@babylonjs/core 7.24.0 → 7.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (295) hide show
  1. package/Animations/animation.js +3 -3
  2. package/Animations/animation.js.map +1 -1
  3. package/Audio/sound.js +13 -6
  4. package/Audio/sound.js.map +1 -1
  5. package/Behaviors/Meshes/followBehavior.js +3 -3
  6. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  7. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  8. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  9. package/Compute/computeEffect.js +4 -4
  10. package/Compute/computeEffect.js.map +1 -1
  11. package/Engines/Extensions/engine.prefilteredCubeTexture.js +2 -3
  12. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  13. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  14. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  15. package/Engines/WebGPU/webgpuHardwareTexture.js +2 -2
  16. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  17. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -2
  18. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +12 -10
  20. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  22. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  23. package/Engines/abstractEngine.js +2 -2
  24. package/Engines/abstractEngine.js.map +1 -1
  25. package/Engines/engineCapabilities.d.ts +2 -0
  26. package/Engines/engineCapabilities.js.map +1 -1
  27. package/Engines/nativeEngine.js +3 -2
  28. package/Engines/nativeEngine.js.map +1 -1
  29. package/Engines/nullEngine.js +1 -0
  30. package/Engines/nullEngine.js.map +1 -1
  31. package/Engines/thinEngine.js +2 -0
  32. package/Engines/thinEngine.js.map +1 -1
  33. package/Engines/webgpuEngine.js +1 -0
  34. package/Engines/webgpuEngine.js.map +1 -1
  35. package/LensFlares/lensFlareSystem.js +2 -2
  36. package/LensFlares/lensFlareSystem.js.map +1 -1
  37. package/Loading/sceneLoader.js +3 -3
  38. package/Loading/sceneLoader.js.map +1 -1
  39. package/Materials/Node/Blocks/Dual/lightBlock.js +17 -8
  40. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -2
  42. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
  44. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  45. package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
  46. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  47. package/Materials/Node/Blocks/colorMergerBlock.js +1 -1
  48. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/vectorMergerBlock.js +1 -1
  50. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  51. package/Materials/PBR/pbrBaseMaterial.js +1 -2
  52. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  53. package/Materials/PBR/pbrSubSurfaceConfiguration.js +1 -2
  54. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  55. package/Materials/Textures/Filtering/hdrFiltering.d.ts +0 -2
  56. package/Materials/Textures/Filtering/hdrFiltering.js +12 -4
  57. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  58. package/Materials/Textures/Loaders/textureLoaderManager.d.ts +14 -1
  59. package/Materials/Textures/Loaders/textureLoaderManager.js +50 -21
  60. package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
  61. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +15 -1
  62. package/Materials/Textures/Procedurals/proceduralTexture.js +24 -1
  63. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  64. package/Materials/Textures/index.d.ts +6 -0
  65. package/Materials/Textures/index.js +8 -0
  66. package/Materials/Textures/index.js.map +1 -1
  67. package/Materials/Textures/texture.js +2 -2
  68. package/Materials/Textures/texture.js.map +1 -1
  69. package/Materials/effect.functions.js +4 -4
  70. package/Materials/effect.functions.js.map +1 -1
  71. package/Maths/math.color.js +6 -7
  72. package/Maths/math.color.js.map +1 -1
  73. package/Maths/math.path.js +5 -5
  74. package/Maths/math.path.js.map +1 -1
  75. package/Maths/math.scalar.d.ts +33 -191
  76. package/Maths/math.scalar.functions.d.ts +147 -0
  77. package/Maths/math.scalar.functions.js +247 -0
  78. package/Maths/math.scalar.functions.js.map +1 -1
  79. package/Maths/math.scalar.js +15 -303
  80. package/Maths/math.scalar.js.map +1 -1
  81. package/Meshes/Builders/decalBuilder.js +3 -3
  82. package/Meshes/Builders/decalBuilder.js.map +1 -1
  83. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +8 -1
  84. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +30 -13
  85. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  86. package/Meshes/Node/Blocks/conditionBlock.js +2 -2
  87. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  88. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +4 -4
  89. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  90. package/Meshes/Node/Blocks/noiseBlock.js +3 -3
  91. package/Meshes/Node/Blocks/noiseBlock.js.map +1 -1
  92. package/Meshes/geodesicMesh.js +3 -3
  93. package/Meshes/geodesicMesh.js.map +1 -1
  94. package/Meshes/trailMesh.js +4 -4
  95. package/Meshes/trailMesh.js.map +1 -1
  96. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +7 -7
  97. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  98. package/Misc/PerformanceViewer/performanceViewerCollector.js +2 -1
  99. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  100. package/Misc/basis.js +2 -3
  101. package/Misc/basis.js.map +1 -1
  102. package/Misc/dds.js +9 -9
  103. package/Misc/dds.js.map +1 -1
  104. package/Misc/dumpTools.js +2 -2
  105. package/Misc/dumpTools.js.map +1 -1
  106. package/Misc/environmentTextureTools.js +4 -4
  107. package/Misc/environmentTextureTools.js.map +1 -1
  108. package/Misc/reflector.js +3 -3
  109. package/Misc/reflector.js.map +1 -1
  110. package/Misc/screenshotTools.d.ts +2 -1
  111. package/Misc/screenshotTools.js +3 -2
  112. package/Misc/screenshotTools.js.map +1 -1
  113. package/Misc/tools.d.ts +6 -3
  114. package/Misc/tools.js +5 -3
  115. package/Misc/tools.js.map +1 -1
  116. package/Particles/EmitterTypes/coneParticleEmitter.js +10 -10
  117. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  118. package/Particles/EmitterTypes/cylinderParticleEmitter.js +9 -9
  119. package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
  120. package/Particles/EmitterTypes/hemisphericParticleEmitter.js +7 -7
  121. package/Particles/EmitterTypes/hemisphericParticleEmitter.js.map +1 -1
  122. package/Particles/EmitterTypes/meshParticleEmitter.js +4 -4
  123. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  124. package/Particles/EmitterTypes/pointParticleEmitter.js +4 -4
  125. package/Particles/EmitterTypes/pointParticleEmitter.js.map +1 -1
  126. package/Particles/EmitterTypes/sphereParticleEmitter.js +10 -10
  127. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  128. package/Particles/gpuParticleSystem.js +2 -2
  129. package/Particles/gpuParticleSystem.js.map +1 -1
  130. package/Particles/pointsCloudSystem.js +8 -8
  131. package/Particles/pointsCloudSystem.js.map +1 -1
  132. package/Physics/v1/Plugins/ammoJSPlugin.js +2 -2
  133. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  134. package/Physics/v2/physicsAggregate.js +2 -2
  135. package/Physics/v2/physicsAggregate.js.map +1 -1
  136. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +2 -2
  137. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  138. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
  139. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  140. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +4 -4
  141. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  142. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +2 -2
  143. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  144. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -0
  145. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +6 -0
  146. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  147. package/PostProcesses/postProcess.d.ts +4 -0
  148. package/PostProcesses/postProcess.js +1 -0
  149. package/PostProcesses/postProcess.js.map +1 -1
  150. package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +0 -2
  151. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +46 -3
  152. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  153. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts +0 -5
  154. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +33 -5
  155. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  156. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -3
  157. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +56 -18
  158. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  159. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.d.ts +0 -2
  160. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +20 -2
  161. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  162. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +2 -14
  163. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +108 -36
  164. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  165. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +0 -2
  166. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +23 -11
  167. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  168. package/Rendering/depthPeelingRenderer.d.ts +7 -3
  169. package/Rendering/depthPeelingRenderer.js +38 -3
  170. package/Rendering/depthPeelingRenderer.js.map +1 -1
  171. package/Rendering/index.d.ts +44 -0
  172. package/Rendering/index.js +46 -0
  173. package/Rendering/index.js.map +1 -1
  174. package/Shaders/iblCombineVoxelGrids.fragment.d.ts +5 -0
  175. package/Shaders/{combineVoxelGrids.fragment.js → iblCombineVoxelGrids.fragment.js} +3 -3
  176. package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -0
  177. package/Shaders/iblGenerateVoxelMip.fragment.d.ts +5 -0
  178. package/Shaders/{generateVoxelMip.fragment.js → iblGenerateVoxelMip.fragment.js} +3 -3
  179. package/Shaders/iblGenerateVoxelMip.fragment.js.map +1 -0
  180. package/Shaders/iblShadowVoxelTracing.fragment.js +18 -10
  181. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  182. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js +2 -1
  183. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -1
  184. package/Shaders/{voxelGrid.fragment.d.ts → iblVoxelGrid.fragment.d.ts} +1 -1
  185. package/Shaders/{voxelGrid.fragment.js → iblVoxelGrid.fragment.js} +3 -3
  186. package/Shaders/iblVoxelGrid.fragment.js.map +1 -0
  187. package/Shaders/{voxelSlabDebug.fragment.d.ts → iblVoxelGrid.vertex.d.ts} +1 -1
  188. package/Shaders/{voxelGrid.vertex.js → iblVoxelGrid.vertex.js} +8 -4
  189. package/Shaders/iblVoxelGrid.vertex.js.map +1 -0
  190. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.d.ts +5 -0
  191. package/Shaders/{voxelGrid2dArrayDebug.fragment.js → iblVoxelGrid2dArrayDebug.fragment.js} +3 -3
  192. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -0
  193. package/Shaders/iblVoxelGrid3dDebug.fragment.d.ts +5 -0
  194. package/Shaders/{voxelGrid3dDebug.fragment.js → iblVoxelGrid3dDebug.fragment.js} +3 -3
  195. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +1 -0
  196. package/Shaders/{combineVoxelGrids.fragment.d.ts → iblVoxelSlabDebug.fragment.d.ts} +1 -1
  197. package/Shaders/{voxelSlabDebug.fragment.js → iblVoxelSlabDebug.fragment.js} +3 -3
  198. package/Shaders/iblVoxelSlabDebug.fragment.js.map +1 -0
  199. package/Shaders/iblVoxelSlabDebug.vertex.d.ts +5 -0
  200. package/Shaders/{voxelSlabDebug.vertex.js → iblVoxelSlabDebug.vertex.js} +3 -3
  201. package/Shaders/iblVoxelSlabDebug.vertex.js.map +1 -0
  202. package/ShadersWGSL/ShadersInclude/lightFragment.js +7 -7
  203. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  204. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.d.ts +5 -0
  205. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js +10 -0
  206. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js.map +1 -0
  207. package/ShadersWGSL/default.fragment.js +4 -0
  208. package/ShadersWGSL/default.fragment.js.map +1 -1
  209. package/ShadersWGSL/hdrFiltering.fragment.d.ts +9 -0
  210. package/ShadersWGSL/hdrFiltering.fragment.js +18 -0
  211. package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -0
  212. package/ShadersWGSL/hdrFiltering.vertex.d.ts +5 -0
  213. package/ShadersWGSL/hdrFiltering.vertex.js +16 -0
  214. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -0
  215. package/ShadersWGSL/iblCombineVoxelGrids.fragment.d.ts +5 -0
  216. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +10 -0
  217. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -0
  218. package/ShadersWGSL/iblGenerateVoxelMip.fragment.d.ts +5 -0
  219. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +26 -0
  220. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -0
  221. package/ShadersWGSL/iblShadowAccumulation.fragment.d.ts +5 -0
  222. package/ShadersWGSL/iblShadowAccumulation.fragment.js +24 -0
  223. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -0
  224. package/ShadersWGSL/iblShadowDebug.fragment.d.ts +5 -0
  225. package/ShadersWGSL/iblShadowDebug.fragment.js +16 -0
  226. package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -0
  227. package/ShadersWGSL/iblShadowGBufferDebug.fragment.d.ts +5 -0
  228. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +17 -0
  229. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -0
  230. package/ShadersWGSL/iblShadowSpatialBlur.fragment.d.ts +5 -0
  231. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +20 -0
  232. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -0
  233. package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +5 -0
  234. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +163 -0
  235. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -0
  236. package/ShadersWGSL/iblShadowsCdfx.fragment.d.ts +5 -0
  237. package/ShadersWGSL/iblShadowsCdfx.fragment.js +12 -0
  238. package/ShadersWGSL/iblShadowsCdfx.fragment.js.map +1 -0
  239. package/ShadersWGSL/iblShadowsCdfy.fragment.d.ts +5 -0
  240. package/ShadersWGSL/iblShadowsCdfy.fragment.js +33 -0
  241. package/ShadersWGSL/iblShadowsCdfy.fragment.js.map +1 -0
  242. package/ShadersWGSL/iblShadowsCombine.fragment.d.ts +5 -0
  243. package/ShadersWGSL/iblShadowsCombine.fragment.js +10 -0
  244. package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -0
  245. package/ShadersWGSL/iblShadowsIcdfx.fragment.d.ts +5 -0
  246. package/ShadersWGSL/iblShadowsIcdfx.fragment.js +18 -0
  247. package/ShadersWGSL/iblShadowsIcdfx.fragment.js.map +1 -0
  248. package/ShadersWGSL/iblShadowsIcdfy.fragment.d.ts +5 -0
  249. package/ShadersWGSL/iblShadowsIcdfy.fragment.js +17 -0
  250. package/ShadersWGSL/iblShadowsIcdfy.fragment.js.map +1 -0
  251. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.d.ts +5 -0
  252. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js +41 -0
  253. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -0
  254. package/{Shaders/voxelGrid3dDebug.fragment.d.ts → ShadersWGSL/iblVoxelGrid.fragment.d.ts} +1 -1
  255. package/ShadersWGSL/iblVoxelGrid.fragment.js +15 -0
  256. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -0
  257. package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +5 -0
  258. package/ShadersWGSL/iblVoxelGrid.vertex.js +14 -0
  259. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -0
  260. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.d.ts +5 -0
  261. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +10 -0
  262. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -0
  263. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +5 -0
  264. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +22 -0
  265. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -0
  266. package/ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts +5 -0
  267. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +12 -0
  268. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -0
  269. package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +5 -0
  270. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +10 -0
  271. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -0
  272. package/{Shaders/generateVoxelMip.fragment.d.ts → ShadersWGSL/oitBackBlend.fragment.d.ts} +1 -1
  273. package/ShadersWGSL/oitBackBlend.fragment.js +11 -0
  274. package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -0
  275. package/{Shaders/voxelGrid.vertex.d.ts → ShadersWGSL/oitFinal.fragment.d.ts} +1 -1
  276. package/ShadersWGSL/oitFinal.fragment.js +14 -0
  277. package/ShadersWGSL/oitFinal.fragment.js.map +1 -0
  278. package/ShadersWGSL/pbr.fragment.js +17 -8
  279. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  280. package/{Shaders/voxelSlabDebug.vertex.d.ts → ShadersWGSL/procedural.vertex.d.ts} +1 -1
  281. package/ShadersWGSL/procedural.vertex.js +16 -0
  282. package/ShadersWGSL/procedural.vertex.js.map +1 -0
  283. package/XR/features/WebXRHandTracking.d.ts +5 -0
  284. package/XR/features/WebXRHandTracking.js +34 -12
  285. package/XR/features/WebXRHandTracking.js.map +1 -1
  286. package/package.json +2 -2
  287. package/Shaders/combineVoxelGrids.fragment.js.map +0 -1
  288. package/Shaders/generateVoxelMip.fragment.js.map +0 -1
  289. package/Shaders/voxelGrid.fragment.js.map +0 -1
  290. package/Shaders/voxelGrid.vertex.js.map +0 -1
  291. package/Shaders/voxelGrid2dArrayDebug.fragment.d.ts +0 -5
  292. package/Shaders/voxelGrid2dArrayDebug.fragment.js.map +0 -1
  293. package/Shaders/voxelGrid3dDebug.fragment.js.map +0 -1
  294. package/Shaders/voxelSlabDebug.fragment.js.map +0 -1
  295. package/Shaders/voxelSlabDebug.vertex.js.map +0 -1
@@ -1,6 +1,6 @@
1
1
  import { Tools } from "../Misc/tools.js";
2
2
  import { Matrix, Vector3 } from "../Maths/math.vector.js";
3
- import { Scalar } from "../Maths/math.scalar.js";
3
+ import { Clamp } from "../Maths/math.scalar.functions.js";
4
4
  import { EngineStore } from "../Engines/engineStore.js";
5
5
  import { VertexBuffer } from "../Buffers/buffer.js";
6
6
  import { Ray } from "../Culling/ray.js";
@@ -232,7 +232,7 @@ export class LensFlareSystem {
232
232
  if (away > this.borderLimit) {
233
233
  away = this.borderLimit;
234
234
  }
235
- let intensity = 1.0 - Scalar.Clamp(away / this.borderLimit, 0, 1);
235
+ let intensity = 1.0 - Clamp(away / this.borderLimit, 0, 1);
236
236
  if (intensity < 0) {
237
237
  return false;
238
238
  }
@@ -1 +1 @@
1
- {"version":3,"file":"lensFlareSystem.js","sourceRoot":"","sources":["../../../../dev/core/src/LensFlares/lensFlareSystem.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AAGtC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,GAAG,EAAE,MAAM,gBAAgB,CAAC;AACrC,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,UAAU,EAAE,8BAA6B;AAElD;;;;GAIG;AACH,MAAM,OAAO,eAAe;IAgCxB,qBAAqB;IACrB,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAKD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAuBD;;;;;;;;OAQG;IACH;IACI;;OAEG;IACI,IAAY,EACnB,OAAY,EACZ,KAAY;QAFL,SAAI,GAAJ,IAAI,CAAQ;QA1EvB;;WAEG;QACI,eAAU,GAAgB,EAAE,CAAC;QAEpC;;WAEG;QACI,gBAAW,GAAG,GAAG,CAAC;QAEzB;;WAEG;QACI,mBAAc,GAAG,CAAC,CAAC;QAO1B;;WAEG;QACI,cAAS,GAAW,UAAU,CAAC;QAOtC,yCAAyC;QAC/B,oBAAe,+BAAuB;QAiBxC,mBAAc,GAA8C,EAAE,CAAC;QAI/D,eAAU,GAAG,IAAI,CAAC;QAqD1B,gBAAgB;QACT,qBAAgB,GAAG,IAAI,UAAU,CAAO,SAAS,EAAE,IAAI,CAAC,CAAC;QAExD,mBAAc,GAAG,KAAK,CAAC;QA9B3B,IAAI,CAAC,MAAM,GAAG,KAAK,IAAI,WAAW,CAAC,gBAAgB,CAAC;QACpD,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAE3D,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC;QACf,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAElC,IAAI,CAAC,wBAAwB,GAAG,CAAC,CAAC,EAAE,EAAE,CACzB,CAAC,KAAK,CAAC,YAAY,IAAI,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,CAAC,SAAS,GAAG,KAAK,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;QAEpJ,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,MAAM;QACN,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACrB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAErB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,QAAQ,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,UAAU;QACV,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAOS,KAAK,CAAC,sBAAsB;QAClC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE;YAC/C,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,mCAAmC,CAAC,EAAE,MAAM,CAAC,iCAAiC,CAAC,CAAC,CAAC,CAAC;SAC/G;aAAM;YACH,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,+BAA+B,CAAC,EAAE,MAAM,CAAC,6BAA6B,CAAC,CAAC,CAAC,CAAC;SACvG;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC3B,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,CAAC;IAC5C,CAAC;IAEO,kBAAkB;QACtB,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAC3E,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,KAAc;QAC/B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACI,UAAU;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,UAAU,CAAC,UAAe;QAC7B,IAAI,CAAC,QAAQ,GAAG,UAAU,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,kBAAkB;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC;IAC5G,CAAC;IAED;;OAEG;IACI,wBAAwB,CAAC,cAAwB;QACpD,IAAI,QAAQ,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAEzC,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC,QAAQ,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,kBAAkB,EAAE,EAAE,cAAc,CAAC,CAAC;QAE1G,IAAI,CAAC,UAAU,GAAG,QAAQ,CAAC,CAAC,CAAC;QAC7B,IAAI,CAAC,UAAU,GAAG,QAAQ,CAAC,CAAC,CAAC;QAE7B,QAAQ,GAAG,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC;QAEhG,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,EAAE;YACzB,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,KAAK,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAChD,cAAc,CAAC,MAAM,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YAClC,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YAClC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;YACvC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;SAC1C;QAED,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC;QAC7C,MAAM,GAAG,GAAG,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,IAAI,GAAG,CAAC,CAAC;QAEhE,IAAI,GAAG,EAAE;YACL,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,EAAE;gBACjG,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,EAAE;oBAClG,OAAO,IAAI,CAAC;iBACf;aACJ;YACD,OAAO,IAAI,CAAC;SACf;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,gBAAgB;IACT,UAAU;QACb,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;YAC/C,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAClD,MAAM,SAAS,GAAG,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC;QACpF,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC;QACpC,SAAS,CAAC,SAAS,EAAE,CAAC;QAEtB,MAAM,GAAG,GAAG,IAAI,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;QACxE,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,GAAG,EAAE,IAAI,CAAC,wBAAwB,EAAE,IAAI,CAAC,CAAC;QAEnF,OAAO,CAAC,QAAQ,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC;IACtE,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;YACnD,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC;QACnD,MAAM,cAAc,GAAG,QAAQ,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC;QAEpG,WAAW;QACX,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,EAAE;YAChD,OAAO,KAAK,CAAC;SAChB;QAED,aAAa;QACb,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,EAAE;YACpB,OAAO,KAAK,CAAC;SAChB;QAED,YAAY;QACZ,IAAI,KAAK,CAAC;QACV,IAAI,KAAK,CAAC;QAEV,IAAI,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,EAAE;YACvD,KAAK,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;SACjE;aAAM,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,IAAI,CAAC,WAAW,EAAE;YACrF,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC;SACxF;aAAM;YACH,KAAK,GAAG,CAAC,CAAC;SACb;QAED,IAAI,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,EAAE;YACvD,KAAK,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;SACjE;aAAM,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,EAAE;YACtF,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;SACzF;aAAM;YACH,KAAK,GAAG,CAAC,CAAC;SACb;QAED,IAAI,IAAI,GAAG,KAAK,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC;QAEzC,IAAI,IAAI,IAAI,CAAC,cAAc,CAAC;QAE5B,IAAI,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE;YACzB,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC;SAC3B;QAED,IAAI,SAAS,GAAG,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClE,IAAI,SAAS,GAAG,CAAC,EAAE;YACf,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,SAAS,GAAG,GAAG,EAAE;YACjB,SAAS,GAAG,GAAG,CAAC;SACnB;QAED,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,EAAE;YACzB,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,KAAK,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAChD,cAAc,CAAC,MAAM,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;YACvC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;SAC1C;QAED,WAAW;QACX,MAAM,OAAO,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,CAAC,CAAC;QAC5D,MAAM,OAAO,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;QAC7D,MAAM,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QACxC,MAAM,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QAExC,UAAU;QACV,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACvB,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QAE7B,SAAS;QACT,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAErC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,EAAE;gBACtF,SAAS;aACZ;YAED,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC;YACxC,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,CAAC;YAEvF,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC;YAErC,MAAM,CAAC,GAAG,OAAO,GAAG,KAAK,GAAG,KAAK,CAAC,QAAQ,CAAC;YAC3C,MAAM,CAAC,GAAG,OAAO,GAAG,KAAK,GAAG,KAAK,CAAC,QAAQ,CAAC;YAE3C,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,CAAC;YACtB,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,GAAG,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YAC9E,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC;YACrE,MAAM,EAAE,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,CAAC;YAEtE,MAAM,cAAc,GAAG,MAAM,CAAC,UAAU,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAErG,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC;YAEvE,UAAU;YACV,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,UAAU,CAAC,gBAAgB,EAAE,KAAK,CAAC,OAAO,CAAC,CAAC;YAEvE,QAAQ;YACR,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,GAAG,CAAC,CAAC;YAEpI,aAAa;YACb,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5D;QAED,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC5B,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QAC7C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,cAAc,EAAE;YACnC,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,EAAE,QAAQ,EAAE,CAAC;SACxC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACpE,IAAI,YAAY,EAAE;YACd,YAAY,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC;SACzD;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAC1D,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;SAC5B;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE;YAC3B,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;SAChC;QAED,oBAAoB;QACpB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACzD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,MAAM,OAAO,GAAG,KAAK,CAAC,gBAAgB,CAAC,qBAAqB,CAAC,SAAS,CAAC,CAAC;QAExE,MAAM,IAAI,GAAG,qBAAqB,CAAC,IAAI,IAAI,kBAAkB,GAAG,qBAAqB,CAAC,SAAS,CAAC;QAEhG,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;QAElE,eAAe,CAAC,EAAE,GAAG,qBAAqB,CAAC,EAAE,IAAI,IAAI,CAAC;QACtD,eAAe,CAAC,WAAW,GAAG,qBAAqB,CAAC,WAAW,CAAC;QAEhE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,qBAAqB,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACtE,MAAM,WAAW,GAAG,qBAAqB,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACxD,SAAS,CAAC,QAAQ,CACd,WAAW,CAAC,IAAI,EAChB,WAAW,CAAC,QAAQ,EACpB,MAAM,CAAC,SAAS,CAAC,WAAW,CAAC,KAAK,CAAC,EACnC,WAAW,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,GAAG,WAAW,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,EAChE,eAAe,CAClB,CAAC;SACL;QAED,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QAEpC,mBAAmB,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;QACjC,mBAAmB,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QAErC,mBAAmB,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;QACrD,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QAEnD,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAErC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC;gBAC5B,IAAI,EAAE,KAAK,CAAC,IAAI;gBAChB,QAAQ,EAAE,KAAK,CAAC,QAAQ;gBACxB,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC,OAAO,EAAE;gBAC5B,WAAW,EAAE,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC;aAC1E,CAAC,CAAC;SACN;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;;AAzcD;;;GAGG;AACW,yBAAS,GAAG,KAAK,AAAR,CAAS;AAwDhC;;GAEG;AACW,6CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;AACvD,CAAC,AAF0C,CAEzC","sourcesContent":["import { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { Viewport } from \"../Maths/math.viewport\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * Force all the lens flare systems to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares: LensFlare[] = [];\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /** Gets the scene */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /** Shader language used by the system */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this system.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) =>\r\n <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && (m.layerMask & scene.activeCamera.layerMask) != 0);\r\n\r\n const engine = scene.getEngine();\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n /** @internal */\r\n public _onShadersLoaded = new Observable<void>(undefined, true);\r\n\r\n private _shadersLoaded = false;\r\n\r\n protected async _initShaderSourceAsync() {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !LensFlareSystem.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/lensFlare.fragment\"), import(\"../ShadersWGSL/lensFlare.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/lensFlare.fragment\"), import(\"../Shaders/lensFlare.vertex\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._onShadersLoaded.notifyObservers();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n let position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = (position.z > 0 && !rhs) || (position.z < 0 && rhs);\r\n\r\n if (okZ) {\r\n if (this._positionX > globalViewport.x && this._positionX < globalViewport.x + globalViewport.width) {\r\n if (this._positionY > globalViewport.y && this._positionY < globalViewport.y + globalViewport.height) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const emitterPosition = this.getEmitterPosition();\r\n const direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n const distance = direction.length();\r\n direction.normalize();\r\n\r\n const ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n const pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public render(): boolean {\r\n if (!this._scene.activeCamera || !this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const viewport = this._scene.activeCamera.viewport;\r\n const globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n let awayX;\r\n let awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n let away = awayX > awayY ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n let intensity = 1.0 - Scalar.Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n const centerX = globalViewport.x + globalViewport.width / 2;\r\n const centerY = globalViewport.y + globalViewport.height / 2;\r\n const distX = centerX - this._positionX;\r\n const distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // Flares\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n if (!flare._drawWrapper.effect!.isReady() || (flare.texture && !flare.texture.isReady())) {\r\n continue;\r\n }\r\n\r\n engine.enableEffect(flare._drawWrapper);\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect!);\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n const x = centerX - distX * flare.position;\r\n const y = centerY - distY * flare.position;\r\n\r\n const cw = flare.size;\r\n const ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n const cx = 2 * ((x - globalViewport.x) / globalViewport.width) - 1.0;\r\n const cy = 1.0 - 2 * ((y - globalViewport.y) / globalViewport.height);\r\n\r\n const viewportMatrix = Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);\r\n\r\n flare._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n flare._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n flare._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n this._onShadersLoaded.clear();\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n const index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n const emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n const name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n const lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (let index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n const parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(\r\n parsedFlare.size,\r\n parsedFlare.position,\r\n Color3.FromArray(parsedFlare.color),\r\n parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\",\r\n lensFlareSystem\r\n );\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\"),\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"lensFlareSystem.js","sourceRoot":"","sources":["../../../../dev/core/src/LensFlares/lensFlareSystem.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AAGtC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,KAAK,EAAE,MAAM,gCAAgC,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,GAAG,EAAE,MAAM,gBAAgB,CAAC;AACrC,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,UAAU,EAAE,8BAA6B;AAElD;;;;GAIG;AACH,MAAM,OAAO,eAAe;IAgCxB,qBAAqB;IACrB,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAKD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAuBD;;;;;;;;OAQG;IACH;IACI;;OAEG;IACI,IAAY,EACnB,OAAY,EACZ,KAAY;QAFL,SAAI,GAAJ,IAAI,CAAQ;QA1EvB;;WAEG;QACI,eAAU,GAAgB,EAAE,CAAC;QAEpC;;WAEG;QACI,gBAAW,GAAG,GAAG,CAAC;QAEzB;;WAEG;QACI,mBAAc,GAAG,CAAC,CAAC;QAO1B;;WAEG;QACI,cAAS,GAAW,UAAU,CAAC;QAOtC,yCAAyC;QAC/B,oBAAe,+BAAuB;QAiBxC,mBAAc,GAA8C,EAAE,CAAC;QAI/D,eAAU,GAAG,IAAI,CAAC;QAqD1B,gBAAgB;QACT,qBAAgB,GAAG,IAAI,UAAU,CAAO,SAAS,EAAE,IAAI,CAAC,CAAC;QAExD,mBAAc,GAAG,KAAK,CAAC;QA9B3B,IAAI,CAAC,MAAM,GAAG,KAAK,IAAI,WAAW,CAAC,gBAAgB,CAAC;QACpD,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAE3D,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC;QACf,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAElC,IAAI,CAAC,wBAAwB,GAAG,CAAC,CAAC,EAAE,EAAE,CACzB,CAAC,KAAK,CAAC,YAAY,IAAI,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,CAAC,SAAS,GAAG,KAAK,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;QAEpJ,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,MAAM;QACN,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACrB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAErB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,QAAQ,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,UAAU;QACV,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAOS,KAAK,CAAC,sBAAsB;QAClC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE;YAC/C,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,mCAAmC,CAAC,EAAE,MAAM,CAAC,iCAAiC,CAAC,CAAC,CAAC,CAAC;SAC/G;aAAM;YACH,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,+BAA+B,CAAC,EAAE,MAAM,CAAC,6BAA6B,CAAC,CAAC,CAAC,CAAC;SACvG;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC3B,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,CAAC;IAC5C,CAAC;IAEO,kBAAkB;QACtB,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAC3E,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,KAAc;QAC/B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACI,UAAU;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,UAAU,CAAC,UAAe;QAC7B,IAAI,CAAC,QAAQ,GAAG,UAAU,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,kBAAkB;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC;IAC5G,CAAC;IAED;;OAEG;IACI,wBAAwB,CAAC,cAAwB;QACpD,IAAI,QAAQ,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAEzC,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC,QAAQ,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,kBAAkB,EAAE,EAAE,cAAc,CAAC,CAAC;QAE1G,IAAI,CAAC,UAAU,GAAG,QAAQ,CAAC,CAAC,CAAC;QAC7B,IAAI,CAAC,UAAU,GAAG,QAAQ,CAAC,CAAC,CAAC;QAE7B,QAAQ,GAAG,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC;QAEhG,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,EAAE;YACzB,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,KAAK,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAChD,cAAc,CAAC,MAAM,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YAClC,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YAClC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;YACvC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;SAC1C;QAED,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC;QAC7C,MAAM,GAAG,GAAG,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,IAAI,GAAG,CAAC,CAAC;QAEhE,IAAI,GAAG,EAAE;YACL,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,EAAE;gBACjG,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,EAAE;oBAClG,OAAO,IAAI,CAAC;iBACf;aACJ;YACD,OAAO,IAAI,CAAC;SACf;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,gBAAgB;IACT,UAAU;QACb,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;YAC/C,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAClD,MAAM,SAAS,GAAG,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC;QACpF,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC;QACpC,SAAS,CAAC,SAAS,EAAE,CAAC;QAEtB,MAAM,GAAG,GAAG,IAAI,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;QACxE,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,GAAG,EAAE,IAAI,CAAC,wBAAwB,EAAE,IAAI,CAAC,CAAC;QAEnF,OAAO,CAAC,QAAQ,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC;IACtE,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;YACnD,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC;QACnD,MAAM,cAAc,GAAG,QAAQ,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC;QAEpG,WAAW;QACX,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,EAAE;YAChD,OAAO,KAAK,CAAC;SAChB;QAED,aAAa;QACb,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,EAAE;YACpB,OAAO,KAAK,CAAC;SAChB;QAED,YAAY;QACZ,IAAI,KAAK,CAAC;QACV,IAAI,KAAK,CAAC;QAEV,IAAI,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,EAAE;YACvD,KAAK,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;SACjE;aAAM,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,IAAI,CAAC,WAAW,EAAE;YACrF,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC;SACxF;aAAM;YACH,KAAK,GAAG,CAAC,CAAC;SACb;QAED,IAAI,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,EAAE;YACvD,KAAK,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;SACjE;aAAM,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,EAAE;YACtF,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;SACzF;aAAM;YACH,KAAK,GAAG,CAAC,CAAC;SACb;QAED,IAAI,IAAI,GAAG,KAAK,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC;QAEzC,IAAI,IAAI,IAAI,CAAC,cAAc,CAAC;QAE5B,IAAI,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE;YACzB,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC;SAC3B;QAED,IAAI,SAAS,GAAG,GAAG,GAAG,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC3D,IAAI,SAAS,GAAG,CAAC,EAAE;YACf,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,SAAS,GAAG,GAAG,EAAE;YACjB,SAAS,GAAG,GAAG,CAAC;SACnB;QAED,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,EAAE;YACzB,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,KAAK,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAChD,cAAc,CAAC,MAAM,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;YACvC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;SAC1C;QAED,WAAW;QACX,MAAM,OAAO,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,CAAC,CAAC;QAC5D,MAAM,OAAO,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;QAC7D,MAAM,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QACxC,MAAM,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QAExC,UAAU;QACV,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACvB,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QAE7B,SAAS;QACT,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAErC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,EAAE;gBACtF,SAAS;aACZ;YAED,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC;YACxC,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,CAAC;YAEvF,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC;YAErC,MAAM,CAAC,GAAG,OAAO,GAAG,KAAK,GAAG,KAAK,CAAC,QAAQ,CAAC;YAC3C,MAAM,CAAC,GAAG,OAAO,GAAG,KAAK,GAAG,KAAK,CAAC,QAAQ,CAAC;YAE3C,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,CAAC;YACtB,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,GAAG,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YAC9E,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC;YACrE,MAAM,EAAE,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,CAAC;YAEtE,MAAM,cAAc,GAAG,MAAM,CAAC,UAAU,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAErG,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC;YAEvE,UAAU;YACV,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,UAAU,CAAC,gBAAgB,EAAE,KAAK,CAAC,OAAO,CAAC,CAAC;YAEvE,QAAQ;YACR,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,GAAG,CAAC,CAAC;YAEpI,aAAa;YACb,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5D;QAED,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC5B,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QAC7C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,cAAc,EAAE;YACnC,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,EAAE,QAAQ,EAAE,CAAC;SACxC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACpE,IAAI,YAAY,EAAE;YACd,YAAY,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC;SACzD;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAC1D,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;SAC5B;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE;YAC3B,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;SAChC;QAED,oBAAoB;QACpB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACzD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,MAAM,OAAO,GAAG,KAAK,CAAC,gBAAgB,CAAC,qBAAqB,CAAC,SAAS,CAAC,CAAC;QAExE,MAAM,IAAI,GAAG,qBAAqB,CAAC,IAAI,IAAI,kBAAkB,GAAG,qBAAqB,CAAC,SAAS,CAAC;QAEhG,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;QAElE,eAAe,CAAC,EAAE,GAAG,qBAAqB,CAAC,EAAE,IAAI,IAAI,CAAC;QACtD,eAAe,CAAC,WAAW,GAAG,qBAAqB,CAAC,WAAW,CAAC;QAEhE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,qBAAqB,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACtE,MAAM,WAAW,GAAG,qBAAqB,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACxD,SAAS,CAAC,QAAQ,CACd,WAAW,CAAC,IAAI,EAChB,WAAW,CAAC,QAAQ,EACpB,MAAM,CAAC,SAAS,CAAC,WAAW,CAAC,KAAK,CAAC,EACnC,WAAW,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,GAAG,WAAW,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,EAChE,eAAe,CAClB,CAAC;SACL;QAED,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QAEpC,mBAAmB,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;QACjC,mBAAmB,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QAErC,mBAAmB,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;QACrD,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QAEnD,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAErC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC;gBAC5B,IAAI,EAAE,KAAK,CAAC,IAAI;gBAChB,QAAQ,EAAE,KAAK,CAAC,QAAQ;gBACxB,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC,OAAO,EAAE;gBAC5B,WAAW,EAAE,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC;aAC1E,CAAC,CAAC;SACN;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;;AAzcD;;;GAGG;AACW,yBAAS,GAAG,KAAK,AAAR,CAAS;AAwDhC;;GAEG;AACW,6CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;AACvD,CAAC,AAF0C,CAEzC","sourcesContent":["import { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { Viewport } from \"../Maths/math.viewport\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * Force all the lens flare systems to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares: LensFlare[] = [];\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /** Gets the scene */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /** Shader language used by the system */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this system.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) =>\r\n <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && (m.layerMask & scene.activeCamera.layerMask) != 0);\r\n\r\n const engine = scene.getEngine();\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n /** @internal */\r\n public _onShadersLoaded = new Observable<void>(undefined, true);\r\n\r\n private _shadersLoaded = false;\r\n\r\n protected async _initShaderSourceAsync() {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !LensFlareSystem.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/lensFlare.fragment\"), import(\"../ShadersWGSL/lensFlare.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/lensFlare.fragment\"), import(\"../Shaders/lensFlare.vertex\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._onShadersLoaded.notifyObservers();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n let position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = (position.z > 0 && !rhs) || (position.z < 0 && rhs);\r\n\r\n if (okZ) {\r\n if (this._positionX > globalViewport.x && this._positionX < globalViewport.x + globalViewport.width) {\r\n if (this._positionY > globalViewport.y && this._positionY < globalViewport.y + globalViewport.height) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const emitterPosition = this.getEmitterPosition();\r\n const direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n const distance = direction.length();\r\n direction.normalize();\r\n\r\n const ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n const pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public render(): boolean {\r\n if (!this._scene.activeCamera || !this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const viewport = this._scene.activeCamera.viewport;\r\n const globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n let awayX;\r\n let awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n let away = awayX > awayY ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n let intensity = 1.0 - Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n const centerX = globalViewport.x + globalViewport.width / 2;\r\n const centerY = globalViewport.y + globalViewport.height / 2;\r\n const distX = centerX - this._positionX;\r\n const distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // Flares\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n if (!flare._drawWrapper.effect!.isReady() || (flare.texture && !flare.texture.isReady())) {\r\n continue;\r\n }\r\n\r\n engine.enableEffect(flare._drawWrapper);\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect!);\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n const x = centerX - distX * flare.position;\r\n const y = centerY - distY * flare.position;\r\n\r\n const cw = flare.size;\r\n const ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n const cx = 2 * ((x - globalViewport.x) / globalViewport.width) - 1.0;\r\n const cy = 1.0 - 2 * ((y - globalViewport.y) / globalViewport.height);\r\n\r\n const viewportMatrix = Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);\r\n\r\n flare._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n flare._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n flare._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n this._onShadersLoaded.clear();\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n const index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n const emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n const name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n const lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (let index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n const parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(\r\n parsedFlare.size,\r\n parsedFlare.position,\r\n Color3.FromArray(parsedFlare.color),\r\n parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\",\r\n lensFlareSystem\r\n );\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\"),\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
@@ -75,8 +75,8 @@ function getPluginForFilename(sceneFilename) {
75
75
  return getPluginForExtension(extension);
76
76
  }
77
77
  function getDirectLoad(sceneFilename) {
78
- if (sceneFilename.substr(0, 5) === "data:") {
79
- return sceneFilename.substr(5);
78
+ if (sceneFilename.substring(0, 5) === "data:") {
79
+ return sceneFilename.substring(5);
80
80
  }
81
81
  return null;
82
82
  }
@@ -243,7 +243,7 @@ function getFileInfo(rootUrl, sceneSource) {
243
243
  }
244
244
  else if (rootUrl) {
245
245
  const filename = sceneSource;
246
- if (filename.substr(0, 1) === "/") {
246
+ if (filename.substring(0, 1) === "/") {
247
247
  Tools.Error("Wrong sceneFilename parameter");
248
248
  return null;
249
249
  }