@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
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type { Behavior } from \"../behavior\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @internal\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance = currentDistance;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Scalar.Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Scalar.Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode && this._enabled) {\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
1
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type { Behavior } from \"../behavior\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @internal\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance = currentDistance;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode && this._enabled) {\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
@@ -6,7 +6,7 @@ import { Plane } from "../../Maths/math.plane.js";
6
6
  import { Vector3, Matrix, TmpVectors } from "../../Maths/math.vector.js";
7
7
  import { Epsilon } from "../../Maths/math.constants.js";
8
8
  import { EventConstants } from "../../Events/deviceInputEvents.js";
9
- import { Scalar } from "../../Maths/math.scalar.js";
9
+ import { Clamp } from "../../Maths/math.scalar.functions.js";
10
10
  import { Tools } from "../../Misc/tools.js";
11
11
  /**
12
12
  * Firefox uses a different scheme to report scroll distances to other
@@ -85,7 +85,7 @@ export class ArcRotateCameraMouseWheelInput {
85
85
  estimatedTargetRadius -= targetInertia;
86
86
  targetInertia *= this.camera.inertia;
87
87
  }
88
- estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);
88
+ estimatedTargetRadius = Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);
89
89
  delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);
90
90
  }
91
91
  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { IWheelEvent } from \"../../Events/deviceInputEvents\";\r\nimport { EventConstants } from \"../../Events/deviceInputEvents\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\nconst ffMultiplier = 40;\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * Gets or Set the boolean value that controls whether or not the mouse wheel\r\n * zooms to the location of the mouse pointer or not. The default is false.\r\n */\r\n @serialize()\r\n public zoomToMouseLocation = false;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n /**\r\n * If set, this function will be used to set the radius delta that will be added to the current camera radius\r\n */\r\n public customComputeDeltaFromMouseWheel: Nullable<(wheelDelta: number, input: ArcRotateCameraMouseWheelInput, event: IWheelEvent) => number> = null;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _hitPlane: Nullable<Plane>;\r\n private _viewOffset: Vector3 = new Vector3(0, 0, 0);\r\n private _globalOffset: Vector3 = new Vector3(0, 0, 0);\r\n\r\n protected _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number) {\r\n let delta = 0;\r\n const wheelDelta = mouseWheelDelta * 0.01 * this.wheelDeltaPercentage * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n } else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? ffMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n\r\n const wheelDelta = -(event.deltaY * platformScale);\r\n\r\n if (this.customComputeDeltaFromMouseWheel) {\r\n delta = this.customComputeDeltaFromMouseWheel(wheelDelta, this, event);\r\n } else {\r\n if (this.wheelDeltaPercentage) {\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);\r\n\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n let estimatedTargetRadius = this.camera.radius;\r\n let targetInertia = this.camera.inertialRadiusOffset + delta;\r\n for (let i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n } else {\r\n delta = wheelDelta / (this.wheelPrecision * 40);\r\n }\r\n }\r\n\r\n if (delta) {\r\n if (this.zoomToMouseLocation) {\r\n // If we are zooming to the mouse location, then we need to get the hit plane at the start of the zoom gesture if it doesn't exist\r\n // The hit plane is normally calculated after the first motion and each time there's motion so if we don't do this first,\r\n // the first zoom will be to the center of the screen\r\n if (!this._hitPlane) {\r\n this._updateHitPlane();\r\n }\r\n\r\n this._zoomToMouse(delta);\r\n } else {\r\n this.camera.inertialRadiusOffset += delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n\r\n if (this.zoomToMouseLocation) {\r\n this._inertialPanning.setAll(0);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (!this.zoomToMouseLocation) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n const motion = 0.0 + camera.inertialAlphaOffset + camera.inertialBetaOffset + camera.inertialRadiusOffset;\r\n if (motion) {\r\n // if zooming is still happening as a result of inertia, then we also need to update\r\n // the hit plane.\r\n this._updateHitPlane();\r\n\r\n // Note we cannot use arcRotateCamera.inertialPlanning here because arcRotateCamera panning\r\n // uses a different panningInertia which could cause this panning to get out of sync with\r\n // the zooming, and for this to work they must be exactly in sync.\r\n camera.target.addInPlace(this._inertialPanning);\r\n this._inertialPanning.scaleInPlace(camera.inertia);\r\n this._zeroIfClose(this._inertialPanning);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n private _updateHitPlane() {\r\n const camera = this.camera;\r\n const direction = camera.target.subtract(camera.position);\r\n this._hitPlane = Plane.FromPositionAndNormal(camera.target, direction);\r\n }\r\n\r\n // Get position on the hit plane\r\n private _getPosition(): Vector3 {\r\n const camera = this.camera;\r\n const scene = camera.getScene();\r\n\r\n // since the _hitPlane is always updated to be orthogonal to the camera position vector\r\n // we don't have to worry about this ray shooting off to infinity. This ray creates\r\n // a vector defining where we want to zoom to.\r\n const ray = scene.createPickingRay(scene.pointerX, scene.pointerY, Matrix.Identity(), camera, false);\r\n // Since the camera is the origin of the picking ray, we need to offset it by the camera's offset manually\r\n // Because the offset is in view space, we need to convert it to world space first\r\n if (camera.targetScreenOffset.x !== 0 || camera.targetScreenOffset.y !== 0) {\r\n this._viewOffset.set(camera.targetScreenOffset.x, camera.targetScreenOffset.y, 0);\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n this._globalOffset = Vector3.TransformNormal(this._viewOffset, camera._cameraTransformMatrix);\r\n ray.origin.addInPlace(this._globalOffset);\r\n }\r\n\r\n let distance = 0;\r\n if (this._hitPlane) {\r\n distance = ray.intersectsPlane(this._hitPlane) ?? 0;\r\n }\r\n\r\n // not using this ray again, so modifying its vectors here is fine\r\n return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));\r\n }\r\n\r\n private _inertialPanning: Vector3 = Vector3.Zero();\r\n\r\n private _zoomToMouse(delta: number) {\r\n const camera = this.camera;\r\n const inertiaComp = 1 - camera.inertia;\r\n if (camera.lowerRadiusLimit) {\r\n const lowerLimit = camera.lowerRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp < lowerLimit) {\r\n delta = (camera.radius - lowerLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n if (camera.upperRadiusLimit) {\r\n const upperLimit = camera.upperRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp > upperLimit) {\r\n delta = (camera.radius - upperLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n\r\n const zoomDistance = delta / inertiaComp;\r\n const ratio = zoomDistance / camera.radius;\r\n const vec = this._getPosition();\r\n\r\n // Now this vector tells us how much we also need to pan the camera\r\n // so the targeted mouse location becomes the center of zooming.\r\n\r\n const directionToZoomLocation = TmpVectors.Vector3[6];\r\n vec.subtractToRef(camera.target, directionToZoomLocation);\r\n directionToZoomLocation.scaleInPlace(ratio);\r\n directionToZoomLocation.scaleInPlace(inertiaComp);\r\n this._inertialPanning.addInPlace(directionToZoomLocation);\r\n\r\n camera.inertialRadiusOffset += delta;\r\n }\r\n\r\n // Sets x y or z of passed in vector to zero if less than Epsilon.\r\n private _zeroIfClose(vec: Vector3) {\r\n if (Math.abs(vec.x) < Epsilon) {\r\n vec.x = 0;\r\n }\r\n if (Math.abs(vec.y) < Epsilon) {\r\n vec.y = 0;\r\n }\r\n if (Math.abs(vec.z) < Epsilon) {\r\n vec.z = 0;\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { EventState, Observer } from \"../../Misc/observable\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { IWheelEvent } from \"../../Events/deviceInputEvents\";\r\nimport { EventConstants } from \"../../Events/deviceInputEvents\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\nconst ffMultiplier = 40;\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * Gets or Set the boolean value that controls whether or not the mouse wheel\r\n * zooms to the location of the mouse pointer or not. The default is false.\r\n */\r\n @serialize()\r\n public zoomToMouseLocation = false;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n /**\r\n * If set, this function will be used to set the radius delta that will be added to the current camera radius\r\n */\r\n public customComputeDeltaFromMouseWheel: Nullable<(wheelDelta: number, input: ArcRotateCameraMouseWheelInput, event: IWheelEvent) => number> = null;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _hitPlane: Nullable<Plane>;\r\n private _viewOffset: Vector3 = new Vector3(0, 0, 0);\r\n private _globalOffset: Vector3 = new Vector3(0, 0, 0);\r\n\r\n protected _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number) {\r\n let delta = 0;\r\n const wheelDelta = mouseWheelDelta * 0.01 * this.wheelDeltaPercentage * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n } else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? ffMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n\r\n const wheelDelta = -(event.deltaY * platformScale);\r\n\r\n if (this.customComputeDeltaFromMouseWheel) {\r\n delta = this.customComputeDeltaFromMouseWheel(wheelDelta, this, event);\r\n } else {\r\n if (this.wheelDeltaPercentage) {\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);\r\n\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n let estimatedTargetRadius = this.camera.radius;\r\n let targetInertia = this.camera.inertialRadiusOffset + delta;\r\n for (let i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n } else {\r\n delta = wheelDelta / (this.wheelPrecision * 40);\r\n }\r\n }\r\n\r\n if (delta) {\r\n if (this.zoomToMouseLocation) {\r\n // If we are zooming to the mouse location, then we need to get the hit plane at the start of the zoom gesture if it doesn't exist\r\n // The hit plane is normally calculated after the first motion and each time there's motion so if we don't do this first,\r\n // the first zoom will be to the center of the screen\r\n if (!this._hitPlane) {\r\n this._updateHitPlane();\r\n }\r\n\r\n this._zoomToMouse(delta);\r\n } else {\r\n this.camera.inertialRadiusOffset += delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n\r\n if (this.zoomToMouseLocation) {\r\n this._inertialPanning.setAll(0);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (!this.zoomToMouseLocation) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n const motion = 0.0 + camera.inertialAlphaOffset + camera.inertialBetaOffset + camera.inertialRadiusOffset;\r\n if (motion) {\r\n // if zooming is still happening as a result of inertia, then we also need to update\r\n // the hit plane.\r\n this._updateHitPlane();\r\n\r\n // Note we cannot use arcRotateCamera.inertialPlanning here because arcRotateCamera panning\r\n // uses a different panningInertia which could cause this panning to get out of sync with\r\n // the zooming, and for this to work they must be exactly in sync.\r\n camera.target.addInPlace(this._inertialPanning);\r\n this._inertialPanning.scaleInPlace(camera.inertia);\r\n this._zeroIfClose(this._inertialPanning);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n private _updateHitPlane() {\r\n const camera = this.camera;\r\n const direction = camera.target.subtract(camera.position);\r\n this._hitPlane = Plane.FromPositionAndNormal(camera.target, direction);\r\n }\r\n\r\n // Get position on the hit plane\r\n private _getPosition(): Vector3 {\r\n const camera = this.camera;\r\n const scene = camera.getScene();\r\n\r\n // since the _hitPlane is always updated to be orthogonal to the camera position vector\r\n // we don't have to worry about this ray shooting off to infinity. This ray creates\r\n // a vector defining where we want to zoom to.\r\n const ray = scene.createPickingRay(scene.pointerX, scene.pointerY, Matrix.Identity(), camera, false);\r\n // Since the camera is the origin of the picking ray, we need to offset it by the camera's offset manually\r\n // Because the offset is in view space, we need to convert it to world space first\r\n if (camera.targetScreenOffset.x !== 0 || camera.targetScreenOffset.y !== 0) {\r\n this._viewOffset.set(camera.targetScreenOffset.x, camera.targetScreenOffset.y, 0);\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n this._globalOffset = Vector3.TransformNormal(this._viewOffset, camera._cameraTransformMatrix);\r\n ray.origin.addInPlace(this._globalOffset);\r\n }\r\n\r\n let distance = 0;\r\n if (this._hitPlane) {\r\n distance = ray.intersectsPlane(this._hitPlane) ?? 0;\r\n }\r\n\r\n // not using this ray again, so modifying its vectors here is fine\r\n return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));\r\n }\r\n\r\n private _inertialPanning: Vector3 = Vector3.Zero();\r\n\r\n private _zoomToMouse(delta: number) {\r\n const camera = this.camera;\r\n const inertiaComp = 1 - camera.inertia;\r\n if (camera.lowerRadiusLimit) {\r\n const lowerLimit = camera.lowerRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp < lowerLimit) {\r\n delta = (camera.radius - lowerLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n if (camera.upperRadiusLimit) {\r\n const upperLimit = camera.upperRadiusLimit ?? 0;\r\n if (camera.radius - (camera.inertialRadiusOffset + delta) / inertiaComp > upperLimit) {\r\n delta = (camera.radius - upperLimit) * inertiaComp - camera.inertialRadiusOffset;\r\n }\r\n }\r\n\r\n const zoomDistance = delta / inertiaComp;\r\n const ratio = zoomDistance / camera.radius;\r\n const vec = this._getPosition();\r\n\r\n // Now this vector tells us how much we also need to pan the camera\r\n // so the targeted mouse location becomes the center of zooming.\r\n\r\n const directionToZoomLocation = TmpVectors.Vector3[6];\r\n vec.subtractToRef(camera.target, directionToZoomLocation);\r\n directionToZoomLocation.scaleInPlace(ratio);\r\n directionToZoomLocation.scaleInPlace(inertiaComp);\r\n this._inertialPanning.addInPlace(directionToZoomLocation);\r\n\r\n camera.inertialRadiusOffset += delta;\r\n }\r\n\r\n // Sets x y or z of passed in vector to zero if less than Epsilon.\r\n private _zeroIfClose(vec: Vector3) {\r\n if (Math.abs(vec.x) < Epsilon) {\r\n vec.x = 0;\r\n }\r\n if (Math.abs(vec.y) < Epsilon) {\r\n vec.y = 0;\r\n }\r\n if (Math.abs(vec.z) < Epsilon) {\r\n vec.z = 0;\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n"]}
@@ -230,13 +230,13 @@ export class ComputeEffect {
230
230
  }
231
231
  }
232
232
  // Direct source ?
233
- if (shader.substr(0, 7) === "source:") {
234
- callback(shader.substr(7));
233
+ if (shader.substring(0, 7) === "source:") {
234
+ callback(shader.substring(7));
235
235
  return;
236
236
  }
237
237
  // Base64 encoded ?
238
- if (shader.substr(0, 7) === "base64:") {
239
- const shaderBinary = window.atob(shader.substr(7));
238
+ if (shader.substring(0, 7) === "base64:") {
239
+ const shaderBinary = window.atob(shader.substring(7));
240
240
  callback(shaderBinary);
241
241
  return;
242
242
  }
@@ -1 +1 @@
1
- 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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Finalize, Initialize, PreProcess } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { ComputeCompilationMessages } from \"../Engines/Extensions/engine.computeShader\";\r\n\r\n/**\r\n * Defines the route to the shader code. The priority is as follows:\r\n * * object: `{ computeSource: \"compute shader code string\"}` for directly passing the shader code\r\n * * object: `{ computeElement: \"vertexShaderCode\" }`, used with shader code in script tags\r\n * * object: `{ compute: \"custom\" }`, used with `Effect.ShadersStore[\"customVertexShader\"]` and `Effect.ShadersStore[\"customFragmentShader\"]`\r\n * * string: `\"./COMMON_NAME\"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n */\r\nexport type IComputeShaderPath = {\r\n /**\r\n * Directly pass the shader code\r\n */\r\n computeSource?: string;\r\n /**\r\n * Used with Effect.ShadersStore. If the `vertex` is set to `\"custom`, then\r\n * Babylon.js will read from Effect.ShadersStore[\"customVertexShader\"]\r\n */\r\n compute?: string;\r\n /**\r\n * Used with shader code in script tags\r\n */\r\n computeElement?: string;\r\n};\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: IComputeShaderPath | string;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: IComputeShaderPath | string, options: IComputeEffectCreationOptions, engine: AbstractEngine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: IComputeShaderPath | HTMLElement | string;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n computeSource = baseName;\r\n } else if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: (shaderType: string, code: string, defines?: string[]) => {\r\n if (!defines) {\r\n return code;\r\n }\r\n // We need to convert #define key value to a const\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n if (split.length === 2) {\r\n const key = split[0];\r\n const value = split[1];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n }\r\n return code;\r\n },\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n Initialize(processorOptions);\r\n PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedComputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedComputeCode = options.processFinalCode(migratedComputeCode);\r\n }\r\n const finalShaders = Finalize(migratedComputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : (this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, (messages: Nullable<ComputeCompilationMessages>) => {\r\n if (messages && messages.numErrors > 0) {\r\n this._processCompilationErrors(messages, previousPipelineContext);\r\n return;\r\n }\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _processCompilationErrors(e: ComputeCompilationMessages | string, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = \"\";\r\n\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n if (this.defines) {\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n }\r\n\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n const code = this._pipelineContext?._getComputeShaderCode();\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n\r\n if (typeof e === \"string\") {\r\n this._compilationError = e;\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n } else {\r\n for (const message of e.messages) {\r\n let msg = \"\";\r\n if (message.line !== undefined) {\r\n msg += \"Line \" + message.line + \", \";\r\n }\r\n if (message.offset !== undefined) {\r\n msg += \"Offset \" + message.offset + \", \";\r\n }\r\n if (message.length !== undefined) {\r\n msg += \"Length \" + message.length + \", \";\r\n }\r\n msg += message.type + \": \" + message.text;\r\n\r\n if (this._compilationError) {\r\n this._compilationError += \"\\n\";\r\n }\r\n this._compilationError += msg;\r\n Logger.Error(msg);\r\n }\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n }\r\n\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Finalize, Initialize, PreProcess } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { ComputeCompilationMessages } from \"../Engines/Extensions/engine.computeShader\";\r\n\r\n/**\r\n * Defines the route to the shader code. The priority is as follows:\r\n * * object: `{ computeSource: \"compute shader code string\"}` for directly passing the shader code\r\n * * object: `{ computeElement: \"vertexShaderCode\" }`, used with shader code in script tags\r\n * * object: `{ compute: \"custom\" }`, used with `Effect.ShadersStore[\"customVertexShader\"]` and `Effect.ShadersStore[\"customFragmentShader\"]`\r\n * * string: `\"./COMMON_NAME\"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n */\r\nexport type IComputeShaderPath = {\r\n /**\r\n * Directly pass the shader code\r\n */\r\n computeSource?: string;\r\n /**\r\n * Used with Effect.ShadersStore. If the `vertex` is set to `\"custom`, then\r\n * Babylon.js will read from Effect.ShadersStore[\"customVertexShader\"]\r\n */\r\n compute?: string;\r\n /**\r\n * Used with shader code in script tags\r\n */\r\n computeElement?: string;\r\n};\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: IComputeShaderPath | string;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: IComputeShaderPath | string, options: IComputeEffectCreationOptions, engine: AbstractEngine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: IComputeShaderPath | HTMLElement | string;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n computeSource = baseName;\r\n } else if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: (shaderType: string, code: string, defines?: string[]) => {\r\n if (!defines) {\r\n return code;\r\n }\r\n // We need to convert #define key value to a const\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n if (split.length === 2) {\r\n const key = split[0];\r\n const value = split[1];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n }\r\n return code;\r\n },\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n Initialize(processorOptions);\r\n PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedComputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedComputeCode = options.processFinalCode(migratedComputeCode);\r\n }\r\n const finalShaders = Finalize(migratedComputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substring(0, 7) === \"source:\") {\r\n callback(shader.substring(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substring(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substring(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : (this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, (messages: Nullable<ComputeCompilationMessages>) => {\r\n if (messages && messages.numErrors > 0) {\r\n this._processCompilationErrors(messages, previousPipelineContext);\r\n return;\r\n }\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _processCompilationErrors(e: ComputeCompilationMessages | string, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = \"\";\r\n\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n if (this.defines) {\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n }\r\n\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n const code = this._pipelineContext?._getComputeShaderCode();\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n\r\n if (typeof e === \"string\") {\r\n this._compilationError = e;\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n } else {\r\n for (const message of e.messages) {\r\n let msg = \"\";\r\n if (message.line !== undefined) {\r\n msg += \"Line \" + message.line + \", \";\r\n }\r\n if (message.offset !== undefined) {\r\n msg += \"Offset \" + message.offset + \", \";\r\n }\r\n if (message.length !== undefined) {\r\n msg += \"Length \" + message.length + \", \";\r\n }\r\n msg += message.type + \": \" + message.text;\r\n\r\n if (this._compilationError) {\r\n this._compilationError += \"\\n\";\r\n }\r\n this._compilationError += msg;\r\n Logger.Error(msg);\r\n }\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n }\r\n\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
@@ -4,7 +4,6 @@ import { Logger } from "../../Misc/logger.js";
4
4
 
5
5
  import { SphericalPolynomial } from "../../Maths/sphericalPolynomial.js";
6
6
  import { BaseTexture } from "../../Materials/Textures/baseTexture.js";
7
- import { Scalar } from "../../Maths/math.scalar.js";
8
7
  import { DDSTools } from "../../Misc/dds.js";
9
8
  import "../../Engines/Extensions/engine.cubeTexture.js";
10
9
  ThinEngine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad = null, onError = null, format, forcedExtension = null, createPolynomials = true) {
@@ -42,13 +41,13 @@ ThinEngine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lo
42
41
  const smoothness = i / (mipSlices - 1);
43
42
  const roughness = 1 - smoothness;
44
43
  const minLODIndex = lodOffset; // roughness = 0
45
- const maxLODIndex = Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
44
+ const maxLODIndex = Math.log2(width) * lodScale + lodOffset; // roughness = 1
46
45
  const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
47
46
  const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
48
47
  const glTextureFromLod = new InternalTexture(this, 2 /* InternalTextureSource.Temp */);
49
48
  glTextureFromLod.type = texture.type;
50
49
  glTextureFromLod.format = texture.format;
51
- glTextureFromLod.width = Math.pow(2, Math.max(Scalar.Log2(width) - mipmapIndex, 0));
50
+ glTextureFromLod.width = Math.pow(2, Math.max(Math.log2(width) - mipmapIndex, 0));
52
51
  glTextureFromLod.height = glTextureFromLod.width;
53
52
  glTextureFromLod.isCube = true;
54
53
  glTextureFromLod._cachedWrapU = 0;
@@ -1 +1 @@
1
- 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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { 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 { Constants } from \"../constants\";\r\nimport { SphericalPolynomial } from \"core/Maths/sphericalPolynomial\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport type { DDSInfo } from \"core/Misc/dds\";\r\nimport { DDSTools } from \"core/Misc/dds\";\r\n\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)\r\n * @param rootUrl defines the url where the file to load is located\r\n * @param scene defines the current scene\r\n * @param lodScale defines scale to apply to the mip map selection\r\n * @param lodOffset defines offset to apply to the mip map selection\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createPrefilteredCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>,\r\n onError?: Nullable<(message?: string, exception?: any) => void>,\r\n format?: number,\r\n forcedExtension?: any,\r\n createPolynomials?: boolean\r\n ): InternalTexture;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createPrefilteredCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad: Nullable<(internalTexture: Nullable<InternalTexture>) => 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 = true\r\n): InternalTexture {\r\n const callback = (loadData: any) => {\r\n if (!loadData) {\r\n if (onLoad) {\r\n onLoad(null);\r\n }\r\n return;\r\n }\r\n\r\n const texture = loadData.texture as InternalTexture;\r\n if (!createPolynomials) {\r\n texture._sphericalPolynomial = new SphericalPolynomial();\r\n } else if (loadData.info.sphericalPolynomial) {\r\n texture._sphericalPolynomial = loadData.info.sphericalPolynomial;\r\n }\r\n texture._source = InternalTextureSource.CubePrefiltered;\r\n\r\n if (this.getCaps().textureLOD) {\r\n // Do not add extra process if texture lod is supported.\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n return;\r\n }\r\n\r\n const mipSlices = 3;\r\n\r\n const gl = this._gl;\r\n const width = loadData.width;\r\n if (!width) {\r\n return;\r\n }\r\n\r\n const textures: BaseTexture[] = [];\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = lodOffset; // roughness = 0\r\n const maxLODIndex = Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(this, InternalTextureSource.Temp);\r\n glTextureFromLod.type = texture.type;\r\n glTextureFromLod.format = texture.format;\r\n glTextureFromLod.width = Math.pow(2, Math.max(Scalar.Log2(width) - mipmapIndex, 0));\r\n glTextureFromLod.height = glTextureFromLod.width;\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n glTextureFromLod._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);\r\n\r\n glTextureFromLod.samplingMode = Constants.TEXTURE_LINEAR_LINEAR;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n if (loadData.isDDS) {\r\n const info: DDSInfo = loadData.info;\r\n const data: any = loadData.data;\r\n this._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(this, glTextureFromLod, data, info, true, 6, mipmapIndex);\r\n } else {\r\n Logger.Warn(\"DDS is the only prefiltered cube map supported so far.\");\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(scene);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n\r\n glTextureFromLod.isReady = true;\r\n textures.push(lodTexture);\r\n }\r\n\r\n texture._lodTextureHigh = textures[2];\r\n texture._lodTextureMid = textures[1];\r\n texture._lodTextureLow = textures[0];\r\n\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n };\r\n\r\n return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);\r\n};\r\n"]}
1
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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { 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 { Constants } from \"../constants\";\r\nimport { SphericalPolynomial } from \"core/Maths/sphericalPolynomial\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { DDSInfo } from \"core/Misc/dds\";\r\nimport { DDSTools } from \"core/Misc/dds\";\r\n\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)\r\n * @param rootUrl defines the url where the file to load is located\r\n * @param scene defines the current scene\r\n * @param lodScale defines scale to apply to the mip map selection\r\n * @param lodOffset defines offset to apply to the mip map selection\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createPrefilteredCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>,\r\n onError?: Nullable<(message?: string, exception?: any) => void>,\r\n format?: number,\r\n forcedExtension?: any,\r\n createPolynomials?: boolean\r\n ): InternalTexture;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createPrefilteredCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad: Nullable<(internalTexture: Nullable<InternalTexture>) => 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 = true\r\n): InternalTexture {\r\n const callback = (loadData: any) => {\r\n if (!loadData) {\r\n if (onLoad) {\r\n onLoad(null);\r\n }\r\n return;\r\n }\r\n\r\n const texture = loadData.texture as InternalTexture;\r\n if (!createPolynomials) {\r\n texture._sphericalPolynomial = new SphericalPolynomial();\r\n } else if (loadData.info.sphericalPolynomial) {\r\n texture._sphericalPolynomial = loadData.info.sphericalPolynomial;\r\n }\r\n texture._source = InternalTextureSource.CubePrefiltered;\r\n\r\n if (this.getCaps().textureLOD) {\r\n // Do not add extra process if texture lod is supported.\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n return;\r\n }\r\n\r\n const mipSlices = 3;\r\n\r\n const gl = this._gl;\r\n const width = loadData.width;\r\n if (!width) {\r\n return;\r\n }\r\n\r\n const textures: BaseTexture[] = [];\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = lodOffset; // roughness = 0\r\n const maxLODIndex = Math.log2(width) * lodScale + lodOffset; // roughness = 1\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(this, InternalTextureSource.Temp);\r\n glTextureFromLod.type = texture.type;\r\n glTextureFromLod.format = texture.format;\r\n glTextureFromLod.width = Math.pow(2, Math.max(Math.log2(width) - mipmapIndex, 0));\r\n glTextureFromLod.height = glTextureFromLod.width;\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n glTextureFromLod._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);\r\n\r\n glTextureFromLod.samplingMode = Constants.TEXTURE_LINEAR_LINEAR;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n if (loadData.isDDS) {\r\n const info: DDSInfo = loadData.info;\r\n const data: any = loadData.data;\r\n this._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(this, glTextureFromLod, data, info, true, 6, mipmapIndex);\r\n } else {\r\n Logger.Warn(\"DDS is the only prefiltered cube map supported so far.\");\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(scene);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n\r\n glTextureFromLod.isReady = true;\r\n textures.push(lodTexture);\r\n }\r\n\r\n texture._lodTextureHigh = textures[2];\r\n texture._lodTextureMid = textures[1];\r\n texture._lodTextureLow = textures[0];\r\n\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n };\r\n\r\n return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);\r\n};\r\n"]}
@@ -67,7 +67,7 @@ export class ShaderDefineExpression {
67
67
  const pop = () => (stackIdx === -1 ? "!!INVALID EXPRESSION!!" : ShaderDefineExpression._Stack[stackIdx--]);
68
68
  let idx = 0, operand = "";
69
69
  while (idx < infix.length) {
70
- const c = infix.charAt(idx), token = idx < infix.length - 1 ? infix.substr(idx, 2) : "";
70
+ const c = infix.charAt(idx), token = idx < infix.length - 1 ? infix.substring(idx, 2 + idx) : "";
71
71
  if (c === "(") {
72
72
  operand = "";
73
73
  push(c);
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\n/** @internal */\r\nexport class ShaderDefineExpression {\r\n /**\r\n * Cache items count limit for the InfixToPostfix cache.\r\n * It uses to improve the performance of the shader compilation.\r\n * For details see PR: https://github.com/BabylonJS/Babylon.js/pull/13936\r\n */\r\n static InfixToPostfixCacheLimitSize = 50000;\r\n\r\n /**\r\n * When the cache size is exceeded, a cache cleanup will be triggered\r\n * and the cache will be reduced by the size specified\r\n * in the InfixToPostfixCacheCleanupSize variable, removing entries\r\n * that have not been accessed the longest.\r\n */\r\n static InfixToPostfixCacheCleanupSize = 25000;\r\n\r\n protected static _InfixToPostfixCache: Map<\r\n string,\r\n {\r\n accessTime: number;\r\n result: string[];\r\n }\r\n > = new Map();\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public isTrue(preprocessors: { [key: string]: string }): boolean {\r\n return true;\r\n }\r\n\r\n private static _OperatorPriority: { [name: string]: number } = {\r\n \")\": 0,\r\n \"(\": 1,\r\n \"||\": 2,\r\n \"&&\": 3,\r\n };\r\n\r\n private static _Stack = [\"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\"];\r\n\r\n public static postfixToInfix(postfix: string[]): string {\r\n const stack: string[] = [];\r\n\r\n for (const c of postfix) {\r\n if (ShaderDefineExpression._OperatorPriority[c] === undefined) {\r\n stack.push(c);\r\n } else {\r\n const v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n stack.push(`(${v2}${c}${v1})`);\r\n }\r\n }\r\n\r\n return stack[stack.length - 1];\r\n }\r\n\r\n /**\r\n * Converts an infix expression to a postfix expression.\r\n *\r\n * This method is used to transform infix expressions, which are more human-readable,\r\n * into postfix expressions, also known as Reverse Polish Notation (RPN), that can be\r\n * evaluated more efficiently by a computer. The conversion is based on the operator\r\n * priority defined in _OperatorPriority.\r\n *\r\n * The function employs a stack-based algorithm for the conversion and caches the result\r\n * to improve performance. The cache keeps track of each converted expression's access time\r\n * to manage the cache size and optimize memory usage. When the cache size exceeds a specified\r\n * limit, the least recently accessed items in the cache are deleted.\r\n *\r\n * The cache mechanism is particularly helpful for shader compilation, where the same infix\r\n * expressions might be encountered repeatedly, hence the caching can speed up the process.\r\n *\r\n * @param infix - The infix expression to be converted.\r\n * @returns The postfix expression as an array of strings.\r\n */\r\n public static infixToPostfix(infix: string): string[] {\r\n // Is infix already in cache\r\n const cacheItem = ShaderDefineExpression._InfixToPostfixCache.get(infix);\r\n if (cacheItem) {\r\n cacheItem.accessTime = Date.now();\r\n return cacheItem.result;\r\n }\r\n\r\n // Is infix contain any operator\r\n if (!infix.includes(\"&&\") && !infix.includes(\"||\") && !infix.includes(\")\") && !infix.includes(\"(\")) {\r\n return [infix];\r\n }\r\n\r\n const result: string[] = [];\r\n\r\n let stackIdx = -1;\r\n\r\n const pushOperand = () => {\r\n operand = operand.trim();\r\n if (operand !== \"\") {\r\n result.push(operand);\r\n operand = \"\";\r\n }\r\n };\r\n\r\n const push = (s: string) => {\r\n if (stackIdx < ShaderDefineExpression._Stack.length - 1) {\r\n ShaderDefineExpression._Stack[++stackIdx] = s;\r\n }\r\n };\r\n\r\n const peek = () => ShaderDefineExpression._Stack[stackIdx];\r\n\r\n const pop = () => (stackIdx === -1 ? \"!!INVALID EXPRESSION!!\" : ShaderDefineExpression._Stack[stackIdx--]);\r\n\r\n let idx = 0,\r\n operand = \"\";\r\n\r\n while (idx < infix.length) {\r\n const c = infix.charAt(idx),\r\n token = idx < infix.length - 1 ? infix.substr(idx, 2) : \"\";\r\n\r\n if (c === \"(\") {\r\n operand = \"\";\r\n push(c);\r\n } else if (c === \")\") {\r\n pushOperand();\r\n while (stackIdx !== -1 && peek() !== \"(\") {\r\n result.push(pop());\r\n }\r\n pop();\r\n } else if (ShaderDefineExpression._OperatorPriority[token] > 1) {\r\n pushOperand();\r\n while (stackIdx !== -1 && ShaderDefineExpression._OperatorPriority[peek()] >= ShaderDefineExpression._OperatorPriority[token]) {\r\n result.push(pop());\r\n }\r\n push(token);\r\n idx++;\r\n } else {\r\n operand += c;\r\n }\r\n idx++;\r\n }\r\n\r\n pushOperand();\r\n\r\n while (stackIdx !== -1) {\r\n if (peek() === \"(\") {\r\n pop();\r\n } else {\r\n result.push(pop());\r\n }\r\n }\r\n\r\n // If the cache is at capacity, clear it before adding a new item\r\n if (ShaderDefineExpression._InfixToPostfixCache.size >= ShaderDefineExpression.InfixToPostfixCacheLimitSize) {\r\n ShaderDefineExpression.ClearCache();\r\n }\r\n\r\n // Add the new item to the cache, including the current time as the last access time\r\n ShaderDefineExpression._InfixToPostfixCache.set(infix, { result, accessTime: Date.now() });\r\n\r\n return result;\r\n }\r\n\r\n private static ClearCache(): void {\r\n // Convert the cache to an array and sort by last access time\r\n const sortedCache = Array.from(ShaderDefineExpression._InfixToPostfixCache.entries()).sort((a, b) => a[1].accessTime - b[1].accessTime);\r\n\r\n // Remove the least recently accessed half of the cache\r\n for (let i = 0; i < ShaderDefineExpression.InfixToPostfixCacheCleanupSize; i++) {\r\n ShaderDefineExpression._InfixToPostfixCache.delete(sortedCache[i][0]);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\n/** @internal */\r\nexport class ShaderDefineExpression {\r\n /**\r\n * Cache items count limit for the InfixToPostfix cache.\r\n * It uses to improve the performance of the shader compilation.\r\n * For details see PR: https://github.com/BabylonJS/Babylon.js/pull/13936\r\n */\r\n static InfixToPostfixCacheLimitSize = 50000;\r\n\r\n /**\r\n * When the cache size is exceeded, a cache cleanup will be triggered\r\n * and the cache will be reduced by the size specified\r\n * in the InfixToPostfixCacheCleanupSize variable, removing entries\r\n * that have not been accessed the longest.\r\n */\r\n static InfixToPostfixCacheCleanupSize = 25000;\r\n\r\n protected static _InfixToPostfixCache: Map<\r\n string,\r\n {\r\n accessTime: number;\r\n result: string[];\r\n }\r\n > = new Map();\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public isTrue(preprocessors: { [key: string]: string }): boolean {\r\n return true;\r\n }\r\n\r\n private static _OperatorPriority: { [name: string]: number } = {\r\n \")\": 0,\r\n \"(\": 1,\r\n \"||\": 2,\r\n \"&&\": 3,\r\n };\r\n\r\n private static _Stack = [\"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\", \"\"];\r\n\r\n public static postfixToInfix(postfix: string[]): string {\r\n const stack: string[] = [];\r\n\r\n for (const c of postfix) {\r\n if (ShaderDefineExpression._OperatorPriority[c] === undefined) {\r\n stack.push(c);\r\n } else {\r\n const v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n stack.push(`(${v2}${c}${v1})`);\r\n }\r\n }\r\n\r\n return stack[stack.length - 1];\r\n }\r\n\r\n /**\r\n * Converts an infix expression to a postfix expression.\r\n *\r\n * This method is used to transform infix expressions, which are more human-readable,\r\n * into postfix expressions, also known as Reverse Polish Notation (RPN), that can be\r\n * evaluated more efficiently by a computer. The conversion is based on the operator\r\n * priority defined in _OperatorPriority.\r\n *\r\n * The function employs a stack-based algorithm for the conversion and caches the result\r\n * to improve performance. The cache keeps track of each converted expression's access time\r\n * to manage the cache size and optimize memory usage. When the cache size exceeds a specified\r\n * limit, the least recently accessed items in the cache are deleted.\r\n *\r\n * The cache mechanism is particularly helpful for shader compilation, where the same infix\r\n * expressions might be encountered repeatedly, hence the caching can speed up the process.\r\n *\r\n * @param infix - The infix expression to be converted.\r\n * @returns The postfix expression as an array of strings.\r\n */\r\n public static infixToPostfix(infix: string): string[] {\r\n // Is infix already in cache\r\n const cacheItem = ShaderDefineExpression._InfixToPostfixCache.get(infix);\r\n if (cacheItem) {\r\n cacheItem.accessTime = Date.now();\r\n return cacheItem.result;\r\n }\r\n\r\n // Is infix contain any operator\r\n if (!infix.includes(\"&&\") && !infix.includes(\"||\") && !infix.includes(\")\") && !infix.includes(\"(\")) {\r\n return [infix];\r\n }\r\n\r\n const result: string[] = [];\r\n\r\n let stackIdx = -1;\r\n\r\n const pushOperand = () => {\r\n operand = operand.trim();\r\n if (operand !== \"\") {\r\n result.push(operand);\r\n operand = \"\";\r\n }\r\n };\r\n\r\n const push = (s: string) => {\r\n if (stackIdx < ShaderDefineExpression._Stack.length - 1) {\r\n ShaderDefineExpression._Stack[++stackIdx] = s;\r\n }\r\n };\r\n\r\n const peek = () => ShaderDefineExpression._Stack[stackIdx];\r\n\r\n const pop = () => (stackIdx === -1 ? \"!!INVALID EXPRESSION!!\" : ShaderDefineExpression._Stack[stackIdx--]);\r\n\r\n let idx = 0,\r\n operand = \"\";\r\n\r\n while (idx < infix.length) {\r\n const c = infix.charAt(idx),\r\n token = idx < infix.length - 1 ? infix.substring(idx, 2 + idx) : \"\";\r\n\r\n if (c === \"(\") {\r\n operand = \"\";\r\n push(c);\r\n } else if (c === \")\") {\r\n pushOperand();\r\n while (stackIdx !== -1 && peek() !== \"(\") {\r\n result.push(pop());\r\n }\r\n pop();\r\n } else if (ShaderDefineExpression._OperatorPriority[token] > 1) {\r\n pushOperand();\r\n while (stackIdx !== -1 && ShaderDefineExpression._OperatorPriority[peek()] >= ShaderDefineExpression._OperatorPriority[token]) {\r\n result.push(pop());\r\n }\r\n push(token);\r\n idx++;\r\n } else {\r\n operand += c;\r\n }\r\n idx++;\r\n }\r\n\r\n pushOperand();\r\n\r\n while (stackIdx !== -1) {\r\n if (peek() === \"(\") {\r\n pop();\r\n } else {\r\n result.push(pop());\r\n }\r\n }\r\n\r\n // If the cache is at capacity, clear it before adding a new item\r\n if (ShaderDefineExpression._InfixToPostfixCache.size >= ShaderDefineExpression.InfixToPostfixCacheLimitSize) {\r\n ShaderDefineExpression.ClearCache();\r\n }\r\n\r\n // Add the new item to the cache, including the current time as the last access time\r\n ShaderDefineExpression._InfixToPostfixCache.set(infix, { result, accessTime: Date.now() });\r\n\r\n return result;\r\n }\r\n\r\n private static ClearCache(): void {\r\n // Convert the cache to an array and sort by last access time\r\n const sortedCache = Array.from(ShaderDefineExpression._InfixToPostfixCache.entries()).sort((a, b) => a[1].accessTime - b[1].accessTime);\r\n\r\n // Remove the least recently accessed half of the cache\r\n for (let i = 0; i < ShaderDefineExpression.InfixToPostfixCacheCleanupSize; i++) {\r\n ShaderDefineExpression._InfixToPostfixCache.delete(sortedCache[i][0]);\r\n }\r\n }\r\n}\r\n"]}