt.deltaZ = currentState;\r\n break;\r\n }\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Mouse Event\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IUIEvent object (Mouse)\r\n */\r\n private static _CreateMouseEvent(\r\n deviceType: DeviceType,\r\n deviceSlot: number,\r\n inputIndex: number,\r\n currentState: Nullable<number>,\r\n deviceInputSystem: IDeviceInputSystem,\r\n elementToAttachTo?: any\r\n ): any {\r\n const evt = this._CreateEvent(elementToAttachTo);\r\n const pointerX = deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.Horizontal);\r\n const pointerY = deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.Vertical);\r\n\r\n // Handle offsets/deltas based on existence of HTMLElement\r\n if (elementToAttachTo) {\r\n evt.movementX = 0;\r\n evt.movementY = 0;\r\n evt.offsetX = evt.movementX - elementToAttachTo.getBoundingClientRect().x;\r\n evt.offsetY = evt.movementY - elementToAttachTo.getBoundingClientRect().y;\r\n } else {\r\n evt.movementX = deviceInputSystem.pollInput(deviceType, deviceSlot, NativePointerInput.DeltaHorizontal); // DeltaHorizontal\r\n evt.movementY = deviceInputSystem.pollInput(deviceType, deviceSlot, NativePointerInput.DeltaVertical); // DeltaVertical\r\n evt.offsetX = 0;\r\n evt.offsetY = 0;\r\n }\r\n this._CheckNonCharacterKeys(evt, deviceInputSystem);\r\n\r\n evt.clientX = pointerX;\r\n evt.clientY = pointerY;\r\n evt.x = pointerX;\r\n evt.y = pointerY;\r\n\r\n evt.deviceType = deviceType;\r\n evt.deviceSlot = deviceSlot;\r\n evt.inputIndex = inputIndex;\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Keyboard Event\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Keyboard)\r\n */\r\n private static _CreateKeyboardEvent(inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): any {\r\n const evt = this._CreateEvent(elementToAttachTo);\r\n this._CheckNonCharacterKeys(evt, deviceInputSystem);\r\n evt.deviceType = DeviceType.Keyboard;\r\n evt.deviceSlot = 0;\r\n evt.inputIndex = inputIndex;\r\n\r\n evt.type = currentState === 1 ? \"keydown\" : \"keyup\";\r\n evt.key = String.fromCharCode(inputIndex);\r\n evt.keyCode = inputIndex;\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Add parameters for non-character keys (Ctrl, Alt, Meta, Shift)\r\n * @param evt Event object to add parameters to\r\n * @param deviceInputSystem DeviceInputSystem to pull values from\r\n */\r\n private static _CheckNonCharacterKeys(evt: any, deviceInputSystem: IDeviceInputSystem): void {\r\n const isKeyboardActive = deviceInputSystem.isDeviceAvailable(DeviceType.Keyboard);\r\n const altKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_ALT_KEY) === 1;\r\n const ctrlKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_CTRL_KEY) === 1;\r\n const metaKey =\r\n isKeyboardActive &&\r\n (deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_META_KEY1) === 1 ||\r\n deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_META_KEY2) === 1 ||\r\n deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_META_KEY3) === 1);\r\n const shiftKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_SHIFT_KEY) === 1;\r\n\r\n evt.altKey = altKey;\r\n evt.ctrlKey = ctrlKey;\r\n evt.metaKey = metaKey;\r\n evt.shiftKey = shiftKey;\r\n }\r\n\r\n /**\r\n * Create base event object\r\n * @param elementToAttachTo Value to use as event target\r\n * @returns\r\n */\r\n private static _CreateEvent(elementToAttachTo: any): any {\r\n const evt: { [k: string]: any } = {};\r\n evt.preventDefault = () => {};\r\n evt.target = elementToAttachTo;\r\n\r\n return evt;\r\n }\r\n}\r\n"]}
1
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{ Constants } from \"../Engines/constants\";\r\nimport type { IUIEvent } from \"../Events/deviceInputEvents\";\r\nimport { EventConstants } from \"../Events/deviceInputEvents\";\r\nimport type { Nullable } from \"../types\";\r\nimport { DeviceType, NativePointerInput, PointerInput } from \"./InputDevices/deviceEnums\";\r\nimport type { IDeviceInputSystem } from \"./inputInterfaces\";\r\n\r\n/**\r\n * Class to wrap DeviceInputSystem data into an event object\r\n */\r\nexport class DeviceEventFactory {\r\n /**\r\n * Create device input events based on provided type and slot\r\n *\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @param pointerId PointerId to use for pointer events\r\n * @returns IUIEvent object\r\n */\r\n public static CreateDeviceEvent(\r\n deviceType: DeviceType,\r\n deviceSlot: number,\r\n inputIndex: number,\r\n currentState: Nullable<number>,\r\n deviceInputSystem: IDeviceInputSystem,\r\n elementToAttachTo?: any,\r\n pointerId?: number\r\n ): IUIEvent {\r\n switch (deviceType) {\r\n case DeviceType.Keyboard:\r\n return this._CreateKeyboardEvent(inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n case DeviceType.Mouse:\r\n if (inputIndex === PointerInput.MouseWheelX || inputIndex === PointerInput.MouseWheelY || inputIndex === PointerInput.MouseWheelZ) {\r\n return this._CreateWheelEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case DeviceType.Touch:\r\n return this._CreatePointerEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo, pointerId);\r\n default:\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to generate event for device ${DeviceType[deviceType]}`;\r\n }\r\n }\r\n\r\n /**\r\n * Creates pointer event\r\n *\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @param pointerId PointerId to use for pointer events\r\n * @returns IUIEvent object (Pointer)\r\n */\r\n private static _CreatePointerEvent(\r\n deviceType: DeviceType,\r\n deviceSlot: number,\r\n inputIndex: number,\r\n currentState: Nullable<number>,\r\n deviceInputSystem: IDeviceInputSystem,\r\n elementToAttachTo?: any,\r\n pointerId?: number\r\n ): any {\r\n const evt = this._CreateMouseEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n\r\n if (deviceType === DeviceType.Mouse) {\r\n evt.deviceType = DeviceType.Mouse;\r\n evt.pointerId = 1;\r\n evt.pointerType = \"mouse\";\r\n } else {\r\n evt.deviceType = DeviceType.Touch;\r\n evt.pointerId = pointerId ?? deviceSlot;\r\n evt.pointerType = \"touch\";\r\n }\r\n\r\n let buttons = 0;\r\n\r\n // Populate buttons property with current state of all mouse buttons\r\n // Uses values found on: https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n buttons += deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.LeftClick);\r\n buttons += deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.RightClick) * 2;\r\n buttons += deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.MiddleClick) * 4;\r\n evt.buttons = buttons;\r\n\r\n if (inputIndex === PointerInput.Move) {\r\n evt.type = \"pointermove\";\r\n } else if (inputIndex >= PointerInput.LeftClick && inputIndex <= PointerInput.RightClick) {\r\n evt.type = currentState === 1 ? \"pointerdown\" : \"pointerup\";\r\n evt.button = inputIndex - 2;\r\n }\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Mouse Wheel Event\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IUIEvent object (Wheel)\r\n */\r\n private static _CreateWheelEvent(\r\n deviceType: DeviceType,\r\n deviceSlot: number,\r\n inputIndex: number,\r\n currentState: Nullable<number>,\r\n deviceInputSystem: IDeviceInputSystem,\r\n elementToAttachTo: any\r\n ): any {\r\n const evt = this._CreateMouseEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n\r\n // While WheelEvents don't generally have a pointerId, we used to add one in the InputManager\r\n // This line has been added to make the InputManager more platform-agnostic\r\n // Similar code exists in the WebDeviceInputSystem to handle browser created events\r\n evt.pointerId = 1;\r\n evt.type = \"wheel\";\r\n evt.deltaMode = EventConstants.DOM_DELTA_PIXEL;\r\n evt.deltaX = 0;\r\n evt.deltaY = 0;\r\n evt.deltaZ = 0;\r\n\r\n switch (inputIndex) {\r\n case PointerInput.MouseWheelX:\r\n evt.deltaX = currentState;\r\n break;\r\n case PointerInput.MouseWheelY:\r\n evt.deltaY = currentState;\r\n break;\r\n case PointerInput.MouseWheelZ:\r\n evt.deltaZ = currentState;\r\n break;\r\n }\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Mouse Event\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IUIEvent object (Mouse)\r\n */\r\n private static _CreateMouseEvent(\r\n deviceType: DeviceType,\r\n deviceSlot: number,\r\n inputIndex: number,\r\n currentState: Nullable<number>,\r\n deviceInputSystem: IDeviceInputSystem,\r\n elementToAttachTo?: any\r\n ): any {\r\n const evt = this._CreateEvent(elementToAttachTo);\r\n const pointerX = deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.Horizontal);\r\n const pointerY = deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.Vertical);\r\n\r\n // Handle offsets/deltas based on existence of HTMLElement\r\n if (elementToAttachTo) {\r\n evt.movementX = 0;\r\n evt.movementY = 0;\r\n evt.offsetX = evt.movementX - elementToAttachTo.getBoundingClientRect().x;\r\n evt.offsetY = evt.movementY - elementToAttachTo.getBoundingClientRect().y;\r\n } else {\r\n evt.movementX = deviceInputSystem.pollInput(deviceType, deviceSlot, NativePointerInput.DeltaHorizontal); // DeltaHorizontal\r\n evt.movementY = deviceInputSystem.pollInput(deviceType, deviceSlot, NativePointerInput.DeltaVertical); // DeltaVertical\r\n evt.offsetX = 0;\r\n evt.offsetY = 0;\r\n }\r\n this._CheckNonCharacterKeys(evt, deviceInputSystem);\r\n\r\n evt.clientX = pointerX;\r\n evt.clientY = pointerY;\r\n evt.x = pointerX;\r\n evt.y = pointerY;\r\n\r\n evt.deviceType = deviceType;\r\n evt.deviceSlot = deviceSlot;\r\n evt.inputIndex = inputIndex;\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Keyboard Event\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Keyboard)\r\n */\r\n private static _CreateKeyboardEvent(inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): any {\r\n const evt = this._CreateEvent(elementToAttachTo);\r\n this._CheckNonCharacterKeys(evt, deviceInputSystem);\r\n evt.deviceType = DeviceType.Keyboard;\r\n evt.deviceSlot = 0;\r\n evt.inputIndex = inputIndex;\r\n\r\n evt.type = currentState === 1 ? \"keydown\" : \"keyup\";\r\n evt.key = String.fromCharCode(inputIndex);\r\n evt.keyCode = inputIndex;\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Add parameters for non-character keys (Ctrl, Alt, Meta, Shift)\r\n * @param evt Event object to add parameters to\r\n * @param deviceInputSystem DeviceInputSystem to pull values from\r\n */\r\n private static _CheckNonCharacterKeys(evt: any, deviceInputSystem: IDeviceInputSystem): void {\r\n const isKeyboardActive = deviceInputSystem.isDeviceAvailable(DeviceType.Keyboard);\r\n const altKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_ALT_KEY) === 1;\r\n const ctrlKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_CTRL_KEY) === 1;\r\n const metaKey =\r\n isKeyboardActive &&\r\n (deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_META_KEY1) === 1 ||\r\n deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_META_KEY2) === 1 ||\r\n deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_META_KEY3) === 1);\r\n const shiftKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, Constants.INPUT_SHIFT_KEY) === 1;\r\n\r\n evt.altKey = altKey;\r\n evt.ctrlKey = ctrlKey;\r\n evt.metaKey = metaKey;\r\n evt.shiftKey = shiftKey;\r\n }\r\n\r\n /**\r\n * Create base event object\r\n * @param elementToAttachTo Value to use as event target\r\n * @returns\r\n */\r\n private static _CreateEvent(elementToAttachTo: any): any {\r\n const evt: { [k: string]: any } = {};\r\n evt.preventDefault = () => {};\r\n evt.target = elementToAttachTo;\r\n\r\n return evt;\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { InternalTexture, InternalTextureSource } from "../../Materials/Textures/internalTexture.js";
1
+ import { InternalTexture } from "../../Materials/Textures/internalTexture.js";
2
2
  import { Logger } from "../../Misc/logger.js";
3
3
  import { LoadImage } from "../../Misc/fileTools.js";
4
4
  import { RandomGUID } from "../../Misc/guid.js";
@@ -58,7 +58,7 @@ AbstractEngine.prototype._partialLoadImg = function (url, index, loadedImages, s
58
58
  }
59
59
  };
60
60
  AbstractEngine.prototype.createCubeTextureBase = function (rootUrl, scene, files, noMipmap, onLoad = null, onError = null, format, forcedExtension = null, createPolynomials = false, lodScale = 0, lodOffset = 0, fallback = null, beforeLoadCubeDataCallback = null, imageHandler = null, useSRGBBuffer = false, buffer = null) {
61
- const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);
61
+ const texture = fallback ? fallback : new InternalTexture(this, 7 /* InternalTextureSource.Cube */);
62
62
  texture.isCube = true;
63
63
  texture.url = rootUrl;
64
64
  texture.generateMipMaps = !noMipmap;
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { IInternalTextureLoader } from \"../../Materials/Textures/internalTextureLoader\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean,\r\n buffer: Nullable<ArrayBufferView>\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n _partialLoadFile(\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>\r\n ): void;\r\n\r\n /** @internal */\r\n _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @internal */\r\n _cascadeLoadImgs(\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /** @internal */\r\n _partialLoadImg(\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n }\r\n}\r\n\r\nAbstractEngine.prototype._partialLoadFile = function (\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const onload = (data: ArrayBuffer) => {\r\n loadedFiles[index] = data;\r\n (<any>loadedFiles)._internalCount++;\r\n\r\n if ((<any>loadedFiles)._internalCount === 6) {\r\n onfinish(loadedFiles);\r\n }\r\n };\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n if (onErrorCallBack && request) {\r\n onErrorCallBack(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(url, onload as (data: string | ArrayBuffer) => void, undefined, undefined, true, onerror);\r\n};\r\n\r\nAbstractEngine.prototype._cascadeLoadFiles = function (\r\n scene: Nullable<Scene>,\r\n onfinish: (images: ArrayBuffer[]) => void,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const loadedFiles: ArrayBuffer[] = [];\r\n (<any>loadedFiles)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadFile(files[index], index, loadedFiles, onfinish, onError);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype._cascadeLoadImgs = function (\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const loadedImages: HTMLImageElement[] | ImageBitmap[] = [];\r\n (<any>loadedImages)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadImg(files[index], index, loadedImages, scene, texture, onfinish, onError, mimeType);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype._partialLoadImg = function (\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const tokenPendingData = RandomGUID();\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n loadedImages[index] = img;\r\n (<any>loadedImages)._internalCount++;\r\n\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if ((<any>loadedImages)._internalCount === 6 && onfinish) {\r\n onfinish(texture, loadedImages);\r\n }\r\n };\r\n\r\n const onerror = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if (onErrorCallBack) {\r\n onErrorCallBack(message, exception);\r\n }\r\n };\r\n\r\n LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null, mimeType);\r\n if (scene) {\r\n scene.addPendingData(tokenPendingData);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype.createCubeTextureBase = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void> = null,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void> = null,\r\n useSRGBBuffer = false,\r\n buffer: Nullable<ArrayBufferView> = null\r\n): InternalTexture {\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n texture._useSRGBBuffer = !!useSRGBBuffer && this._caps.supportSRGBBuffers && (this.version > 1 || this.isWebGPU || !!noMipmap);\r\n if (texture !== fallback) {\r\n texture.label = rootUrl.substring(0, 60); // default label, can be overriden by the caller\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n texture._buffer = buffer;\r\n }\r\n\r\n const originalRootUrl = rootUrl;\r\n if (this._transformTextureUrl && !fallback) {\r\n rootUrl = this._transformTextureUrl(rootUrl);\r\n }\r\n\r\n const rootUrlWithoutUriParams = rootUrl.split(\"?\")[0];\r\n const lastDot = rootUrlWithoutUriParams.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? rootUrlWithoutUriParams.substring(lastDot).toLowerCase() : \"\";\r\n\r\n let loader: Nullable<IInternalTextureLoader> = null;\r\n for (const availableLoader of AbstractEngine._TextureLoaders) {\r\n if (availableLoader.canLoad(extension)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n\r\n const onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (rootUrl === originalRootUrl) {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n } else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${rootUrl}, falling back to the ${originalRootUrl}`);\r\n this.createCubeTextureBase(\r\n originalRootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n texture,\r\n beforeLoadCubeDataCallback,\r\n imageHandler,\r\n useSRGBBuffer,\r\n buffer\r\n );\r\n }\r\n };\r\n\r\n if (loader) {\r\n const onloaddata = (data: ArrayBufferView | ArrayBufferView[]) => {\r\n if (beforeLoadCubeDataCallback) {\r\n beforeLoadCubeDataCallback(texture, data);\r\n }\r\n loader!.loadCubeData(data, texture, createPolynomials, onLoad, onError);\r\n };\r\n if (buffer) {\r\n onloaddata(buffer);\r\n } else if (files && files.length === 6) {\r\n if (loader.supportCascades) {\r\n this._cascadeLoadFiles(scene, (images) => onloaddata(images.map((image) => new Uint8Array(image))), files, onError);\r\n } else {\r\n if (onError) {\r\n onError(\"Textures type does not support cascades.\");\r\n } else {\r\n Logger.Warn(\"Texture loader does not support cascades.\");\r\n }\r\n }\r\n } else {\r\n this._loadFile(rootUrl, (data) => onloaddata(new Uint8Array(data as ArrayBuffer)), undefined, undefined, true, onInternalError);\r\n }\r\n } else {\r\n if (!files || files.length === 0) {\r\n throw new Error(\"Cannot load cubemap because files were not defined, or the correct loader was not found.\");\r\n }\r\n\r\n this._cascadeLoadImgs(\r\n scene,\r\n texture,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n if (imageHandler) {\r\n imageHandler(texture, imgs);\r\n }\r\n },\r\n files,\r\n onError\r\n );\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { IInternalTextureLoader } from \"../../Materials/Textures/internalTextureLoader\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean,\r\n buffer: Nullable<ArrayBufferView>\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n _partialLoadFile(\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>\r\n ): void;\r\n\r\n /** @internal */\r\n _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @internal */\r\n _cascadeLoadImgs(\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /** @internal */\r\n _partialLoadImg(\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n }\r\n}\r\n\r\nAbstractEngine.prototype._partialLoadFile = function (\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const onload = (data: ArrayBuffer) => {\r\n loadedFiles[index] = data;\r\n (<any>loadedFiles)._internalCount++;\r\n\r\n if ((<any>loadedFiles)._internalCount === 6) {\r\n onfinish(loadedFiles);\r\n }\r\n };\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n if (onErrorCallBack && request) {\r\n onErrorCallBack(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(url, onload as (data: string | ArrayBuffer) => void, undefined, undefined, true, onerror);\r\n};\r\n\r\nAbstractEngine.prototype._cascadeLoadFiles = function (\r\n scene: Nullable<Scene>,\r\n onfinish: (images: ArrayBuffer[]) => void,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const loadedFiles: ArrayBuffer[] = [];\r\n (<any>loadedFiles)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadFile(files[index], index, loadedFiles, onfinish, onError);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype._cascadeLoadImgs = function (\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const loadedImages: HTMLImageElement[] | ImageBitmap[] = [];\r\n (<any>loadedImages)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadImg(files[index], index, loadedImages, scene, texture, onfinish, onError, mimeType);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype._partialLoadImg = function (\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const tokenPendingData = RandomGUID();\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n loadedImages[index] = img;\r\n (<any>loadedImages)._internalCount++;\r\n\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if ((<any>loadedImages)._internalCount === 6 && onfinish) {\r\n onfinish(texture, loadedImages);\r\n }\r\n };\r\n\r\n const onerror = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if (onErrorCallBack) {\r\n onErrorCallBack(message, exception);\r\n }\r\n };\r\n\r\n LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null, mimeType);\r\n if (scene) {\r\n scene.addPendingData(tokenPendingData);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype.createCubeTextureBase = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void> = null,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void> = null,\r\n useSRGBBuffer = false,\r\n buffer: Nullable<ArrayBufferView> = null\r\n): InternalTexture {\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n texture._useSRGBBuffer = !!useSRGBBuffer && this._caps.supportSRGBBuffers && (this.version > 1 || this.isWebGPU || !!noMipmap);\r\n if (texture !== fallback) {\r\n texture.label = rootUrl.substring(0, 60); // default label, can be overriden by the caller\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n texture._buffer = buffer;\r\n }\r\n\r\n const originalRootUrl = rootUrl;\r\n if (this._transformTextureUrl && !fallback) {\r\n rootUrl = this._transformTextureUrl(rootUrl);\r\n }\r\n\r\n const rootUrlWithoutUriParams = rootUrl.split(\"?\")[0];\r\n const lastDot = rootUrlWithoutUriParams.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? rootUrlWithoutUriParams.substring(lastDot).toLowerCase() : \"\";\r\n\r\n let loader: Nullable<IInternalTextureLoader> = null;\r\n for (const availableLoader of AbstractEngine._TextureLoaders) {\r\n if (availableLoader.canLoad(extension)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n\r\n const onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (rootUrl === originalRootUrl) {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n } else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${rootUrl}, falling back to the ${originalRootUrl}`);\r\n this.createCubeTextureBase(\r\n originalRootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n texture,\r\n beforeLoadCubeDataCallback,\r\n imageHandler,\r\n useSRGBBuffer,\r\n buffer\r\n );\r\n }\r\n };\r\n\r\n if (loader) {\r\n const onloaddata = (data: ArrayBufferView | ArrayBufferView[]) => {\r\n if (beforeLoadCubeDataCallback) {\r\n beforeLoadCubeDataCallback(texture, data);\r\n }\r\n loader!.loadCubeData(data, texture, createPolynomials, onLoad, onError);\r\n };\r\n if (buffer) {\r\n onloaddata(buffer);\r\n } else if (files && files.length === 6) {\r\n if (loader.supportCascades) {\r\n this._cascadeLoadFiles(scene, (images) => onloaddata(images.map((image) => new Uint8Array(image))), files, onError);\r\n } else {\r\n if (onError) {\r\n onError(\"Textures type does not support cascades.\");\r\n } else {\r\n Logger.Warn(\"Texture loader does not support cascades.\");\r\n }\r\n }\r\n } else {\r\n this._loadFile(rootUrl, (data) => onloaddata(new Uint8Array(data as ArrayBuffer)), undefined, undefined, true, onInternalError);\r\n }\r\n } else {\r\n if (!files || files.length === 0) {\r\n throw new Error(\"Cannot load cubemap because files were not defined, or the correct loader was not found.\");\r\n }\r\n\r\n this._cascadeLoadImgs(\r\n scene,\r\n texture,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n if (imageHandler) {\r\n imageHandler(texture, imgs);\r\n }\r\n },\r\n files,\r\n onError\r\n );\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n"]}
@@ -44,7 +44,7 @@ export interface ComputeCompilationMessages {
44
44
  }[];
45
45
  }
46
46
  /** @internal */
47
- export declare enum ComputeBindingType {
47
+ export declare const enum ComputeBindingType {
48
48
  Texture = 0,
49
49
  StorageTexture = 1,
50
50
  UniformBuffer = 2,