@babylonjs/core 7.3.0 → 7.3.2

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 (454) hide show
  1. package/Actions/condition.js.map +1 -1
  2. package/Actions/directActions.js.map +1 -1
  3. package/Actions/directAudioActions.js.map +1 -1
  4. package/Actions/interpolateValueAction.js.map +1 -1
  5. package/Animations/easing.js.map +1 -1
  6. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  7. package/Bones/bone.js.map +1 -1
  8. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  9. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  10. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  11. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  12. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  13. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  14. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  15. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  16. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  17. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  18. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  19. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  20. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  21. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  22. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  23. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  24. package/Cameras/arcRotateCamera.js.map +1 -1
  25. package/Cameras/camera.js.map +1 -1
  26. package/Cameras/deviceOrientationCamera.js.map +1 -1
  27. package/Cameras/flyCamera.js.map +1 -1
  28. package/Cameras/followCamera.js.map +1 -1
  29. package/Cameras/freeCamera.js.map +1 -1
  30. package/Cameras/freeCameraInputsManager.js.map +1 -1
  31. package/Cameras/gamepadCamera.js.map +1 -1
  32. package/Cameras/targetCamera.js.map +1 -1
  33. package/Cameras/touchCamera.js.map +1 -1
  34. package/Cameras/universalCamera.js.map +1 -1
  35. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  36. package/Debug/boneAxesViewer.js.map +1 -1
  37. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  38. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  39. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  40. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  41. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  42. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  43. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  44. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  45. package/Engines/WebGPU/Extensions/engine.rawTexture.js +10 -10
  46. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  47. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  48. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  49. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +2 -0
  50. package/Engines/WebGPU/webgpuHardwareTexture.js +2 -0
  51. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  52. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  53. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  54. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  55. package/Engines/abstractEngine.js +14 -2
  56. package/Engines/abstractEngine.js.map +1 -1
  57. package/Engines/engine.d.ts +0 -8
  58. package/Engines/engine.js +0 -28
  59. package/Engines/engine.js.map +1 -1
  60. package/Engines/nativeEngine.js.map +1 -1
  61. package/Engines/nullEngine.js.map +1 -1
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/webgpuEngine.d.ts +4 -0
  64. package/Engines/webgpuEngine.js +4 -0
  65. package/Engines/webgpuEngine.js.map +1 -1
  66. package/Events/keyboardEvents.js.map +1 -1
  67. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
  68. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  69. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
  71. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
  72. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
  73. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
  74. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  75. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -1
  76. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
  77. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  78. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  79. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
  80. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  81. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  82. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  83. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  84. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
  85. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
  86. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
  87. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  88. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
  89. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  90. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
  91. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
  92. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  93. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
  94. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
  95. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  96. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
  97. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  98. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  99. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  100. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
  101. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  102. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  103. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  104. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  105. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  106. package/Gamepads/dualShockGamepad.js.map +1 -1
  107. package/Gamepads/gamepad.js.map +1 -1
  108. package/Gamepads/xboxGamepad.js.map +1 -1
  109. package/Gizmos/axisDragGizmo.js.map +1 -1
  110. package/Gizmos/axisScaleGizmo.js.map +1 -1
  111. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  112. package/Gizmos/cameraGizmo.js.map +1 -1
  113. package/Gizmos/lightGizmo.js.map +1 -1
  114. package/Gizmos/planeDragGizmo.js.map +1 -1
  115. package/Gizmos/planeRotationGizmo.js.map +1 -1
  116. package/Gizmos/positionGizmo.js.map +1 -1
  117. package/Gizmos/rotationGizmo.js.map +1 -1
  118. package/Gizmos/scaleGizmo.js.map +1 -1
  119. package/Helpers/photoDome.js.map +1 -1
  120. package/Helpers/textureDome.js.map +1 -1
  121. package/Helpers/videoDome.js.map +1 -1
  122. package/Layers/glowLayer.js.map +1 -1
  123. package/Layers/highlightLayer.js.map +1 -1
  124. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  125. package/Lights/directionalLight.js.map +1 -1
  126. package/Lights/hemisphericLight.js.map +1 -1
  127. package/Lights/light.js.map +1 -1
  128. package/Lights/pointLight.js.map +1 -1
  129. package/Lights/shadowLight.js.map +1 -1
  130. package/Lights/spotLight.js.map +1 -1
  131. package/Materials/Background/backgroundMaterial.js.map +1 -1
  132. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  133. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  134. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  135. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  136. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  138. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  140. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  141. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  144. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  146. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  150. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  152. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  154. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  156. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  158. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  160. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  162. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  176. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  178. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  180. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  181. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  182. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  186. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  201. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  203. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  205. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  207. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  209. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  211. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  213. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  215. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  217. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  219. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  221. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  223. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  225. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  226. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  227. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  228. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  229. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  230. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  231. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  232. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  233. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  234. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  235. package/Materials/Node/nodeMaterial.js.map +1 -1
  236. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
  237. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  238. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  239. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  240. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  241. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  242. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  243. package/Materials/PBR/pbrMaterial.js.map +1 -1
  244. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  245. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  246. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  247. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  248. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  249. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  250. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  251. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  252. package/Materials/Textures/baseTexture.js.map +1 -1
  253. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  254. package/Materials/Textures/cubeTexture.js.map +1 -1
  255. package/Materials/Textures/dynamicTexture.js.map +1 -1
  256. package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
  257. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  258. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  259. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  260. package/Materials/Textures/internalTexture.js.map +1 -1
  261. package/Materials/Textures/mirrorTexture.js.map +1 -1
  262. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  263. package/Materials/Textures/prePassRenderTarget.js.map +1 -1
  264. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  265. package/Materials/Textures/refractionTexture.js.map +1 -1
  266. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  267. package/Materials/Textures/texture.js.map +1 -1
  268. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  269. package/Materials/Textures/videoTexture.js.map +1 -1
  270. package/Materials/material.decalMapConfiguration.js.map +1 -1
  271. package/Materials/material.detailMapConfiguration.js.map +1 -1
  272. package/Materials/materialHelper.d.ts +2 -2
  273. package/Materials/materialHelper.js.map +1 -1
  274. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  275. package/Materials/multiMaterial.js.map +1 -1
  276. package/Materials/pushMaterial.js.map +1 -1
  277. package/Materials/shaderMaterial.js.map +1 -1
  278. package/Materials/standardMaterial.js.map +1 -1
  279. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  280. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  281. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  282. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  283. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
  284. package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -1
  285. package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.js.map +1 -1
  286. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  287. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  288. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  289. package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.js.map +1 -1
  290. package/Meshes/Node/Blocks/Matrices/alignBlock.js.map +1 -1
  291. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -1
  292. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js.map +1 -1
  293. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js.map +1 -1
  294. package/Meshes/Node/Blocks/Matrices/scalingBlock.js.map +1 -1
  295. package/Meshes/Node/Blocks/Matrices/translationBlock.js.map +1 -1
  296. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  297. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
  298. package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
  299. package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
  300. package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
  301. package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
  302. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  303. package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
  304. package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
  305. package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
  306. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  307. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
  308. package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
  309. package/Meshes/Node/Blocks/Sources/nullBlock.js.map +1 -1
  310. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  311. package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
  312. package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
  313. package/Meshes/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  314. package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  315. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  316. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js.map +1 -1
  317. package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Ray } from \"../../../../Culling/ray\";\r\nimport { extractMinAndMax } from \"../../../../Maths/math.functions\";\r\nimport type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Block used to instance geometry inside a geometry\r\n */\r\nexport class InstantiateOnVolumeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext, INodeGeometryInstancingContext {\r\n private _vertexData: VertexData;\r\n private _currentLoopIndex: number;\r\n private _currentPosition = new Vector3();\r\n private _vertex0 = new Vector3();\r\n private _vertex1 = new Vector3();\r\n private _vertex2 = new Vector3();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new InstantiateOnVolumeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\r\n\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentLoopIndex;\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentLoopIndex;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual positions\r\n * @returns the value associated with the source\r\n */\r\n public getOverridePositionsContextualValue() {\r\n return this._currentPosition;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InstantiateOnVolumeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get instance(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the count input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n state.pushInstancingContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n state.restoreGeometryContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n let instanceGeometry: Nullable<VertexData> = null;\r\n const instanceCount = this.count.getConnectedValue(state);\r\n const additionalVertexData: VertexData[] = [];\r\n const boundingInfo = extractMinAndMax(this._vertexData.positions!, 0, this._vertexData.positions!.length / 3);\r\n const min = boundingInfo.minimum;\r\n const max = boundingInfo.maximum;\r\n const direction = new Vector3(1, 0, 0);\r\n const faceCount = this._vertexData.indices.length / 3;\r\n this._currentLoopIndex = 0;\r\n\r\n for (let index = 0; index < instanceCount; index++) {\r\n this._currentPosition.set(Math.random() * (max.x - min.x) + min.x, Math.random() * (max.y - min.y) + min.y, Math.random() * (max.z - min.z) + min.z);\r\n\r\n // Cast a ray from the random point in an arbitrary direction\r\n const ray = new Ray(this._currentPosition, direction);\r\n\r\n let intersectionCount = 0;\r\n for (let currentFaceIndex = 0; currentFaceIndex < faceCount; currentFaceIndex++) {\r\n // Extract face vertices\r\n this._vertex0.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3] * 3);\r\n this._vertex1.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3 + 1] * 3);\r\n this._vertex2.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3 + 2] * 3);\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(this._vertex0, this._vertex1, this._vertex2);\r\n\r\n if (currentIntersectInfo && currentIntersectInfo.distance > 0) {\r\n intersectionCount++;\r\n }\r\n }\r\n\r\n if (intersectionCount % 2 === 0) {\r\n // We are outside, try again\r\n index--;\r\n continue;\r\n }\r\n\r\n // Clone the instance\r\n instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n const clone = instanceGeometry!.clone();\r\n\r\n if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithPositionAndMatrix(clone, this._currentPosition, transform, additionalVertexData);\r\n } else {\r\n const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;\r\n state._instantiate(clone, this._currentPosition, rotation, scaling, additionalVertexData);\r\n }\r\n this._currentLoopIndex++;\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n return this._vertexData;\r\n };\r\n\r\n // Storage\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateOnVolumeBlock\", InstantiateOnVolumeBlock);\r\n"]}
1
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Ray } from \"../../../../Culling/ray\";\r\nimport { extractMinAndMax } from \"../../../../Maths/math.functions\";\r\nimport type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Block used to instance geometry inside a geometry\r\n */\r\nexport class InstantiateOnVolumeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext, INodeGeometryInstancingContext {\r\n private _vertexData: VertexData;\r\n private _currentLoopIndex: number;\r\n private _currentPosition = new Vector3();\r\n private _vertex0 = new Vector3();\r\n private _vertex1 = new Vector3();\r\n private _vertex2 = new Vector3();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new InstantiateOnVolumeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n this.registerInput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\r\n\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentLoopIndex;\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentLoopIndex;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual positions\r\n * @returns the value associated with the source\r\n */\r\n public getOverridePositionsContextualValue() {\r\n return this._currentPosition;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"InstantiateOnVolumeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get instance(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the count input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the matrix input component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n state.pushInstancingContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n state.restoreGeometryContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n let instanceGeometry: Nullable<VertexData> = null;\r\n const instanceCount = this.count.getConnectedValue(state);\r\n const additionalVertexData: VertexData[] = [];\r\n const boundingInfo = extractMinAndMax(this._vertexData.positions!, 0, this._vertexData.positions!.length / 3);\r\n const min = boundingInfo.minimum;\r\n const max = boundingInfo.maximum;\r\n const direction = new Vector3(1, 0, 0);\r\n const faceCount = this._vertexData.indices.length / 3;\r\n this._currentLoopIndex = 0;\r\n\r\n for (let index = 0; index < instanceCount; index++) {\r\n this._currentPosition.set(Math.random() * (max.x - min.x) + min.x, Math.random() * (max.y - min.y) + min.y, Math.random() * (max.z - min.z) + min.z);\r\n\r\n // Cast a ray from the random point in an arbitrary direction\r\n const ray = new Ray(this._currentPosition, direction);\r\n\r\n let intersectionCount = 0;\r\n for (let currentFaceIndex = 0; currentFaceIndex < faceCount; currentFaceIndex++) {\r\n // Extract face vertices\r\n this._vertex0.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3] * 3);\r\n this._vertex1.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3 + 1] * 3);\r\n this._vertex2.fromArray(this._vertexData.positions!, this._vertexData.indices![currentFaceIndex * 3 + 2] * 3);\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(this._vertex0, this._vertex1, this._vertex2);\r\n\r\n if (currentIntersectInfo && currentIntersectInfo.distance > 0) {\r\n intersectionCount++;\r\n }\r\n }\r\n\r\n if (intersectionCount % 2 === 0) {\r\n // We are outside, try again\r\n index--;\r\n continue;\r\n }\r\n\r\n // Clone the instance\r\n instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n const clone = instanceGeometry!.clone();\r\n\r\n if (this.matrix.isConnected) {\r\n const transform = this.matrix.getConnectedValue(state);\r\n state._instantiateWithPositionAndMatrix(clone, this._currentPosition, transform, additionalVertexData);\r\n } else {\r\n const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;\r\n state._instantiate(clone, this._currentPosition, rotation, scaling, additionalVertexData);\r\n }\r\n this._currentLoopIndex++;\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n return this._vertexData;\r\n };\r\n\r\n // Storage\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateOnVolumeBlock\", InstantiateOnVolumeBlock);\r\n"]}
@@ -1 +1 @@
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type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../../../Maths/math.vector\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport { InstantiateBaseBlock } from \"./instantiateBaseBlock\";\r\n\r\n/**\r\n * Block used to clone geometry in a radial shape\r\n */\r\nexport class InstantiateRadialBlock extends InstantiateBaseBlock {\r\n /**\r\n * Create a new InstantiateRadialBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n this.registerInput(\"radius\", NodeGeometryBlockConnectionPointTypes.Int, true, 0, 0);\r\n\r\n // Angle start and end\r\n this.registerInput(\"angleStart\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"angleEnd\", NodeGeometryBlockConnectionPointTypes.Float, true, Math.PI * 2);\r\n\r\n // Transform offset\r\n this.registerInput(\"transform\", NodeGeometryBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));\r\n\r\n // Rotation is magnitude per step\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));\r\n\r\n // Scale is magnitude per step\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InstantiateRadialBlock\";\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get radius(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get angleStart(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get angleEnd(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the transform input component\r\n */\r\n public get transform(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n state.pushInstancingContext(this);\r\n\r\n const iterationCount = this.count.getConnectedValue(state) as number;\r\n\r\n const additionalVertexData: VertexData[] = [];\r\n\r\n const rotMatrix = Matrix.Identity();\r\n const radiusMatrix = Matrix.Identity();\r\n const transformMatrix = Matrix.Identity();\r\n const transformOffset = Vector3.Zero();\r\n const rotationOffset = Vector3.Zero();\r\n const scaleOffset = Vector3.Zero();\r\n\r\n for (this._currentIndex = 0; this._currentIndex < iterationCount; this._currentIndex++) {\r\n const instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n // Clone the instance\r\n const clone = instanceGeometry.clone();\r\n\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n const angleStart: number = this.angleStart.getConnectedValue(state) as number;\r\n const angleEnd = this.angleEnd.getConnectedValue(state) as number;\r\n\r\n const transform = this.transform.getConnectedValue(state) as Vector3;\r\n\r\n const rotation = this.rotation.getConnectedValue(state) as Vector3;\r\n\r\n const scale = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n\r\n // Define arc size\r\n const pieSlice = angleEnd - angleStart;\r\n const rStep = pieSlice / iterationCount;\r\n\r\n const angle = angleStart + rStep * this._currentIndex;\r\n const angleQuat = Quaternion.FromEulerAngles(0, angle, 0);\r\n\r\n // Get local transforms\r\n transformOffset.copyFrom(transform.clone().scale(this._currentIndex));\r\n rotationOffset.copyFrom(rotation.clone().scale(this._currentIndex));\r\n scaleOffset.copyFrom(scale.clone().scale(this._currentIndex));\r\n scaleOffset.addInPlaceFromFloats(1, 1, 1);\r\n\r\n // Compose (rotMatrix x radius x scale x angle x user transform)\r\n Matrix.RotationYawPitchRollToRef(rotationOffset.y, rotationOffset.x, rotationOffset.z, rotMatrix);\r\n radiusMatrix.setTranslationFromFloats(0, 0, radius);\r\n Matrix.ComposeToRef(scaleOffset, angleQuat, transformOffset, transformMatrix);\r\n\r\n rotMatrix.multiplyToRef(radiusMatrix, radiusMatrix);\r\n radiusMatrix.multiplyToRef(transformMatrix, transformMatrix);\r\n\r\n state._instantiateWithMatrix(clone, transformMatrix, additionalVertexData);\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateRadialBlock\", InstantiateRadialBlock);\r\n"]}
1
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type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../../../Maths/math.vector\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport { InstantiateBaseBlock } from \"./instantiateBaseBlock\";\r\n\r\n/**\r\n * Block used to clone geometry in a radial shape\r\n */\r\nexport class InstantiateRadialBlock extends InstantiateBaseBlock {\r\n /**\r\n * Create a new InstantiateRadialBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n this.registerInput(\"radius\", NodeGeometryBlockConnectionPointTypes.Int, true, 0, 0);\r\n\r\n // Angle start and end\r\n this.registerInput(\"angleStart\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"angleEnd\", NodeGeometryBlockConnectionPointTypes.Float, true, Math.PI * 2);\r\n\r\n // Transform offset\r\n this.registerInput(\"transform\", NodeGeometryBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));\r\n\r\n // Rotation is magnitude per step\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));\r\n\r\n // Scale is magnitude per step\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"InstantiateRadialBlock\";\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get radius(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get angleStart(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get angleEnd(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the transform input component\r\n */\r\n public get transform(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n state.pushInstancingContext(this);\r\n\r\n const iterationCount = this.count.getConnectedValue(state) as number;\r\n\r\n const additionalVertexData: VertexData[] = [];\r\n\r\n const rotMatrix = Matrix.Identity();\r\n const radiusMatrix = Matrix.Identity();\r\n const transformMatrix = Matrix.Identity();\r\n const transformOffset = Vector3.Zero();\r\n const rotationOffset = Vector3.Zero();\r\n const scaleOffset = Vector3.Zero();\r\n\r\n for (this._currentIndex = 0; this._currentIndex < iterationCount; this._currentIndex++) {\r\n const instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n // Clone the instance\r\n const clone = instanceGeometry.clone();\r\n\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n const angleStart: number = this.angleStart.getConnectedValue(state) as number;\r\n const angleEnd = this.angleEnd.getConnectedValue(state) as number;\r\n\r\n const transform = this.transform.getConnectedValue(state) as Vector3;\r\n\r\n const rotation = this.rotation.getConnectedValue(state) as Vector3;\r\n\r\n const scale = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n\r\n // Define arc size\r\n const pieSlice = angleEnd - angleStart;\r\n const rStep = pieSlice / iterationCount;\r\n\r\n const angle = angleStart + rStep * this._currentIndex;\r\n const angleQuat = Quaternion.FromEulerAngles(0, angle, 0);\r\n\r\n // Get local transforms\r\n transformOffset.copyFrom(transform.clone().scale(this._currentIndex));\r\n rotationOffset.copyFrom(rotation.clone().scale(this._currentIndex));\r\n scaleOffset.copyFrom(scale.clone().scale(this._currentIndex));\r\n scaleOffset.addInPlaceFromFloats(1, 1, 1);\r\n\r\n // Compose (rotMatrix x radius x scale x angle x user transform)\r\n Matrix.RotationYawPitchRollToRef(rotationOffset.y, rotationOffset.x, rotationOffset.z, rotMatrix);\r\n radiusMatrix.setTranslationFromFloats(0, 0, radius);\r\n Matrix.ComposeToRef(scaleOffset, angleQuat, transformOffset, transformMatrix);\r\n\r\n rotMatrix.multiplyToRef(radiusMatrix, radiusMatrix);\r\n radiusMatrix.multiplyToRef(transformMatrix, transformMatrix);\r\n\r\n state._instantiateWithMatrix(clone, transformMatrix, additionalVertexData);\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreExecutionContext();\r\n state.restoreInstancingContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateRadialBlock\", InstantiateRadialBlock);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"alignBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/alignBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAEhE;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAC7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QAChG,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;QAClG,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,MAAM,MAAM,GAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,KAAK,CAAa,CAAC,KAAK,EAAE,CAAC;YACzE,MAAM,MAAM,GAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,KAAK,CAAa,CAAC,KAAK,EAAE,CAAC;YACzE,MAAM,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;YAE5B,MAAM,CAAC,SAAS,EAAE,CAAC;YACnB,MAAM,CAAC,SAAS,EAAE,CAAC;YAEnB,MAAM,CAAC,kBAAkB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;YAExD,OAAO,MAAM,CAAC;QAClB,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { Matrix, Vector3 } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a align matrix\r\n */\r\nexport class AlignBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new AlignBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"source\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Up());\r\n this.registerInput(\"target\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Left());\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"AlignBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the target input component\r\n */\r\n public get target(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n const source = (this.source.getConnectedValue(state) as Vector3).clone();\r\n const target = (this.target.getConnectedValue(state) as Vector3).clone();\r\n const result = new Matrix();\r\n\r\n source.normalize();\r\n target.normalize();\r\n\r\n Matrix.RotationAlignToRef(source, target, result, true);\r\n\r\n return result;\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AlignBlock\", AlignBlock);\r\n"]}
1
+ {"version":3,"file":"alignBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/alignBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAEhE;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAC7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QAChG,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;QAClG,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,MAAM,MAAM,GAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,KAAK,CAAa,CAAC,KAAK,EAAE,CAAC;YACzE,MAAM,MAAM,GAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,KAAK,CAAa,CAAC,KAAK,EAAE,CAAC;YACzE,MAAM,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;YAE5B,MAAM,CAAC,SAAS,EAAE,CAAC;YACnB,MAAM,CAAC,SAAS,EAAE,CAAC;YAEnB,MAAM,CAAC,kBAAkB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;YAExD,OAAO,MAAM,CAAC;QAClB,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { Matrix, Vector3 } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a align matrix\r\n */\r\nexport class AlignBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new AlignBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"source\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Up());\r\n this.registerInput(\"target\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Left());\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"AlignBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the target input component\r\n */\r\n public get target(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n const source = (this.source.getConnectedValue(state) as Vector3).clone();\r\n const target = (this.target.getConnectedValue(state) as Vector3).clone();\r\n const result = new Matrix();\r\n\r\n source.normalize();\r\n target.normalize();\r\n\r\n Matrix.RotationAlignToRef(source, target, result, true);\r\n\r\n return result;\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AlignBlock\", AlignBlock);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"rotationXBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/rotationXBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,+BAA+B,CAAC;AAEvD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,iBAAiB;IACjD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEM,aAAa;QAChB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE;YACzB,MAAM,UAAU,GAAG,IAAI,kBAAkB,CAAC,OAAO,CAAC,CAAC;YACnD,UAAU,CAAC,KAAK,GAAG,CAAC,CAAC;YACrB,UAAU,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAC3C;IACL,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,OAAO,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { Matrix } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a rotation matrix on X Axis\r\n */\r\nexport class RotationXBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new RotationXBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"angle\", NodeGeometryBlockConnectionPointTypes.Float, false, 0);\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"RotationXBlock\";\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.angle.isConnected) {\r\n const angleInput = new GeometryInputBlock(\"Angle\");\r\n angleInput.value = 0;\r\n angleInput.output.connectTo(this.angle);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n return Matrix.RotationX(this.angle.getConnectedValue(state));\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RotationXBlock\", RotationXBlock);\r\n"]}
1
+ {"version":3,"file":"rotationXBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/rotationXBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,+BAA+B,CAAC;AAEvD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,iBAAiB;IACjD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEe,aAAa;QACzB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE;YACzB,MAAM,UAAU,GAAG,IAAI,kBAAkB,CAAC,OAAO,CAAC,CAAC;YACnD,UAAU,CAAC,KAAK,GAAG,CAAC,CAAC;YACrB,UAAU,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAC3C;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,OAAO,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { Matrix } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a rotation matrix on X Axis\r\n */\r\nexport class RotationXBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new RotationXBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"angle\", NodeGeometryBlockConnectionPointTypes.Float, false, 0);\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"RotationXBlock\";\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.angle.isConnected) {\r\n const angleInput = new GeometryInputBlock(\"Angle\");\r\n angleInput.value = 0;\r\n angleInput.output.connectTo(this.angle);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n return Matrix.RotationX(this.angle.getConnectedValue(state));\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RotationXBlock\", RotationXBlock);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"rotationYBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/rotationYBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,+BAA+B,CAAC;AAEvD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,iBAAiB;IACjD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEM,aAAa;QAChB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE;YACzB,MAAM,UAAU,GAAG,IAAI,kBAAkB,CAAC,OAAO,CAAC,CAAC;YACnD,UAAU,CAAC,KAAK,GAAG,CAAC,CAAC;YACrB,UAAU,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAC3C;IACL,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,OAAO,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { Matrix } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a rotation matrix on Y Axis\r\n */\r\nexport class RotationYBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new RotationYBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"angle\", NodeGeometryBlockConnectionPointTypes.Float, false, 0);\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"RotationYBlock\";\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.angle.isConnected) {\r\n const angleInput = new GeometryInputBlock(\"Angle\");\r\n angleInput.value = 0;\r\n angleInput.output.connectTo(this.angle);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n return Matrix.RotationY(this.angle.getConnectedValue(state));\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RotationYBlock\", RotationYBlock);\r\n"]}
1
+ {"version":3,"file":"rotationYBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/rotationYBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,+BAA+B,CAAC;AAEvD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,iBAAiB;IACjD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEe,aAAa;QACzB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE;YACzB,MAAM,UAAU,GAAG,IAAI,kBAAkB,CAAC,OAAO,CAAC,CAAC;YACnD,UAAU,CAAC,KAAK,GAAG,CAAC,CAAC;YACrB,UAAU,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAC3C;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,OAAO,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { Matrix } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a rotation matrix on Y Axis\r\n */\r\nexport class RotationYBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new RotationYBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"angle\", NodeGeometryBlockConnectionPointTypes.Float, false, 0);\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"RotationYBlock\";\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.angle.isConnected) {\r\n const angleInput = new GeometryInputBlock(\"Angle\");\r\n angleInput.value = 0;\r\n angleInput.output.connectTo(this.angle);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n return Matrix.RotationY(this.angle.getConnectedValue(state));\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RotationYBlock\", RotationYBlock);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"rotationZBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/rotationZBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,+BAA+B,CAAC;AAEvD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,iBAAiB;IACjD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEM,aAAa;QAChB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE;YACzB,MAAM,UAAU,GAAG,IAAI,kBAAkB,CAAC,OAAO,CAAC,CAAC;YACnD,UAAU,CAAC,KAAK,GAAG,CAAC,CAAC;YACrB,UAAU,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAC3C;IACL,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,OAAO,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { Matrix } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a rotation matrix on Z Axis\r\n */\r\nexport class RotationZBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new RotationZBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"angle\", NodeGeometryBlockConnectionPointTypes.Float, false, 0);\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"RotationZBlock\";\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.angle.isConnected) {\r\n const angleInput = new GeometryInputBlock(\"Angle\");\r\n angleInput.value = 0;\r\n angleInput.output.connectTo(this.angle);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n return Matrix.RotationZ(this.angle.getConnectedValue(state));\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RotationZBlock\", RotationZBlock);\r\n"]}
1
+ {"version":3,"file":"rotationZBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/rotationZBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,+BAA+B,CAAC;AAEvD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,iBAAiB;IACjD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEe,aAAa;QACzB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE;YACzB,MAAM,UAAU,GAAG,IAAI,kBAAkB,CAAC,OAAO,CAAC,CAAC;YACnD,UAAU,CAAC,KAAK,GAAG,CAAC,CAAC;YACrB,UAAU,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAC3C;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,OAAO,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { Matrix } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a rotation matrix on Z Axis\r\n */\r\nexport class RotationZBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new RotationZBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"angle\", NodeGeometryBlockConnectionPointTypes.Float, false, 0);\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"RotationZBlock\";\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.angle.isConnected) {\r\n const angleInput = new GeometryInputBlock(\"Angle\");\r\n angleInput.value = 0;\r\n angleInput.output.connectTo(this.angle);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n return Matrix.RotationZ(this.angle.getConnectedValue(state));\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RotationZBlock\", RotationZBlock);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"scalingBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/scalingBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAEhE;;GAEG;AACH,MAAM,OAAO,YAAa,SAAQ,iBAAiB;IAC/C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC;QACjG,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,cAAc,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEM,aAAa;QAChB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE;YACzB,MAAM,UAAU,GAAG,IAAI,kBAAkB,CAAC,OAAO,CAAC,CAAC;YACnD,UAAU,CAAC,KAAK,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACxC,UAAU,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAC3C;IACL,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAY,CAAC;YAC7D,OAAO,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;QACrD,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,sBAAsB,EAAE,YAAY,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { Matrix, Vector3 } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a scaling matrix\r\n */\r\nexport class ScalingBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new ScalingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"scale\", NodeGeometryBlockConnectionPointTypes.Vector3, false, Vector3.One());\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ScalingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get scale(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.scale.isConnected) {\r\n const scaleInput = new GeometryInputBlock(\"Scale\");\r\n scaleInput.value = new Vector3(1, 1, 1);\r\n scaleInput.output.connectTo(this.scale);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n const value = this.scale.getConnectedValue(state) as Vector3;\r\n return Matrix.Scaling(value.x, value.y, value.z);\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ScalingBlock\", ScalingBlock);\r\n"]}
1
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@@ -1 +1 @@
1
- {"version":3,"file":"translationBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/translationBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAEhE;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,iBAAiB;IACnD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEM,aAAa;QAChB,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE;YAC/B,MAAM,gBAAgB,GAAG,IAAI,kBAAkB,CAAC,aAAa,CAAC,CAAC;YAC/D,gBAAgB,CAAC,KAAK,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC9C,gBAAgB,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SACvD;IACL,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,iBAAiB,CAAC,KAAK,CAAY,CAAC;YACnE,OAAO,MAAM,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;QACzD,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { Matrix, Vector3 } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a translation matrix\r\n */\r\nexport class TranslationBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new TranslationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"translation\", NodeGeometryBlockConnectionPointTypes.Vector3, false, Vector3.Zero());\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"TranslationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the translation input component\r\n */\r\n public get translation(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.translation.isConnected) {\r\n const translationInput = new GeometryInputBlock(\"Translation\");\r\n translationInput.value = new Vector3(0, 0, 0);\r\n translationInput.output.connectTo(this.translation);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n const value = this.translation.getConnectedValue(state) as Vector3;\r\n return Matrix.Translation(value.x, value.y, value.z);\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TranslationBlock\", TranslationBlock);\r\n"]}
1
+ {"version":3,"file":"translationBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Matrices/translationBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAErG,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAEhE;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,iBAAiB;IACnD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEe,aAAa;QACzB,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE;YAC/B,MAAM,gBAAgB,GAAG,IAAI,kBAAkB,CAAC,aAAa,CAAC,CAAC;YAC/D,gBAAgB,CAAC,KAAK,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC9C,gBAAgB,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SACvD;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,CAAC,KAAK,EAAE,EAAE;YACpC,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,iBAAiB,CAAC,KAAK,CAAY,CAAC;YACnE,OAAO,MAAM,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;QACzD,CAAC,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { Matrix, Vector3 } from \"../../../../Maths/math.vector\";\r\n\r\n/**\r\n * Block used to get a translation matrix\r\n */\r\nexport class TranslationBlock extends NodeGeometryBlock {\r\n /**\r\n * Create a new TranslationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"translation\", NodeGeometryBlockConnectionPointTypes.Vector3, false, Vector3.Zero());\r\n this.registerOutput(\"matrix\", NodeGeometryBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"TranslationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the translation input component\r\n */\r\n public get translation(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix output component\r\n */\r\n public get matrix(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.translation.isConnected) {\r\n const translationInput = new GeometryInputBlock(\"Translation\");\r\n translationInput.value = new Vector3(0, 0, 0);\r\n translationInput.output.connectTo(this.translation);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.matrix._storedFunction = (state) => {\r\n const value = this.translation.getConnectedValue(state) as Vector3;\r\n return Matrix.Translation(value.x, value.y, value.z);\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TranslationBlock\", TranslationBlock);\r\n"]}
@@ -1 +1 @@
1
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector3, Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set colors for a geometry\r\n */\r\nexport class SetColorsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetColorsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"colors\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Int);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Vector2);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SetColorsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the colors input component\r\n */\r\n public get colors(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.colors.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.colors) {\r\n this._vertexData.colors = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n if (this.colors.connectedPoint?.type === NodeGeometryBlockConnectionPointTypes.Vector3) {\r\n const tempVector3 = this.colors.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n this._vertexData.colors[this._currentIndex * 4 + 3] = 1; // Alpha\r\n this._vertexData.hasVertexAlpha = false;\r\n }\r\n } else {\r\n const tempVector4 = this.colors.getConnectedValue(state) as Vector4;\r\n if (tempVector4) {\r\n tempVector4.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n this._vertexData.hasVertexAlpha = true;\r\n }\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetColorsBlock\", SetColorsBlock);\r\n"]}
1
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector3, Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set colors for a geometry\r\n */\r\nexport class SetColorsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetColorsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"colors\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Int);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Vector2);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetColorsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the colors input component\r\n */\r\n public get colors(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.colors.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.colors) {\r\n this._vertexData.colors = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n if (this.colors.connectedPoint?.type === NodeGeometryBlockConnectionPointTypes.Vector3) {\r\n const tempVector3 = this.colors.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n this._vertexData.colors[this._currentIndex * 4 + 3] = 1; // Alpha\r\n this._vertexData.hasVertexAlpha = false;\r\n }\r\n } else {\r\n const tempVector4 = this.colors.getConnectedValue(state) as Vector4;\r\n if (tempVector4) {\r\n tempVector4.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n this._vertexData.hasVertexAlpha = true;\r\n }\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetColorsBlock\", SetColorsBlock);\r\n"]}
@@ -1 +1 @@
1
- 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { VertexDataMaterialInfo, type VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\n\r\n/**\r\n * Block used to affect a material ID to a geometry\r\n */\r\nexport class SetMaterialIDBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetMaterialIDBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"id\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.id.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SetMaterialIDBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the id input component\r\n */\r\n public get id(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n if (!this.geometry.isConnected) {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n const func = (state: NodeGeometryBuildState) => {\r\n const vertexData = this.geometry.getConnectedValue(state) as VertexData;\r\n if (!vertexData || !vertexData.indices || !vertexData.positions) {\r\n return vertexData;\r\n }\r\n\r\n const materialInfo = new VertexDataMaterialInfo();\r\n materialInfo.materialIndex = this.id.getConnectedValue(state) | 0;\r\n materialInfo.indexStart = 0;\r\n materialInfo.indexCount = vertexData.indices.length;\r\n materialInfo.verticesStart = 0;\r\n materialInfo.verticesCount = vertexData.positions.length / 3;\r\n\r\n vertexData.materialInfos = [materialInfo];\r\n\r\n return vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetMaterialIDBlock\", SetMaterialIDBlock);\r\n"]}
1
+ 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { VertexDataMaterialInfo, type VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\n\r\n/**\r\n * Block used to affect a material ID to a geometry\r\n */\r\nexport class SetMaterialIDBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetMaterialIDBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"id\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.id.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetMaterialIDBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the id input component\r\n */\r\n public get id(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n if (!this.geometry.isConnected) {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n const func = (state: NodeGeometryBuildState) => {\r\n const vertexData = this.geometry.getConnectedValue(state) as VertexData;\r\n if (!vertexData || !vertexData.indices || !vertexData.positions) {\r\n return vertexData;\r\n }\r\n\r\n const materialInfo = new VertexDataMaterialInfo();\r\n materialInfo.materialIndex = this.id.getConnectedValue(state) | 0;\r\n materialInfo.indexStart = 0;\r\n materialInfo.indexCount = vertexData.indices.length;\r\n materialInfo.verticesStart = 0;\r\n materialInfo.verticesCount = vertexData.positions.length / 3;\r\n\r\n vertexData.materialInfos = [materialInfo];\r\n\r\n return vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetMaterialIDBlock\", SetMaterialIDBlock);\r\n"]}
@@ -1 +1 @@
1
- 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set normals for a geometry\r\n */\r\nexport class SetNormalsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetNormalsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"normals\", NodeGeometryBlockConnectionPointTypes.Vector3);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SetNormalsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normals input component\r\n */\r\n public get normals(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.normals.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.normals) {\r\n this._vertexData.normals = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector3 = this.normals.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.normals, this._currentIndex * 3);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetNormalsBlock\", SetNormalsBlock);\r\n"]}
1
+ 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set normals for a geometry\r\n */\r\nexport class SetNormalsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetNormalsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"normals\", NodeGeometryBlockConnectionPointTypes.Vector3);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetNormalsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normals input component\r\n */\r\n public get normals(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.normals.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.normals) {\r\n this._vertexData.normals = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector3 = this.normals.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.normals, this._currentIndex * 3);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetNormalsBlock\", SetNormalsBlock);\r\n"]}
@@ -1 +1 @@
1
- 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport type { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set positions for a geometry\r\n */\r\nexport class SetPositionsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetPositionsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"positions\", NodeGeometryBlockConnectionPointTypes.Vector3);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SetPositionsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the positions input component\r\n */\r\n public get positions(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this.positions.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector3 = this.positions.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.positions, this._currentIndex * 3);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetPositionsBlock\", SetPositionsBlock);\r\n"]}
1
+ 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport type { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set positions for a geometry\r\n */\r\nexport class SetPositionsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetPositionsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"positions\", NodeGeometryBlockConnectionPointTypes.Vector3);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetPositionsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the positions input component\r\n */\r\n public get positions(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this.positions.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector3 = this.positions.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.positions, this._currentIndex * 3);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetPositionsBlock\", SetPositionsBlock);\r\n"]}
@@ -1 +1 @@
1
- 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set tangents for a geometry\r\n */\r\nexport class SetTangentsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetTangentsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"tangents\", NodeGeometryBlockConnectionPointTypes.Vector4);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SetTangentsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tangents input component\r\n */\r\n public get tangents(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.tangents.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.tangents) {\r\n this._vertexData.tangents = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector4 = this.tangents.getConnectedValue(state) as Vector4;\r\n if (tempVector4) {\r\n tempVector4.toArray(this._vertexData.tangents, this._currentIndex * 4);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetTangentsBlock\", SetTangentsBlock);\r\n"]}
1
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set tangents for a geometry\r\n */\r\nexport class SetTangentsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetTangentsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"tangents\", NodeGeometryBlockConnectionPointTypes.Vector4);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetTangentsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tangents input component\r\n */\r\n public get tangents(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.tangents.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.tangents) {\r\n this._vertexData.tangents = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector4 = this.tangents.getConnectedValue(state) as Vector4;\r\n if (tempVector4) {\r\n tempVector4.toArray(this._vertexData.tangents, this._currentIndex * 4);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetTangentsBlock\", SetTangentsBlock);\r\n"]}