@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
  318. package/Meshes/Node/Blocks/boundingBlock.js.map +1 -1
  319. package/Meshes/Node/Blocks/computeNormalsBlock.js.map +1 -1
  320. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  321. package/Meshes/Node/Blocks/debugBlock.js.map +1 -1
  322. package/Meshes/Node/Blocks/geometryArcTan2Block.js.map +1 -1
  323. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  324. package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -1
  325. package/Meshes/Node/Blocks/geometryCrossBlock.js.map +1 -1
  326. package/Meshes/Node/Blocks/geometryCurveBlock.js.map +1 -1
  327. package/Meshes/Node/Blocks/geometryDesaturateBlock.js.map +1 -1
  328. package/Meshes/Node/Blocks/geometryDistanceBlock.js.map +1 -1
  329. package/Meshes/Node/Blocks/geometryDotBlock.js.map +1 -1
  330. package/Meshes/Node/Blocks/geometryElbowBlock.js.map +1 -1
  331. package/Meshes/Node/Blocks/geometryInfoBlock.js.map +1 -1
  332. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  333. package/Meshes/Node/Blocks/geometryLengthBlock.js.map +1 -1
  334. package/Meshes/Node/Blocks/geometryLerpBlock.js.map +1 -1
  335. package/Meshes/Node/Blocks/geometryModBlock.js.map +1 -1
  336. package/Meshes/Node/Blocks/geometryNLerpBlock.js.map +1 -1
  337. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  338. package/Meshes/Node/Blocks/geometryOutputBlock.js.map +1 -1
  339. package/Meshes/Node/Blocks/geometryPosterizeBlock.js.map +1 -1
  340. package/Meshes/Node/Blocks/geometryPowBlock.js.map +1 -1
  341. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js.map +1 -1
  342. package/Meshes/Node/Blocks/geometryRotate2dBlock.js.map +1 -1
  343. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js.map +1 -1
  344. package/Meshes/Node/Blocks/geometryStepBlock.js.map +1 -1
  345. package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
  346. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
  347. package/Meshes/Node/Blocks/intFloatConverterBlock.js.map +1 -1
  348. package/Meshes/Node/Blocks/mapRangeBlock.js.map +1 -1
  349. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  350. package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
  351. package/Meshes/Node/Blocks/matrixComposeBlock.js.map +1 -1
  352. package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
  353. package/Meshes/Node/Blocks/noiseBlock.js.map +1 -1
  354. package/Meshes/Node/Blocks/normalizeVectorBlock.js.map +1 -1
  355. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  356. package/Meshes/Node/Blocks/vectorConverterBlock.js.map +1 -1
  357. package/Meshes/WebGL/webGLDataBuffer.js.map +1 -1
  358. package/Meshes/WebGPU/webgpuDataBuffer.js.map +1 -1
  359. package/Meshes/abstractMesh.js.map +1 -1
  360. package/Meshes/geodesicMesh.js.map +1 -1
  361. package/Meshes/goldbergMesh.js.map +1 -1
  362. package/Meshes/groundMesh.js.map +1 -1
  363. package/Meshes/instancedMesh.js.map +1 -1
  364. package/Meshes/linesMesh.js.map +1 -1
  365. package/Meshes/mesh.js.map +1 -1
  366. package/Meshes/trailMesh.js.map +1 -1
  367. package/Meshes/transformNode.js.map +1 -1
  368. package/Misc/assetsManager.js.map +1 -1
  369. package/Misc/depthReducer.js.map +1 -1
  370. package/Misc/sceneOptimizer.js.map +1 -1
  371. package/Misc/smartArray.js.map +1 -1
  372. package/Misc/workerPool.js.map +1 -1
  373. package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
  374. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  375. package/Particles/gpuParticleSystem.js.map +1 -1
  376. package/Particles/particleSystem.js.map +1 -1
  377. package/Particles/thinParticleSystem.js.map +1 -1
  378. package/Physics/physicsRaycastResult.js.map +1 -1
  379. package/Physics/proximityCastResult.js.map +1 -1
  380. package/Physics/v1/physicsJoint.js.map +1 -1
  381. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  382. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  383. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  384. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  385. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  386. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  387. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  388. package/PostProcesses/anaglyphPostProcess.js.map +1 -1
  389. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  390. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  391. package/PostProcesses/blurPostProcess.js.map +1 -1
  392. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  393. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  394. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  395. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  396. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  397. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  398. package/PostProcesses/displayPassPostProcess.js.map +1 -1
  399. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  400. package/PostProcesses/filterPostProcess.js.map +1 -1
  401. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  402. package/PostProcesses/grainPostProcess.js.map +1 -1
  403. package/PostProcesses/highlightsPostProcess.js.map +1 -1
  404. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  405. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  406. package/PostProcesses/passPostProcess.js.map +1 -1
  407. package/PostProcesses/refractionPostProcess.js.map +1 -1
  408. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  409. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  410. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  411. package/PostProcesses/stereoscopicInterlacePostProcess.js.map +1 -1
  412. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  413. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  414. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  415. package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
  416. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
  417. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  418. package/Rendering/edgesRenderer.js.map +1 -1
  419. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  420. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  421. package/Rendering/reflectiveShadowMap.js.map +1 -1
  422. package/Sprites/sprite.js.map +1 -1
  423. package/Sprites/spritePackedManager.js.map +1 -1
  424. package/XR/features/Layers/WebXRCompositionLayer.js.map +1 -1
  425. package/XR/features/Layers/WebXRProjectionLayer.js.map +1 -1
  426. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  427. package/XR/features/WebXRBackgroundRemover.js.map +1 -1
  428. package/XR/features/WebXRControllerMovement.js.map +1 -1
  429. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  430. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  431. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  432. package/XR/features/WebXRDOMOverlay.js.map +1 -1
  433. package/XR/features/WebXRDepthSensing.js.map +1 -1
  434. package/XR/features/WebXREyeTracking.js.map +1 -1
  435. package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
  436. package/XR/features/WebXRHandTracking.js.map +1 -1
  437. package/XR/features/WebXRHitTest.js.map +1 -1
  438. package/XR/features/WebXRHitTestLegacy.js.map +1 -1
  439. package/XR/features/WebXRImageTracking.js.map +1 -1
  440. package/XR/features/WebXRLayers.js.map +1 -1
  441. package/XR/features/WebXRLightEstimation.js.map +1 -1
  442. package/XR/features/WebXRMeshDetector.js.map +1 -1
  443. package/XR/features/WebXRNearInteraction.js.map +1 -1
  444. package/XR/features/WebXRPlaneDetector.js.map +1 -1
  445. package/XR/features/WebXRRawCameraAccess.js.map +1 -1
  446. package/XR/features/WebXRSpaceWarp.js.map +1 -1
  447. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  448. package/XR/motionController/webXRProfiledMotionController.js.map +1 -1
  449. package/XR/native/nativeXRRenderTarget.js.map +1 -1
  450. package/XR/webXRCamera.js.map +1 -1
  451. package/XR/webXRWebGLLayer.js.map +1 -1
  452. package/assets/Draco/draco_wasm_wrapper.js +115 -115
  453. package/package.json +1 -1
  454. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"physicsRaycastResult.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/physicsRaycastResult.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAahD;;;GAGG;AACH,MAAM,OAAO,oBAAqB,SAAQ,aAAa;IAAvD;;QACY,iBAAY,GAAW,CAAC,CAAC;QACzB,kBAAa,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QACxC,gBAAW,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAgElD,CAAC;IA9DG;;OAEG;IACH,IAAI,WAAW;QACX,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAI,cAAc;QACd,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAI,aAAa;QACb,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAI,YAAY;QACZ,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAI,UAAU;QACV,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,cAAc,CAAC,QAAgB;QAClC,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC;IACjC,CAAC;IAED;;OAEG;IACI,oBAAoB;QACvB,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;IAC7E,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,OAAgB,OAAO,CAAC,IAAI,EAAE,EAAE,KAAc,OAAO,CAAC,IAAI,EAAE;QACrE,KAAK,CAAC,KAAK,EAAE,CAAC;QACd,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;QAClC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;QAE9B,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;IAC1B,CAAC;CACJ","sourcesContent":["import { Vector3 } from \"../Maths/math.vector\";\r\nimport { CastingResult } from \"./castingResult\";\r\n\r\n/**\r\n * Interface for query parameters in the raycast function.\r\n * @see the \"Collision Filtering\" section in https://github.com/eoineoineoin/glTF/tree/MSFT_RigidBodies/extensions/2.0/Vendor/MSFT_collision_primitives\r\n */\r\nexport interface IRaycastQuery {\r\n /** Membership mask */\r\n membership?: number;\r\n /** CollideWith mask */\r\n collideWith?: number;\r\n}\r\n\r\n/**\r\n * Holds the data for the raycast result\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsRaycastResult extends CastingResult {\r\n private _hitDistance: number = 0;\r\n private _rayFromWorld: Vector3 = Vector3.Zero();\r\n private _rayToWorld: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Gets the distance from the hit\r\n */\r\n get hitDistance(): number {\r\n return this._hitDistance;\r\n }\r\n\r\n /**\r\n * Gets the hit normal/direction in the world\r\n */\r\n get hitNormalWorld(): Vector3 {\r\n return this._hitNormal;\r\n }\r\n\r\n /**\r\n * Gets the hit point in the world\r\n */\r\n get hitPointWorld(): Vector3 {\r\n return this._hitPoint;\r\n }\r\n\r\n /**\r\n * Gets the ray \"start point\" of the ray in the world\r\n */\r\n get rayFromWorld(): Vector3 {\r\n return this._rayFromWorld;\r\n }\r\n\r\n /**\r\n * Gets the ray \"end point\" of the ray in the world\r\n */\r\n get rayToWorld(): Vector3 {\r\n return this._rayToWorld;\r\n }\r\n\r\n /**\r\n * Sets the distance from the start point to the hit point\r\n * @param distance defines the distance to set\r\n */\r\n public setHitDistance(distance: number) {\r\n this._hitDistance = distance;\r\n }\r\n\r\n /**\r\n * Calculates the distance manually\r\n */\r\n public calculateHitDistance() {\r\n this._hitDistance = Vector3.Distance(this._rayFromWorld, this._hitPoint);\r\n }\r\n\r\n /**\r\n * Resets all the values to default\r\n * @param from The from point on world space\r\n * @param to The to point on world space\r\n */\r\n public reset(from: Vector3 = Vector3.Zero(), to: Vector3 = Vector3.Zero()) {\r\n super.reset();\r\n this._rayFromWorld.copyFrom(from);\r\n this._rayToWorld.copyFrom(to);\r\n\r\n this._hitDistance = 0;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"physicsRaycastResult.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/physicsRaycastResult.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAahD;;;GAGG;AACH,MAAM,OAAO,oBAAqB,SAAQ,aAAa;IAAvD;;QACY,iBAAY,GAAW,CAAC,CAAC;QACzB,kBAAa,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QACxC,gBAAW,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAgElD,CAAC;IA9DG;;OAEG;IACH,IAAI,WAAW;QACX,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAI,cAAc;QACd,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAI,aAAa;QACb,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAI,YAAY;QACZ,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAI,UAAU;QACV,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,cAAc,CAAC,QAAgB;QAClC,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC;IACjC,CAAC;IAED;;OAEG;IACI,oBAAoB;QACvB,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;IAC7E,CAAC;IAED;;;;OAIG;IACa,KAAK,CAAC,OAAgB,OAAO,CAAC,IAAI,EAAE,EAAE,KAAc,OAAO,CAAC,IAAI,EAAE;QAC9E,KAAK,CAAC,KAAK,EAAE,CAAC;QACd,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;QAClC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;QAE9B,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;IAC1B,CAAC;CACJ","sourcesContent":["import { Vector3 } from \"../Maths/math.vector\";\r\nimport { CastingResult } from \"./castingResult\";\r\n\r\n/**\r\n * Interface for query parameters in the raycast function.\r\n * @see the \"Collision Filtering\" section in https://github.com/eoineoineoin/glTF/tree/MSFT_RigidBodies/extensions/2.0/Vendor/MSFT_collision_primitives\r\n */\r\nexport interface IRaycastQuery {\r\n /** Membership mask */\r\n membership?: number;\r\n /** CollideWith mask */\r\n collideWith?: number;\r\n}\r\n\r\n/**\r\n * Holds the data for the raycast result\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsRaycastResult extends CastingResult {\r\n private _hitDistance: number = 0;\r\n private _rayFromWorld: Vector3 = Vector3.Zero();\r\n private _rayToWorld: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Gets the distance from the hit\r\n */\r\n get hitDistance(): number {\r\n return this._hitDistance;\r\n }\r\n\r\n /**\r\n * Gets the hit normal/direction in the world\r\n */\r\n get hitNormalWorld(): Vector3 {\r\n return this._hitNormal;\r\n }\r\n\r\n /**\r\n * Gets the hit point in the world\r\n */\r\n get hitPointWorld(): Vector3 {\r\n return this._hitPoint;\r\n }\r\n\r\n /**\r\n * Gets the ray \"start point\" of the ray in the world\r\n */\r\n get rayFromWorld(): Vector3 {\r\n return this._rayFromWorld;\r\n }\r\n\r\n /**\r\n * Gets the ray \"end point\" of the ray in the world\r\n */\r\n get rayToWorld(): Vector3 {\r\n return this._rayToWorld;\r\n }\r\n\r\n /**\r\n * Sets the distance from the start point to the hit point\r\n * @param distance defines the distance to set\r\n */\r\n public setHitDistance(distance: number) {\r\n this._hitDistance = distance;\r\n }\r\n\r\n /**\r\n * Calculates the distance manually\r\n */\r\n public calculateHitDistance() {\r\n this._hitDistance = Vector3.Distance(this._rayFromWorld, this._hitPoint);\r\n }\r\n\r\n /**\r\n * Resets all the values to default\r\n * @param from The from point on world space\r\n * @param to The to point on world space\r\n */\r\n public override reset(from: Vector3 = Vector3.Zero(), to: Vector3 = Vector3.Zero()) {\r\n super.reset();\r\n this._rayFromWorld.copyFrom(from);\r\n this._rayToWorld.copyFrom(to);\r\n\r\n this._hitDistance = 0;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"proximityCastResult.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/proximityCastResult.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,mBAAoB,SAAQ,aAAa;IAAtD;;QACc,iBAAY,GAAW,CAAC,CAAC;IAwBvC,CAAC;IAtBG;;OAEG;IACH,IAAI,WAAW;QACX,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,cAAc,CAAC,QAAgB;QAClC,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC;IACjC,CAAC;IAED;;OAEG;IACI,KAAK;QACR,KAAK,CAAC,KAAK,EAAE,CAAC;QACd,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;IAC1B,CAAC;CACJ","sourcesContent":["import { CastingResult } from \"./castingResult\";\r\n\r\n/**\r\n * Class representing a contact point produced in a proximity cast\r\n */\r\nexport class ProximityCastResult extends CastingResult {\r\n protected _hitDistance: number = 0;\r\n\r\n /**\r\n * Gets the distance from the hit\r\n */\r\n get hitDistance(): number {\r\n return this._hitDistance;\r\n }\r\n\r\n /**\r\n * Sets the distance from the start point to the hit point\r\n * @param distance\r\n */\r\n public setHitDistance(distance: number) {\r\n this._hitDistance = distance;\r\n }\r\n\r\n /**\r\n * Resets all the values to default\r\n */\r\n public reset() {\r\n super.reset();\r\n this._hitDistance = 0;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"proximityCastResult.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/proximityCastResult.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,mBAAoB,SAAQ,aAAa;IAAtD;;QACc,iBAAY,GAAW,CAAC,CAAC;IAwBvC,CAAC;IAtBG;;OAEG;IACH,IAAI,WAAW;QACX,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,cAAc,CAAC,QAAgB;QAClC,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC;IACjC,CAAC;IAED;;OAEG;IACa,KAAK;QACjB,KAAK,CAAC,KAAK,EAAE,CAAC;QACd,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;IAC1B,CAAC;CACJ","sourcesContent":["import { CastingResult } from \"./castingResult\";\r\n\r\n/**\r\n * Class representing a contact point produced in a proximity cast\r\n */\r\nexport class ProximityCastResult extends CastingResult {\r\n protected _hitDistance: number = 0;\r\n\r\n /**\r\n * Gets the distance from the hit\r\n */\r\n get hitDistance(): number {\r\n return this._hitDistance;\r\n }\r\n\r\n /**\r\n * Sets the distance from the start point to the hit point\r\n * @param distance\r\n */\r\n public setHitDistance(distance: number) {\r\n this._hitDistance = distance;\r\n }\r\n\r\n /**\r\n * Resets all the values to default\r\n */\r\n public override reset() {\r\n super.reset();\r\n this._hitDistance = 0;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"physicsJoint.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v1/physicsJoint.ts"],"names":[],"mappings":"AAkCA;;;;GAIG;AACH,MAAM,OAAO,YAAY;IAIrB;;;;OAIG;IACH;IACI;;OAEG;IACI,IAAY;IACnB;;OAEG;IACI,SAA2B;QAJ3B,SAAI,GAAJ,IAAI,CAAQ;QAIZ,cAAS,GAAT,SAAS,CAAkB;QAElC,SAAS,CAAC,YAAY,GAAG,SAAS,CAAC,YAAY,IAAI,EAAE,CAAC;IAC1D,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY,CAAC,QAAa;QACjC,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,uBAAuB;SAC1B;QAED,IAAI,CAAC,aAAa,GAAG,QAAQ,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa,CAAC,aAAmC;QACxD,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;IACxC,CAAC;IAED;;;;OAIG;IACI,qBAAqB,CAAC,IAA6C;QACtE,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;IACxD,CAAC;;AAED,8CAA8C;AAE9C,aAAa;AACb;;GAEG;AACW,0BAAa,GAAG,CAAC,CAAC;AAChC;;GAEG;AACW,uBAAU,GAAG,CAAC,CAAC;AAC7B;;GAEG;AACW,+BAAkB,GAAG,CAAC,CAAC;AACrC;;GAEG;AACW,uBAAU,GAAG,CAAC,CAAC;AAC7B;;GAEG;AACW,wBAAW,GAAG,CAAC,CAAC;AAC9B,MAAM;AACN;;GAEG;AACW,2BAAc,GAAG,CAAC,CAAC;AACjC,EAAE;AACF;;;GAGG;AACW,2BAAc,GAAG,CAAC,CAAC;AACjC;;GAEG;AACW,wBAAW,GAAG,YAAY,CAAC,UAAU,CAAC;AACpD,QAAQ;AACR;;GAEG;AACW,8BAAiB,GAAG,CAAC,CAAC;AACpC,2BAA2B;AAC3B;;GAEG;AACW,wBAAW,GAAG,CAAC,CAAC;AAC9B;;GAEG;AACW,sBAAS,GAAG,EAAE,CAAC;AAGjC;;;GAGG;AACH,MAAM,OAAO,aAAc,SAAQ,YAAY;IAC3C;;;OAGG;IACH,YAAY,SAA4B;QACpC,KAAK,CAAC,YAAY,CAAC,aAAa,EAAE,SAAS,CAAC,CAAC;IACjD,CAAC;IAED;;;;OAIG;IACI,cAAc,CAAC,WAAmB,EAAE,WAAoB;QAC3D,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,IAAI,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;IAC5E,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,iBAAkB,SAAQ,YAAY;IAC/C;;;;OAIG;IACH,YAAY,IAAY,EAAE,SAA2B;QACjD,KAAK,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;IAC3B,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,KAAc,EAAE,QAAiB;QAC7C,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,CAAC,CAAC;IAC7D,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,UAAkB,EAAE,UAAmB;QACnD,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;IAC/D,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAC7C;;;OAGG;IACH,YAAY,SAA2B;QACnC,KAAK,CAAC,YAAY,CAAC,UAAU,EAAE,SAAS,CAAC,CAAC;IAC9C,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,KAAc,EAAE,QAAiB;QAC7C,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,CAAC,CAAC;IAC7D,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,UAAkB,EAAE,UAAmB;QACnD,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;IAC/D,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,WAAY,SAAQ,iBAAiB;IAC9C;;;OAGG;IACH,YAAY,SAA2B;QACnC,KAAK,CAAC,YAAY,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CAAC,WAAoB,EAAE,QAAiB,EAAE,aAAqB,CAAC;QAC3E,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,WAAW,IAAI,CAAC,EAAE,QAAQ,EAAE,UAAU,CAAC,CAAC;IAC/E,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CAAC,UAAkB,EAAE,UAAmB,EAAE,aAAqB,CAAC;QAC3E,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;IAC3E,CAAC;CACJ","sourcesContent":["import type { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { IPhysicsEnginePlugin } from \"./IPhysicsEnginePlugin\";\r\n/**\r\n * Interface for Physics-Joint data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface PhysicsJointData {\r\n //Important for some engines, optional!\r\n /**\r\n * The main pivot of the joint\r\n */\r\n mainPivot?: Vector3;\r\n /**\r\n * The connected pivot of the joint\r\n */\r\n connectedPivot?: Vector3;\r\n /**\r\n * The main axis of the joint\r\n */\r\n mainAxis?: Vector3;\r\n /**\r\n * The connected axis of the joint\r\n */\r\n connectedAxis?: Vector3;\r\n /**\r\n * The collision of the joint\r\n */\r\n collision?: boolean;\r\n /**\r\n * Native Oimo/Cannon/Energy data\r\n */\r\n nativeParams?: any;\r\n}\r\n\r\n/**\r\n * This is a holder class for the physics joint created by the physics plugin\r\n * It holds a set of functions to control the underlying joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsJoint {\r\n private _physicsJoint: any;\r\n protected _physicsPlugin: IPhysicsEnginePlugin;\r\n\r\n /**\r\n * Initializes the physics joint\r\n * @param type The type of the physics joint\r\n * @param jointData The data for the physics joint\r\n */\r\n constructor(\r\n /**\r\n * The type of the physics joint\r\n */\r\n public type: number,\r\n /**\r\n * The data for the physics joint\r\n */\r\n public jointData: PhysicsJointData\r\n ) {\r\n jointData.nativeParams = jointData.nativeParams || {};\r\n }\r\n\r\n /**\r\n * Gets the physics joint\r\n */\r\n public get physicsJoint(): any {\r\n return this._physicsJoint;\r\n }\r\n\r\n /**\r\n * Sets the physics joint\r\n */\r\n public set physicsJoint(newJoint: any) {\r\n if (this._physicsJoint) {\r\n //remove from the world\r\n }\r\n\r\n this._physicsJoint = newJoint;\r\n }\r\n\r\n /**\r\n * Sets the physics plugin\r\n */\r\n public set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin) {\r\n this._physicsPlugin = physicsPlugin;\r\n }\r\n\r\n /**\r\n * Execute a function that is physics-plugin specific.\r\n * @param {Function} func the function that will be executed.\r\n * It accepts two parameters: the physics world and the physics joint\r\n */\r\n public executeNativeFunction(func: (world: any, physicsJoint: any) => void) {\r\n func(this._physicsPlugin.world, this._physicsJoint);\r\n }\r\n\r\n //TODO check if the native joints are the same\r\n\r\n //Joint Types\r\n /**\r\n * Distance-Joint type\r\n */\r\n public static DistanceJoint = 0;\r\n /**\r\n * Hinge-Joint type\r\n */\r\n public static HingeJoint = 1;\r\n /**\r\n * Ball-and-Socket joint type\r\n */\r\n public static BallAndSocketJoint = 2;\r\n /**\r\n * Wheel-Joint type\r\n */\r\n public static WheelJoint = 3;\r\n /**\r\n * Slider-Joint type\r\n */\r\n public static SliderJoint = 4;\r\n //OIMO\r\n /**\r\n * Prismatic-Joint type\r\n */\r\n public static PrismaticJoint = 5;\r\n //\r\n /**\r\n * Universal-Joint type\r\n * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)\r\n */\r\n public static UniversalJoint = 6;\r\n /**\r\n * Hinge-Joint 2 type\r\n */\r\n public static Hinge2Joint = PhysicsJoint.WheelJoint;\r\n //Cannon\r\n /**\r\n * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters\r\n */\r\n public static PointToPointJoint = 8;\r\n //Cannon only at the moment\r\n /**\r\n * Spring-Joint type\r\n */\r\n public static SpringJoint = 9;\r\n /**\r\n * Lock-Joint type\r\n */\r\n public static LockJoint = 10;\r\n}\r\n\r\n/**\r\n * A class representing a physics distance joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class DistanceJoint extends PhysicsJoint {\r\n /**\r\n *\r\n * @param jointData The data for the Distance-Joint\r\n */\r\n constructor(jointData: DistanceJointData) {\r\n super(PhysicsJoint.DistanceJoint, jointData);\r\n }\r\n\r\n /**\r\n * Update the predefined distance.\r\n * @param maxDistance The maximum preferred distance\r\n * @param minDistance The minimum preferred distance\r\n */\r\n public updateDistance(maxDistance: number, minDistance?: number) {\r\n this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a Motor-Enabled Joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {\r\n /**\r\n * Initializes the Motor-Enabled Joint\r\n * @param type The type of the joint\r\n * @param jointData The physical joint data for the joint\r\n */\r\n constructor(type: number, jointData: PhysicsJointData) {\r\n super(type, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param force the force to apply\r\n * @param maxForce max force for this motor.\r\n */\r\n public setMotor(force?: number, maxForce?: number) {\r\n this._physicsPlugin.setMotor(this, force || 0, maxForce);\r\n }\r\n\r\n /**\r\n * Set the motor's limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a single physics Hinge-Joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class HingeJoint extends MotorEnabledJoint {\r\n /**\r\n * Initializes the Hinge-Joint\r\n * @param jointData The joint data for the Hinge-Joint\r\n */\r\n constructor(jointData: PhysicsJointData) {\r\n super(PhysicsJoint.HingeJoint, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param {number} force the force to apply\r\n * @param {number} maxForce max force for this motor.\r\n */\r\n public setMotor(force?: number, maxForce?: number) {\r\n this._physicsPlugin.setMotor(this, force || 0, maxForce);\r\n }\r\n\r\n /**\r\n * Set the motor's limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a dual hinge physics joint (same as wheel joint)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class Hinge2Joint extends MotorEnabledJoint {\r\n /**\r\n * Initializes the Hinge2-Joint\r\n * @param jointData The joint data for the Hinge2-Joint\r\n */\r\n constructor(jointData: PhysicsJointData) {\r\n super(PhysicsJoint.Hinge2Joint, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param targetSpeed the speed the motor is to reach\r\n * @param maxForce max force for this motor.\r\n * @param motorIndex motor's index, 0 or 1.\r\n */\r\n public setMotor(targetSpeed?: number, maxForce?: number, motorIndex: number = 0) {\r\n this._physicsPlugin.setMotor(this, targetSpeed || 0, maxForce, motorIndex);\r\n }\r\n\r\n /**\r\n * Set the motor limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit the upper limit\r\n * @param lowerLimit lower limit\r\n * @param motorIndex the motor's index, 0 or 1.\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number, motorIndex: number = 0) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);\r\n }\r\n}\r\n\r\n/**\r\n * Interface for a motor enabled joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface IMotorEnabledJoint {\r\n /**\r\n * Physics joint\r\n */\r\n physicsJoint: any;\r\n /**\r\n * Sets the motor of the motor-enabled joint\r\n * @param force The force of the motor\r\n * @param maxForce The maximum force of the motor\r\n * @param motorIndex The index of the motor\r\n */\r\n setMotor(force?: number, maxForce?: number, motorIndex?: number): void;\r\n /**\r\n * Sets the limit of the motor\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n * @param motorIndex The index of the motor\r\n */\r\n setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;\r\n}\r\n\r\n/**\r\n * Joint data for a Distance-Joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface DistanceJointData extends PhysicsJointData {\r\n /**\r\n * Max distance the 2 joint objects can be apart\r\n */\r\n maxDistance: number;\r\n //Oimo - minDistance\r\n //Cannon - maxForce\r\n}\r\n\r\n/**\r\n * Joint data from a spring joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface SpringJointData extends PhysicsJointData {\r\n /**\r\n * Length of the spring\r\n */\r\n length: number;\r\n /**\r\n * Stiffness of the spring\r\n */\r\n stiffness: number;\r\n /**\r\n * Damping of the spring\r\n */\r\n damping: number;\r\n /** this callback will be called when applying the force to the impostors. */\r\n forceApplicationCallback: () => void;\r\n}\r\n"]}
1
+ {"version":3,"file":"physicsJoint.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v1/physicsJoint.ts"],"names":[],"mappings":"AAkCA;;;;GAIG;AACH,MAAM,OAAO,YAAY;IAIrB;;;;OAIG;IACH;IACI;;OAEG;IACI,IAAY;IACnB;;OAEG;IACI,SAA2B;QAJ3B,SAAI,GAAJ,IAAI,CAAQ;QAIZ,cAAS,GAAT,SAAS,CAAkB;QAElC,SAAS,CAAC,YAAY,GAAG,SAAS,CAAC,YAAY,IAAI,EAAE,CAAC;IAC1D,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY,CAAC,QAAa;QACjC,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,uBAAuB;SAC1B;QAED,IAAI,CAAC,aAAa,GAAG,QAAQ,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa,CAAC,aAAmC;QACxD,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;IACxC,CAAC;IAED;;;;OAIG;IACI,qBAAqB,CAAC,IAA6C;QACtE,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;IACxD,CAAC;;AAED,8CAA8C;AAE9C,aAAa;AACb;;GAEG;AACW,0BAAa,GAAG,CAAC,CAAC;AAChC;;GAEG;AACW,uBAAU,GAAG,CAAC,CAAC;AAC7B;;GAEG;AACW,+BAAkB,GAAG,CAAC,CAAC;AACrC;;GAEG;AACW,uBAAU,GAAG,CAAC,CAAC;AAC7B;;GAEG;AACW,wBAAW,GAAG,CAAC,CAAC;AAC9B,MAAM;AACN;;GAEG;AACW,2BAAc,GAAG,CAAC,CAAC;AACjC,EAAE;AACF;;;GAGG;AACW,2BAAc,GAAG,CAAC,CAAC;AACjC;;GAEG;AACW,wBAAW,GAAG,YAAY,CAAC,UAAU,CAAC;AACpD,QAAQ;AACR;;GAEG;AACW,8BAAiB,GAAG,CAAC,CAAC;AACpC,2BAA2B;AAC3B;;GAEG;AACW,wBAAW,GAAG,CAAC,CAAC;AAC9B;;GAEG;AACW,sBAAS,GAAG,EAAE,CAAC;AAGjC;;;GAGG;AACH,MAAM,OAAO,aAAc,SAAQ,YAAY;IAC3C;;;OAGG;IACH,YAAY,SAA4B;QACpC,KAAK,CAAC,YAAY,CAAC,aAAa,EAAE,SAAS,CAAC,CAAC;IACjD,CAAC;IAED;;;;OAIG;IACI,cAAc,CAAC,WAAmB,EAAE,WAAoB;QAC3D,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,IAAI,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;IAC5E,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,iBAAkB,SAAQ,YAAY;IAC/C;;;;OAIG;IACH,YAAY,IAAY,EAAE,SAA2B;QACjD,KAAK,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;IAC3B,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,KAAc,EAAE,QAAiB;QAC7C,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,CAAC,CAAC;IAC7D,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,UAAkB,EAAE,UAAmB;QACnD,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;IAC/D,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAC7C;;;OAGG;IACH,YAAY,SAA2B;QACnC,KAAK,CAAC,YAAY,CAAC,UAAU,EAAE,SAAS,CAAC,CAAC;IAC9C,CAAC;IAED;;;;;OAKG;IACa,QAAQ,CAAC,KAAc,EAAE,QAAiB;QACtD,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,CAAC,CAAC;IAC7D,CAAC;IAED;;;;;OAKG;IACa,QAAQ,CAAC,UAAkB,EAAE,UAAmB;QAC5D,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;IAC/D,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,WAAY,SAAQ,iBAAiB;IAC9C;;;OAGG;IACH,YAAY,SAA2B;QACnC,KAAK,CAAC,YAAY,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;;OAMG;IACa,QAAQ,CAAC,WAAoB,EAAE,QAAiB,EAAE,aAAqB,CAAC;QACpF,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,WAAW,IAAI,CAAC,EAAE,QAAQ,EAAE,UAAU,CAAC,CAAC;IAC/E,CAAC;IAED;;;;;;OAMG;IACa,QAAQ,CAAC,UAAkB,EAAE,UAAmB,EAAE,aAAqB,CAAC;QACpF,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;IAC3E,CAAC;CACJ","sourcesContent":["import type { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { IPhysicsEnginePlugin } from \"./IPhysicsEnginePlugin\";\r\n/**\r\n * Interface for Physics-Joint data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface PhysicsJointData {\r\n //Important for some engines, optional!\r\n /**\r\n * The main pivot of the joint\r\n */\r\n mainPivot?: Vector3;\r\n /**\r\n * The connected pivot of the joint\r\n */\r\n connectedPivot?: Vector3;\r\n /**\r\n * The main axis of the joint\r\n */\r\n mainAxis?: Vector3;\r\n /**\r\n * The connected axis of the joint\r\n */\r\n connectedAxis?: Vector3;\r\n /**\r\n * The collision of the joint\r\n */\r\n collision?: boolean;\r\n /**\r\n * Native Oimo/Cannon/Energy data\r\n */\r\n nativeParams?: any;\r\n}\r\n\r\n/**\r\n * This is a holder class for the physics joint created by the physics plugin\r\n * It holds a set of functions to control the underlying joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsJoint {\r\n private _physicsJoint: any;\r\n protected _physicsPlugin: IPhysicsEnginePlugin;\r\n\r\n /**\r\n * Initializes the physics joint\r\n * @param type The type of the physics joint\r\n * @param jointData The data for the physics joint\r\n */\r\n constructor(\r\n /**\r\n * The type of the physics joint\r\n */\r\n public type: number,\r\n /**\r\n * The data for the physics joint\r\n */\r\n public jointData: PhysicsJointData\r\n ) {\r\n jointData.nativeParams = jointData.nativeParams || {};\r\n }\r\n\r\n /**\r\n * Gets the physics joint\r\n */\r\n public get physicsJoint(): any {\r\n return this._physicsJoint;\r\n }\r\n\r\n /**\r\n * Sets the physics joint\r\n */\r\n public set physicsJoint(newJoint: any) {\r\n if (this._physicsJoint) {\r\n //remove from the world\r\n }\r\n\r\n this._physicsJoint = newJoint;\r\n }\r\n\r\n /**\r\n * Sets the physics plugin\r\n */\r\n public set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin) {\r\n this._physicsPlugin = physicsPlugin;\r\n }\r\n\r\n /**\r\n * Execute a function that is physics-plugin specific.\r\n * @param {Function} func the function that will be executed.\r\n * It accepts two parameters: the physics world and the physics joint\r\n */\r\n public executeNativeFunction(func: (world: any, physicsJoint: any) => void) {\r\n func(this._physicsPlugin.world, this._physicsJoint);\r\n }\r\n\r\n //TODO check if the native joints are the same\r\n\r\n //Joint Types\r\n /**\r\n * Distance-Joint type\r\n */\r\n public static DistanceJoint = 0;\r\n /**\r\n * Hinge-Joint type\r\n */\r\n public static HingeJoint = 1;\r\n /**\r\n * Ball-and-Socket joint type\r\n */\r\n public static BallAndSocketJoint = 2;\r\n /**\r\n * Wheel-Joint type\r\n */\r\n public static WheelJoint = 3;\r\n /**\r\n * Slider-Joint type\r\n */\r\n public static SliderJoint = 4;\r\n //OIMO\r\n /**\r\n * Prismatic-Joint type\r\n */\r\n public static PrismaticJoint = 5;\r\n //\r\n /**\r\n * Universal-Joint type\r\n * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)\r\n */\r\n public static UniversalJoint = 6;\r\n /**\r\n * Hinge-Joint 2 type\r\n */\r\n public static Hinge2Joint = PhysicsJoint.WheelJoint;\r\n //Cannon\r\n /**\r\n * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters\r\n */\r\n public static PointToPointJoint = 8;\r\n //Cannon only at the moment\r\n /**\r\n * Spring-Joint type\r\n */\r\n public static SpringJoint = 9;\r\n /**\r\n * Lock-Joint type\r\n */\r\n public static LockJoint = 10;\r\n}\r\n\r\n/**\r\n * A class representing a physics distance joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class DistanceJoint extends PhysicsJoint {\r\n /**\r\n *\r\n * @param jointData The data for the Distance-Joint\r\n */\r\n constructor(jointData: DistanceJointData) {\r\n super(PhysicsJoint.DistanceJoint, jointData);\r\n }\r\n\r\n /**\r\n * Update the predefined distance.\r\n * @param maxDistance The maximum preferred distance\r\n * @param minDistance The minimum preferred distance\r\n */\r\n public updateDistance(maxDistance: number, minDistance?: number) {\r\n this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a Motor-Enabled Joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {\r\n /**\r\n * Initializes the Motor-Enabled Joint\r\n * @param type The type of the joint\r\n * @param jointData The physical joint data for the joint\r\n */\r\n constructor(type: number, jointData: PhysicsJointData) {\r\n super(type, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param force the force to apply\r\n * @param maxForce max force for this motor.\r\n */\r\n public setMotor(force?: number, maxForce?: number) {\r\n this._physicsPlugin.setMotor(this, force || 0, maxForce);\r\n }\r\n\r\n /**\r\n * Set the motor's limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a single physics Hinge-Joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class HingeJoint extends MotorEnabledJoint {\r\n /**\r\n * Initializes the Hinge-Joint\r\n * @param jointData The joint data for the Hinge-Joint\r\n */\r\n constructor(jointData: PhysicsJointData) {\r\n super(PhysicsJoint.HingeJoint, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param {number} force the force to apply\r\n * @param {number} maxForce max force for this motor.\r\n */\r\n public override setMotor(force?: number, maxForce?: number) {\r\n this._physicsPlugin.setMotor(this, force || 0, maxForce);\r\n }\r\n\r\n /**\r\n * Set the motor's limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n */\r\n public override setLimit(upperLimit: number, lowerLimit?: number) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a dual hinge physics joint (same as wheel joint)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class Hinge2Joint extends MotorEnabledJoint {\r\n /**\r\n * Initializes the Hinge2-Joint\r\n * @param jointData The joint data for the Hinge2-Joint\r\n */\r\n constructor(jointData: PhysicsJointData) {\r\n super(PhysicsJoint.Hinge2Joint, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param targetSpeed the speed the motor is to reach\r\n * @param maxForce max force for this motor.\r\n * @param motorIndex motor's index, 0 or 1.\r\n */\r\n public override setMotor(targetSpeed?: number, maxForce?: number, motorIndex: number = 0) {\r\n this._physicsPlugin.setMotor(this, targetSpeed || 0, maxForce, motorIndex);\r\n }\r\n\r\n /**\r\n * Set the motor limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit the upper limit\r\n * @param lowerLimit lower limit\r\n * @param motorIndex the motor's index, 0 or 1.\r\n */\r\n public override setLimit(upperLimit: number, lowerLimit?: number, motorIndex: number = 0) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);\r\n }\r\n}\r\n\r\n/**\r\n * Interface for a motor enabled joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface IMotorEnabledJoint {\r\n /**\r\n * Physics joint\r\n */\r\n physicsJoint: any;\r\n /**\r\n * Sets the motor of the motor-enabled joint\r\n * @param force The force of the motor\r\n * @param maxForce The maximum force of the motor\r\n * @param motorIndex The index of the motor\r\n */\r\n setMotor(force?: number, maxForce?: number, motorIndex?: number): void;\r\n /**\r\n * Sets the limit of the motor\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n * @param motorIndex The index of the motor\r\n */\r\n setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;\r\n}\r\n\r\n/**\r\n * Joint data for a Distance-Joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface DistanceJointData extends PhysicsJointData {\r\n /**\r\n * Max distance the 2 joint objects can be apart\r\n */\r\n maxDistance: number;\r\n //Oimo - minDistance\r\n //Cannon - maxForce\r\n}\r\n\r\n/**\r\n * Joint data from a spring joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface SpringJointData extends PhysicsJointData {\r\n /**\r\n * Length of the spring\r\n */\r\n length: number;\r\n /**\r\n * Stiffness of the spring\r\n */\r\n stiffness: number;\r\n /**\r\n * Damping of the spring\r\n */\r\n damping: number;\r\n /** this callback will be called when applying the force to the impostors. */\r\n forceApplicationCallback: () => void;\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"defaultRenderingPipeline.js","sourceRoot":"","sources":["../../../../../../dev/core/src/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,SAAS,EAAE,MAAM,0BAA0B,CAAC;AACrD,OAAO,EAAE,mBAAmB,EAAE,MAAM,wCAAwC,CAAC;AAE7E,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,OAAO,EAAE,MAAM,qCAAqC,CAAC;AAE9D,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAEvD,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AAGtD,OAAO,EAAE,kBAAkB,EAAE,MAAM,2CAA2C,CAAC;AAC/E,OAAO,EAAE,0BAA0B,EAAE,MAAM,mDAAmD,CAAC;AAC/F,OAAO,EAAE,8BAA8B,EAAE,MAAM,uDAAuD,CAAC;AACvG,OAAO,EAAE,gBAAgB,EAAE,MAAM,yCAAyC,CAAC;AAC3E,OAAO,EAAE,eAAe,EAAE,MAAM,wCAAwC,CAAC;AACzE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iEAAiE,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,+DAA+D,CAAC;AACxG,OAAO,EAAE,kBAAkB,EAAE,2BAA2B,EAAE,MAAM,2CAA2C,CAAC;AAC5G,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AACjE,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,KAAK,EAAE,+BAAwB;AAExC,OAAO,sFAAsF,CAAC;AAI9F;;;GAGG;AACH,MAAM,OAAO,wBAAyB,SAAQ,yBAAyB;IAgFnE;;;OAGG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IACD,IAAW,cAAc,CAAC,KAAc;QACpC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAOD;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,OAAgB;QACtC,IAAI,IAAI,CAAC,eAAe,KAAK,OAAO,EAAE;YAClC,OAAO;SACV;QACD,IAAI,CAAC,eAAe,GAAG,OAAO,CAAC;QAE/B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAKD;;OAEG;IAEH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IACD,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,GAAG,IAAI,CAAC,mBAAmB,CAAC;IACzD,CAAC;IAgBD;;OAEG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QACD,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC;QAE1B,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,IAAI,CAAC,eAAe,KAAK,KAAK,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;IACjC,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;YAC5B,OAAO;SACV;QACD,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAEzB,gEAAgE;QAChE,IAAI,CAAC,aAAa,EAAE,CAAC;QAErB,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY,CAAC,OAAgB;QACpC,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;QAE7B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAEO,aAAa;QACjB,gEAAgE;QAChE,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5B,IAAI,CAAC,KAAK,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;QACpK,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;QAC1C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,QAAQ,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;SAC7C;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,OAAgB;QAC3C,IAAI,IAAI,CAAC,oBAAoB,KAAK,OAAO,EAAE;YACvC,OAAO;SACV;QACD,IAAI,CAAC,oBAAoB,GAAG,OAAO,CAAC;QAEpC,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IAEH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED,IAAW,qBAAqB,CAAC,KAAkC;QAC/D,IAAI,IAAI,CAAC,sBAAsB,KAAK,KAAK,EAAE;YACvC,OAAO;SACV;QACD,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAEpC,8DAA8D;QAC9D,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC;QAEjC,IAAI,CAAC,YAAY,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;QACpI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;QACnD,IAAI,CAAC,YAAY,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;QACvD,IAAI,CAAC,YAAY,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;QACvC,IAAI,CAAC,YAAY,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAE7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;SAC3C;QAED,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,OAAgB;QACnC,IAAI,IAAI,CAAC,YAAY,KAAK,OAAO,EAAE;YAC/B,OAAO;SACV;QACD,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC;QAE5B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAGD;;OAEG;IACH,IAAW,OAAO,CAAC,WAAmB;QAClC,IAAI,IAAI,CAAC,QAAQ,KAAK,WAAW,EAAE;YAC/B,OAAO;SACV;QACD,IAAI,CAAC,QAAQ,GAAG,WAAW,CAAC;QAE5B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,sBAAsB,CAAC,OAAgB;QAC9C,IAAI,IAAI,CAAC,uBAAuB,KAAK,OAAO,EAAE;YAC1C,OAAO;SACV;QAED,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,GAAG,OAAO,CAAC;IACjE,CAAC;IAGD,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB,CAAC,OAAgB;QACxC,IAAI,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YAC7B,IAAI,CAAC,UAAU,GAAG,IAAI,SAAS,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;SACpD;aAAM,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,UAAU,EAAE;YACpC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;YAC1B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;SAC1B;IACL,CAAC;IAGD,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,0BAA0B,CAAC,OAAgB;QAClD,IAAI,IAAI,CAAC,2BAA2B,KAAK,OAAO,EAAE;YAC9C,OAAO;SACV;QACD,IAAI,CAAC,2BAA2B,GAAG,OAAO,CAAC;QAE3C,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IACD;;OAEG;IACH,IAAW,YAAY,CAAC,OAAgB;QACpC,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;QAE7B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;;;;;;OAOG;IACH,YAAY,IAAI,GAAG,EAAE,EAAE,GAAG,GAAG,IAAI,EAAE,QAAe,WAAW,CAAC,gBAAiB,EAAE,OAAkB,EAAE,cAAc,GAAG,IAAI;QACtH,KAAK,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,CAAC;QAvY3B,yBAAoB,GAAkB,EAAE,CAAC;QACjD;;WAEG;QACc,yBAAoB,GAAG,0BAA0B,CAAC;QACnE;;;WAGG;QACM,iCAA4B,GAAG,kCAAkC,CAAC;QAC3E;;;WAGG;QACM,sBAAiB,GAAG,uBAAuB,CAAC;QACrD;;WAEG;QACc,qCAAgC,GAAG,sCAAsC,CAAC;QAC3F;;WAEG;QACc,uBAAkB,GAAG,wBAAwB,CAAC;QA+B/D;;WAEG;QACK,eAAU,GAAwB,IAAI,CAAC;QAE/C;;WAEG;QACI,eAAU,GAAgB,EAAE,CAAC;QAE5B,0CAAqC,GAAqD,IAAI,CAAC;QACvG,SAAS;QACD,oBAAe,GAAY,KAAK,CAAC;QACjC,kBAAa,GAAY,KAAK,CAAC;QAC/B,yBAAoB,GAAY,KAAK,CAAC;QACtC,2BAAsB,GAAG,2BAA2B,CAAC,GAAG,CAAC;QACzD,iBAAY,GAAY,KAAK,CAAC;QAC9B,4BAAuB,GAAY,IAAI,CAAC;QAExC,gBAAW,GAAW,GAAG,CAAC;QAC1B,gCAA2B,GAAY,KAAK,CAAC;QAC7C,kBAAa,GAAY,KAAK,CAAC;QAE/B,kBAAa,GAAG,IAAI,CAAC;QAa7B;;WAEG;QACI,sBAAiB,GAAG,IAAI,UAAU,EAA4B,CAAC;QA0B9D,oBAAe,GAAuC,IAAI,CAAC;QAC3D,wBAAmB,GAAG,GAAG,CAAC;QAC1B,iBAAY,GAAW,EAAE,CAAC;QAalC;;WAEG;QAEK,iBAAY,GAAW,IAAI,CAAC;QACpC;;WAEG;QAEK,oBAAe,GAAW,GAAG,CAAC;QAqJ9B,aAAQ,GAAG,CAAC,CAAC;QAkOb,gBAAW,GAAG,KAAK,CAAC;QACpB,qBAAgB,GAA0B,IAAI,CAAC;QAC/C,yBAAoB,GAA0B,IAAI,CAAC;QAyBnD,+BAA0B,GAA8B,IAAI,CAAC;QAC7D,iCAA4B,GAA8B,IAAI,CAAC;QAC/D,kCAA6B,GAA8B,IAAI,CAAC;QA1JpE,IAAI,CAAC,QAAQ,GAAG,OAAO,IAAI,KAAK,CAAC,OAAO,CAAC;QACzC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QACtC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QAElD,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;QAEpC,aAAa;QACb,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAC/C,IAAI,CAAC,IAAI,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAE5E,OAAO;QACP,IAAI,IAAI,CAAC,IAAI,EAAE;YACX,IAAI,IAAI,CAAC,sBAAsB,EAAE;gBAC7B,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,sBAAsB,CAAC;aACvE;iBAAM,IAAI,IAAI,CAAC,kBAAkB,EAAE;gBAChC,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,iBAAiB,CAAC;aAClE;SACJ;aAAM;YACH,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,wBAAwB,CAAC;SACzE;QAED,SAAS;QACT,KAAK,CAAC,gCAAgC,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,4EAA4E;QAC5E,iIAAiI;QACjI,IAAI,CAAC,OAAO,GAAG,IAAI,kBAAkB,CAAC,SAAS,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAClJ,IAAI,CAAC,cAAc,GAAG,IAAI,uBAAuB,CAC7C,MAAM,EACN,IAAI,CAAC,oBAAoB,EACzB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,OAAO,CAAC;QACxB,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,YAAY,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAEnI,+GAA+G;QAC/G,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,uBAAuB,EAAE,CAAC;QAC5D,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,uBAAuB,EAAE,CAAC;YAC5D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QACzC,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,KAAK,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAEpK,IAAI,CAAC,mBAAmB,GAAG,IAAI,8BAA8B,CACzD,qBAAqB,EACrB,MAAM,CAAC,cAAc,EAAE,EACvB,MAAM,CAAC,eAAe,EAAE,EACxB,GAAG,EACH,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,MAAM,EACN,KAAK,EACL,IAAI,CAAC,2BAA2B,EAChC,IAAI,CACP,CAAC;QACF,IAAI,CAAC,0BAA0B,GAAG,IAAI,uBAAuB,CACzD,MAAM,EACN,IAAI,CAAC,gCAAgC,EACrC,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,mBAAmB,CAAC;QACpC,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,KAAK,GAAG,IAAI,gBAAgB,CAAC,OAAO,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAC5I,IAAI,CAAC,YAAY,GAAG,IAAI,uBAAuB,CAC3C,MAAM,EACN,IAAI,CAAC,kBAAkB,EACvB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,KAAK,CAAC;QACtB,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,iCAAiC,GAAG,IAAI,CAAC;QAE7C,IAAI,CAAC,qCAAqC,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC9G,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,QAAQ,CAAC;YAEpF,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,EAAE;gBACpF,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,CAAC;gBAClF,uGAAuG;gBACvG,yGAAyG;gBACzG,0GAA0G;gBAC1G,4FAA4F;gBAC5F,IAAI,iCAAiC,EAAE;oBACnC,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE;wBACpB,IAAI,CAAC,cAAc,EAAE,CAAC;oBAC1B,CAAC,CAAC,CAAC;iBACN;qBAAM;oBACH,IAAI,CAAC,cAAc,EAAE,CAAC;iBACzB;aACJ;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,cAAc,EAAE,CAAC;QAEtB,iCAAiC,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACzC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;IACvC,CAAC;IAMO,8BAA8B,CAAC,WAAwB,EAAE,kBAAkB,GAAG,KAAK;QACvF,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;SACjC;aAAM;YACH,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC;YAC7B,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;SAC3B;QAED,IAAI,CAAC,kBAAkB,EAAE;YACrB,IAAI,IAAI,CAAC,oBAAoB,EAAE;gBAC3B,WAAW,CAAC,eAAe,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;aAC1D;iBAAM;gBACH,WAAW,CAAC,YAAY,EAAE,CAAC;aAC9B;YAED,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,gBAAgB,CAAC;aACrD;YACD,IAAI,CAAC,gBAAgB,GAAG,WAAW,CAAC;SACvC;IACL,CAAC;IAMO,cAAc;QAClB,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO;SACV;QACD,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACxG,mDAAmD;YACnD,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,CAAC;SACrD;QACD,IAAI,CAAC,MAAM,EAAE,CAAC;QACd,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,sBAAsB;YACtB,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE;gBAC1B,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;oBAChC,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC;oBAC9D,aAAa,CAAC,qBAAqB,GAAG,IAAI,CAAC;iBAC9C;gBAED,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE;oBAC7F,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,YAAa,CAAC,GAAG,CAAC,CAAC,EAAE;wBACjD,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,KAAK,CAAC,mBAAmB,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,WAAW,EAAE,CAAC;qBAChG;gBACL,CAAC,CAAC,CAAC;aACN;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;gBACzF,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxE,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,aAAa,CAAC,WAAW,EAAE,CAAC;aAChE;YAED,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,EAAE,EAAE;gBAC/B,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC;aACtC;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAClC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;SAC5E;aAAM;YACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;SAC5F;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE;gBACxB,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;aAC/B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC3B,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;SACrE;QAED,IAAI,IAAI,CAAC,uBAAuB,EAAE;YAC9B,IAAI,CAAC,eAAe,GAAG,IAAI,0BAA0B,CACjD,iBAAiB,EACjB,GAAG,EACH,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,MAAM,EACN,KAAK,EACL,IAAI,CAAC,2BAA2B,EAChC,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAC1C,CAAC;YACF,IAAI,IAAI,CAAC,IAAI,EAAE;gBACX,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,MAAM,EACN,IAAI,CAAC,4BAA4B,EACjC,GAAG,EAAE;oBACD,OAAO,IAAI,CAAC,eAAe,CAAC;gBAChC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;gBACF,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;aAC7D;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;aACvE;YAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gBAC9C,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;aACvE;YAED,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,EAAE;gBACnC,IAAI,CAAC,eAAe,CAAC,iBAAiB,EAAE,CAAC;aAC5C;SACJ;QAED,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE;gBACzB,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE,CAAC;aAC/B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YACpC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACrD;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,EAAE;gBACvB,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;aAC7B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAClC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SACnD;QAED,IAAI,IAAI,CAAC,0BAA0B,EAAE;YACjC,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,EAAE;gBACrC,IAAI,CAAC,mBAAmB,CAAC,YAAY,EAAE,CAAC;aAC3C;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;YAChD,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;SACjE;QAED,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,IAAI,CAAC,IAAI,GAAG,IAAI,eAAe,CAAC,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,CAAC,CAAC;YACnI,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,MAAM,EACN,IAAI,CAAC,iBAAiB,EACtB,GAAG,EAAE;gBACD,OAAO,IAAI,CAAC,IAAI,CAAC;YACrB,CAAC,EACD,IAAI,CACP,CACJ,CAAC;YACF,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;SACxD;QAED,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,6BAA6B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;SACzG;QAED,wEAAwE;QACxE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YAC7J,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;SAChC;QACD,wDAAwD;QACxD,IAAI,CAAC,IAAI,CAAC,4BAA4B,EAAE;YACpC,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC3E,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,EAAE;oBACpF,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;iBAChC;YACL,CAAC,CAAC,CAAC;SACN;QACD,IAAI,CAAC,IAAI,CAAC,6BAA6B,EAAE;YACrC,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC7E,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE;oBACnE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;iBAChC;YACL,CAAC,CAAC,CAAC;SACN;QAED,IAAI,CAAC,6BAA6B,EAAE,CAAC;QAErC,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,IAAI,CAAC,OAAO,GAAG,CAAC,EAAE;YACvE,MAAM,CAAC,IAAI,CAAC,qFAAqF,CAAC,CAAC;SACtG;QAED,IAAI,CAAC,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACjD,CAAC;IAEO,qBAAqB,CAAC,mBAAmB,GAAG,KAAK;QACrD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;YAEhC,IAAI,IAAI,CAAC,eAAe,EAAE;gBACtB,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aACxC;YAED,IAAI,IAAI,CAAC,IAAI,EAAE;gBACX,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aAC7B;YAED,2FAA2F;YAC3F,IAAI,mBAAmB,EAAE;gBACrB,IAAI,IAAI,CAAC,OAAO,EAAE;oBACd,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAChC;gBAED,IAAI,IAAI,CAAC,YAAY,EAAE;oBACnB,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;oBACzF,IAAI,CAAC,YAAY,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;iBAC5C;gBAED,IAAI,IAAI,CAAC,KAAK,EAAE;oBACZ,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;iBACrC;gBAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;oBAC1B,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAC5C;gBAED,IAAI,IAAI,CAAC,KAAK,EAAE;oBACZ,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAC9B;gBACD,IAAI,IAAI,CAAC,UAAU,EAAE;oBACjB,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;iBAC7B;aACJ;SACJ;QAEK,IAAI,CAAC,eAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,IAAK,GAAG,IAAI,CAAC;QAExB,IAAI,mBAAmB,EAAE;YACf,IAAI,CAAC,OAAQ,GAAG,IAAI,CAAC;YACrB,IAAI,CAAC,cAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;YAC1B,IAAI,CAAC,KAAM,GAAG,IAAI,CAAC;YACnB,IAAI,CAAC,mBAAoB,GAAG,IAAI,CAAC;YACjC,IAAI,CAAC,0BAA2B,GAAG,IAAI,CAAC;YACxC,IAAI,CAAC,KAAM,GAAG,IAAI,CAAC;YACnB,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;YAChC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;SAC1B;IACL,CAAC;IAED;;;OAGG;IACI,SAAS,CAAC,MAAc;QAC3B,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACvC,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,MAAc;QAC9B,MAAM,KAAK,GAAG,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACxD,IAAI,CAAC,oBAAoB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC3C,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;QAC/B,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;QACjC,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QACxG,IAAI,CAAC,MAAM,CAAC,iCAAiC,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACxE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAC7B,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;YACxE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;SAC/B;QAED,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,MAAM,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;QAC5E,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC,MAAM,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAE9E,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,qCAAqC,CAAC,CAAC;QAC/G,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAChE,mBAAmB,CAAC,UAAU,GAAG,0BAA0B,CAAC;QAE5D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,wBAAwB,CAAC,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IACzI,CAAC;CACJ;AA3sBG;IADC,SAAS,EAAE;8DAGX;AASD;IADC,SAAS,EAAE;2DAGX;AAUO;IADP,SAAS,EAAE;8DACwB;AAK5B;IADP,SAAS,EAAE;iEAC0B;AAG9B;IADP,SAAS,EAAE;sDACU;AAetB;IADC,SAAS,EAAE;2DAGX;AAcD;IADC,SAAS,EAAE;8DAGX;AAkBD;IADC,SAAS,EAAE;0DAGX;AAeD;IADC,SAAS,EAAE;4DAGX;AAgBD;IADC,SAAS,EAAE;mEAGX;AAeD;IADC,SAAS,EAAE;qEAGX;AAqCD;IADC,SAAS,EAAE;2DAGX;AAgBD;IADC,SAAS,EAAE;uDAGX;AAcD;IADC,SAAS,EAAE;sEAGX;AAeD;IADC,SAAS,EAAE;gEAGX;AAsBD;IADC,SAAS,EAAE;0EAGX;AAcD;IADC,SAAS,EAAE;4DAGX;AAmcL,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../../types\";\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport type { Observer } from \"../../../Misc/observable\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { IAnimatable } from \"../../../Animations/animatable.interface\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { IDisposable, Scene } from \"../../../scene\";\r\nimport { GlowLayer } from \"../../../Layers/glowLayer\";\r\n\r\nimport type { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\r\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess\";\r\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\r\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport type { Animation } from \"../../../Animations/animation\";\r\n\r\n/**\r\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\r\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/defaultRenderingPipeline\r\n */\r\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n private _scene: Scene;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n /**\r\n * ID of the sharpen post process,\r\n */\r\n private readonly SharpenPostProcessId = \"SharpenPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the image processing post process;\r\n */\r\n readonly ImageProcessingPostProcessId = \"ImageProcessingPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the Fast Approximate Anti-Aliasing post process;\r\n */\r\n readonly FxaaPostProcessId = \"FxaaPostProcessEffect\";\r\n /**\r\n * ID of the chromatic aberration post process,\r\n */\r\n private readonly ChromaticAberrationPostProcessId = \"ChromaticAberrationPostProcessEffect\";\r\n /**\r\n * ID of the grain post process\r\n */\r\n private readonly GrainPostProcessId = \"GrainPostProcessEffect\";\r\n\r\n // Post-processes\r\n /**\r\n * Sharpen post process which will apply a sharpen convolution to enhance edges\r\n */\r\n public sharpen: SharpenPostProcess;\r\n private _sharpenEffect: PostProcessRenderEffect;\r\n private bloom: BloomEffect;\r\n /**\r\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\r\n */\r\n public depthOfField: DepthOfFieldEffect;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.\r\n */\r\n public fxaa: FxaaPostProcess;\r\n /**\r\n * Image post processing pass used to perform operations such as tone mapping or color grading.\r\n */\r\n public imageProcessing: ImageProcessingPostProcess;\r\n /**\r\n * Chromatic aberration post process which will shift rgb colors in the image\r\n */\r\n public chromaticAberration: ChromaticAberrationPostProcess;\r\n private _chromaticAberrationEffect: PostProcessRenderEffect;\r\n /**\r\n * Grain post process which add noise to the image\r\n */\r\n public grain: GrainPostProcess;\r\n private _grainEffect: PostProcessRenderEffect;\r\n /**\r\n * Glow post process which adds a glow to emissive areas of the image\r\n */\r\n private _glowLayer: Nullable<GlowLayer> = null;\r\n\r\n /**\r\n * Animations which can be used to tweak settings over a period of time\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _imageProcessingConfigurationObserver: Nullable<Observer<ImageProcessingConfiguration>> = null;\r\n // Values\r\n private _sharpenEnabled: boolean = false;\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\r\n private _fxaaEnabled: boolean = false;\r\n private _imageProcessingEnabled: boolean = true;\r\n private _defaultPipelineTextureType: number;\r\n private _bloomScale: number = 0.5;\r\n private _chromaticAberrationEnabled: boolean = false;\r\n private _grainEnabled: boolean = false;\r\n\r\n private _buildAllowed = true;\r\n\r\n /**\r\n * Enable or disable automatic building of the pipeline when effects are enabled and disabled.\r\n * If false, you will have to manually call prepare() to update the pipeline.\r\n */\r\n public get automaticBuild() {\r\n return this._buildAllowed;\r\n }\r\n public set automaticBuild(value: boolean) {\r\n this._buildAllowed = value;\r\n }\r\n\r\n /**\r\n * This is triggered each time the pipeline has been built.\r\n */\r\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Enable or disable the sharpen process from the pipeline\r\n */\r\n public set sharpenEnabled(enabled: boolean) {\r\n if (this._sharpenEnabled === enabled) {\r\n return;\r\n }\r\n this._sharpenEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get sharpenEnabled(): boolean {\r\n return this._sharpenEnabled;\r\n }\r\n\r\n private _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private _hardwareScaleLevel = 1.0;\r\n private _bloomKernel: number = 64;\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n @serialize()\r\n public get bloomKernel(): number {\r\n return this._bloomKernel;\r\n }\r\n public set bloomKernel(value: number) {\r\n this._bloomKernel = value;\r\n this.bloom.kernel = value / this._hardwareScaleLevel;\r\n }\r\n\r\n /**\r\n * Specifies the weight of the bloom in the final rendering\r\n */\r\n @serialize()\r\n private _bloomWeight: number = 0.15;\r\n /**\r\n * Specifies the luma threshold for the area that will be blurred by the bloom\r\n */\r\n @serialize()\r\n private _bloomThreshold: number = 0.9;\r\n\r\n @serialize()\r\n private _hdr: boolean;\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomWeight(value: number) {\r\n if (this._bloomWeight === value) {\r\n return;\r\n }\r\n this.bloom.weight = value;\r\n\r\n this._bloomWeight = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomWeight(): number {\r\n return this._bloomWeight;\r\n }\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public set bloomThreshold(value: number) {\r\n if (this._bloomThreshold === value) {\r\n return;\r\n }\r\n this.bloom.threshold = value;\r\n this._bloomThreshold = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomThreshold(): number {\r\n return this._bloomThreshold;\r\n }\r\n\r\n /**\r\n * The scale of the bloom, lower value will provide better performance.\r\n */\r\n public set bloomScale(value: number) {\r\n if (this._bloomScale === value) {\r\n return;\r\n }\r\n this._bloomScale = value;\r\n\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n this._rebuildBloom();\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomScale(): number {\r\n return this._bloomScale;\r\n }\r\n\r\n /**\r\n * Enable or disable the bloom from the pipeline\r\n */\r\n public set bloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n this._bloomEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n private _rebuildBloom() {\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n const oldBloom = this.bloom;\r\n this.bloom = new BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, false);\r\n this.bloom.threshold = oldBloom.threshold;\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldBloom.disposeEffects(this._cameras[i]);\r\n }\r\n }\r\n\r\n /**\r\n * If the depth of field is enabled.\r\n */\r\n @serialize()\r\n public get depthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set depthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n this._depthOfFieldEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Blur level of the depth of field effect. (Higher blur will effect performance)\r\n */\r\n @serialize()\r\n public get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel {\r\n return this._depthOfFieldBlurLevel;\r\n }\r\n\r\n public set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel) {\r\n if (this._depthOfFieldBlurLevel === value) {\r\n return;\r\n }\r\n this._depthOfFieldBlurLevel = value;\r\n\r\n // recreate dof and dispose old as this setting is not dynamic\r\n const oldDof = this.depthOfField;\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);\r\n this.depthOfField.focalLength = oldDof.focalLength;\r\n this.depthOfField.focusDistance = oldDof.focusDistance;\r\n this.depthOfField.fStop = oldDof.fStop;\r\n this.depthOfField.lensSize = oldDof.lensSize;\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldDof.disposeEffects(this._cameras[i]);\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * If the anti aliasing is enabled.\r\n */\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n this._fxaaEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n private _samples = 1;\r\n /**\r\n * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n this._samples = sampleCount;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * If image processing is enabled.\r\n */\r\n public set imageProcessingEnabled(enabled: boolean) {\r\n if (this._imageProcessingEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\r\n }\r\n\r\n @serialize()\r\n public get imageProcessingEnabled(): boolean {\r\n return this._imageProcessingEnabled;\r\n }\r\n\r\n /**\r\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\r\n */\r\n public set glowLayerEnabled(enabled: boolean) {\r\n if (enabled && !this._glowLayer) {\r\n this._glowLayer = new GlowLayer(\"\", this._scene);\r\n } else if (!enabled && this._glowLayer) {\r\n this._glowLayer.dispose();\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n @serialize()\r\n public get glowLayerEnabled(): boolean {\r\n return this._glowLayer != null;\r\n }\r\n\r\n /**\r\n * Gets the glow layer (or null if not defined)\r\n */\r\n public get glowLayer() {\r\n return this._glowLayer;\r\n }\r\n\r\n /**\r\n * Enable or disable the chromaticAberration process from the pipeline\r\n */\r\n public set chromaticAberrationEnabled(enabled: boolean) {\r\n if (this._chromaticAberrationEnabled === enabled) {\r\n return;\r\n }\r\n this._chromaticAberrationEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get chromaticAberrationEnabled(): boolean {\r\n return this._chromaticAberrationEnabled;\r\n }\r\n /**\r\n * Enable or disable the grain process from the pipeline\r\n */\r\n public set grainEnabled(enabled: boolean) {\r\n if (this._grainEnabled === enabled) {\r\n return;\r\n }\r\n this._grainEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get grainEnabled(): boolean {\r\n return this._grainEnabled;\r\n }\r\n\r\n /**\r\n * Instantiates a DefaultRenderingPipeline.\r\n * @param name The rendering pipeline name (default: \"\")\r\n * @param hdr If high dynamic range textures should be used (default: true)\r\n * @param scene The scene linked to this pipeline (default: the last created scene)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)\r\n */\r\n constructor(name = \"\", hdr = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._buildAllowed = automaticBuild;\r\n\r\n // Initialize\r\n this._scene = scene;\r\n const caps = this._scene.getEngine().getCaps();\r\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\r\n\r\n // Misc\r\n if (this._hdr) {\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n } else {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n // Attach\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Create post processes before hand so they can be modified before enabled.\r\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\r\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._sharpenEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.SharpenPostProcessId,\r\n () => {\r\n return this.sharpen;\r\n },\r\n true\r\n );\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\r\n\r\n // To keep the bloom sizes consistent across different display densities, factor in the hardware scaling level.\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this.bloomKernel = this._bloomKernel;\r\n });\r\n\r\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, true);\r\n\r\n this.chromaticAberration = new ChromaticAberrationPostProcess(\r\n \"ChromaticAberration\",\r\n engine.getRenderWidth(),\r\n engine.getRenderHeight(),\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n true\r\n );\r\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.ChromaticAberrationPostProcessId,\r\n () => {\r\n return this.chromaticAberration;\r\n },\r\n true\r\n );\r\n\r\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._grainEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.GrainPostProcessId,\r\n () => {\r\n return this.grain;\r\n },\r\n true\r\n );\r\n\r\n let avoidReentrancyAtConstructionTime = true;\r\n\r\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\r\n\r\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\r\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\r\n // Avoid re-entrant problems by deferring the call to _buildPipeline because the call to _buildPipeline\r\n // at the end of the constructor could end up triggering imageProcessingConfiguration.onUpdateParameters!\r\n // Note that the pipeline could have been disposed before the deferred call was executed, but in that case\r\n // _buildAllowed will have been set to false, preventing _buildPipeline from being executed.\r\n if (avoidReentrancyAtConstructionTime) {\r\n Tools.SetImmediate(() => {\r\n this._buildPipeline();\r\n });\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n\r\n avoidReentrancyAtConstructionTime = false;\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"DefaultRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"DefaultRenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Force the compilation of the entire pipeline.\r\n */\r\n public prepare(): void {\r\n const previousState = this._buildAllowed;\r\n this._buildAllowed = true;\r\n this._buildPipeline();\r\n this._buildAllowed = previousState;\r\n }\r\n\r\n private _hasCleared = false;\r\n private _prevPostProcess: Nullable<PostProcess> = null;\r\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\r\n\r\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\r\n if (this._hasCleared) {\r\n postProcess.autoClear = false;\r\n } else {\r\n postProcess.autoClear = true;\r\n this._scene.autoClear = false;\r\n this._hasCleared = true;\r\n }\r\n\r\n if (!skipTextureSharing) {\r\n if (this._prevPrevPostProcess) {\r\n postProcess.shareOutputWith(this._prevPrevPostProcess);\r\n } else {\r\n postProcess.useOwnOutput();\r\n }\r\n\r\n if (this._prevPostProcess) {\r\n this._prevPrevPostProcess = this._prevPostProcess;\r\n }\r\n this._prevPostProcess = postProcess;\r\n }\r\n }\r\n\r\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCamerasChangedObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _buildPipeline() {\r\n if (!this._buildAllowed) {\r\n return;\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n this._prevPostProcess = null;\r\n this._prevPrevPostProcess = null;\r\n this._hasCleared = false;\r\n\r\n if (this.depthOfFieldEnabled) {\r\n // Multi camera suport\r\n if (this._cameras.length > 1) {\r\n for (const camera of this._cameras) {\r\n const depthRenderer = this._scene.enableDepthRenderer(camera);\r\n depthRenderer.useOnlyInActiveCamera = true;\r\n }\r\n\r\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\r\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\r\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\r\n }\r\n });\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\r\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\r\n }\r\n\r\n if (!this.depthOfField._isReady()) {\r\n this.depthOfField._updateEffects();\r\n }\r\n this.addEffect(this.depthOfField);\r\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n }\r\n\r\n if (this.bloomEnabled) {\r\n if (!this.bloom._isReady()) {\r\n this.bloom._updateEffects();\r\n }\r\n this.addEffect(this.bloom);\r\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\r\n }\r\n\r\n if (this._imageProcessingEnabled) {\r\n this.imageProcessing = new ImageProcessingPostProcess(\r\n \"imageProcessing\",\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n this.scene.imageProcessingConfiguration\r\n );\r\n if (this._hdr) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.ImageProcessingPostProcessId,\r\n () => {\r\n return this.imageProcessing;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.imageProcessing);\r\n } else {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this._cameras || this._cameras.length === 0) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.imageProcessing.getEffect()) {\r\n this.imageProcessing._updateParameters();\r\n }\r\n }\r\n\r\n if (this.sharpenEnabled) {\r\n if (!this.sharpen.isReady()) {\r\n this.sharpen.updateEffect();\r\n }\r\n this.addEffect(this._sharpenEffect);\r\n this._setAutoClearAndTextureSharing(this.sharpen);\r\n }\r\n\r\n if (this.grainEnabled) {\r\n if (!this.grain.isReady()) {\r\n this.grain.updateEffect();\r\n }\r\n this.addEffect(this._grainEffect);\r\n this._setAutoClearAndTextureSharing(this.grain);\r\n }\r\n\r\n if (this.chromaticAberrationEnabled) {\r\n if (!this.chromaticAberration.isReady()) {\r\n this.chromaticAberration.updateEffect();\r\n }\r\n this.addEffect(this._chromaticAberrationEffect);\r\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\r\n }\r\n\r\n if (this.fxaaEnabled) {\r\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.FxaaPostProcessId,\r\n () => {\r\n return this.fxaa;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.fxaa, true);\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n // In multicamera mode, the scene needs to autoclear in between cameras.\r\n if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1)) {\r\n this._scene.autoClear = true;\r\n }\r\n // The active camera on the scene can be changed anytime\r\n if (!this._activeCameraChangedObserver) {\r\n this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {\r\n if (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n if (!this._activeCamerasChangedObserver) {\r\n this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {\r\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n\r\n this._adaptPostProcessesToViewPort();\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n private _disposePostProcesses(disposeNonRecreated = false): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n if (this.imageProcessing) {\r\n this.imageProcessing.dispose(camera);\r\n }\r\n\r\n if (this.fxaa) {\r\n this.fxaa.dispose(camera);\r\n }\r\n\r\n // These are created in the constructor and should not be disposed on every pipeline change\r\n if (disposeNonRecreated) {\r\n if (this.sharpen) {\r\n this.sharpen.dispose(camera);\r\n }\r\n\r\n if (this.depthOfField) {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n this.depthOfField.disposeEffects(camera);\r\n }\r\n\r\n if (this.bloom) {\r\n this.bloom.disposeEffects(camera);\r\n }\r\n\r\n if (this.chromaticAberration) {\r\n this.chromaticAberration.dispose(camera);\r\n }\r\n\r\n if (this.grain) {\r\n this.grain.dispose(camera);\r\n }\r\n if (this._glowLayer) {\r\n this._glowLayer.dispose();\r\n }\r\n }\r\n }\r\n\r\n (<any>this.imageProcessing) = null;\r\n (<any>this.fxaa) = null;\r\n\r\n if (disposeNonRecreated) {\r\n (<any>this.sharpen) = null;\r\n (<any>this._sharpenEffect) = null;\r\n (<any>this.depthOfField) = null;\r\n (<any>this.bloom) = null;\r\n (<any>this.chromaticAberration) = null;\r\n (<any>this._chromaticAberrationEffect) = null;\r\n (<any>this.grain) = null;\r\n (<any>this._grainEffect) = null;\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public dispose(): void {\r\n this._buildAllowed = false;\r\n this.onBuildObservable.clear();\r\n this._disposePostProcesses(true);\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._scene._postProcessRenderPipelineManager.removePipeline(this.name);\r\n this._scene.autoClear = true;\r\n if (this._resizeObserver) {\r\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n\r\n this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);\r\n this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);\r\n\r\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"DefaultRenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline {\r\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\r\n"]}
1
+ {"version":3,"file":"defaultRenderingPipeline.js","sourceRoot":"","sources":["../../../../../../dev/core/src/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,SAAS,EAAE,MAAM,0BAA0B,CAAC;AACrD,OAAO,EAAE,mBAAmB,EAAE,MAAM,wCAAwC,CAAC;AAE7E,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,OAAO,EAAE,MAAM,qCAAqC,CAAC;AAE9D,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAEvD,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AAGtD,OAAO,EAAE,kBAAkB,EAAE,MAAM,2CAA2C,CAAC;AAC/E,OAAO,EAAE,0BAA0B,EAAE,MAAM,mDAAmD,CAAC;AAC/F,OAAO,EAAE,8BAA8B,EAAE,MAAM,uDAAuD,CAAC;AACvG,OAAO,EAAE,gBAAgB,EAAE,MAAM,yCAAyC,CAAC;AAC3E,OAAO,EAAE,eAAe,EAAE,MAAM,wCAAwC,CAAC;AACzE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iEAAiE,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,+DAA+D,CAAC;AACxG,OAAO,EAAE,kBAAkB,EAAE,2BAA2B,EAAE,MAAM,2CAA2C,CAAC;AAC5G,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AACjE,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,KAAK,EAAE,+BAAwB;AAExC,OAAO,sFAAsF,CAAC;AAI9F;;;GAGG;AACH,MAAM,OAAO,wBAAyB,SAAQ,yBAAyB;IAgFnE;;;OAGG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IACD,IAAW,cAAc,CAAC,KAAc;QACpC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAOD;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,OAAgB;QACtC,IAAI,IAAI,CAAC,eAAe,KAAK,OAAO,EAAE;YAClC,OAAO;SACV;QACD,IAAI,CAAC,eAAe,GAAG,OAAO,CAAC;QAE/B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAKD;;OAEG;IAEH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IACD,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,GAAG,IAAI,CAAC,mBAAmB,CAAC;IACzD,CAAC;IAgBD;;OAEG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QACD,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC;QAE1B,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,IAAI,CAAC,eAAe,KAAK,KAAK,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;IACjC,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;YAC5B,OAAO;SACV;QACD,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAEzB,gEAAgE;QAChE,IAAI,CAAC,aAAa,EAAE,CAAC;QAErB,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY,CAAC,OAAgB;QACpC,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;QAE7B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAEO,aAAa;QACjB,gEAAgE;QAChE,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5B,IAAI,CAAC,KAAK,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;QACpK,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;QAC1C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,QAAQ,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;SAC7C;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,OAAgB;QAC3C,IAAI,IAAI,CAAC,oBAAoB,KAAK,OAAO,EAAE;YACvC,OAAO;SACV;QACD,IAAI,CAAC,oBAAoB,GAAG,OAAO,CAAC;QAEpC,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IAEH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED,IAAW,qBAAqB,CAAC,KAAkC;QAC/D,IAAI,IAAI,CAAC,sBAAsB,KAAK,KAAK,EAAE;YACvC,OAAO;SACV;QACD,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAEpC,8DAA8D;QAC9D,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC;QAEjC,IAAI,CAAC,YAAY,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;QACpI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;QACnD,IAAI,CAAC,YAAY,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;QACvD,IAAI,CAAC,YAAY,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;QACvC,IAAI,CAAC,YAAY,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAE7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;SAC3C;QAED,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,OAAgB;QACnC,IAAI,IAAI,CAAC,YAAY,KAAK,OAAO,EAAE;YAC/B,OAAO;SACV;QACD,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC;QAE5B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAGD;;OAEG;IACH,IAAW,OAAO,CAAC,WAAmB;QAClC,IAAI,IAAI,CAAC,QAAQ,KAAK,WAAW,EAAE;YAC/B,OAAO;SACV;QACD,IAAI,CAAC,QAAQ,GAAG,WAAW,CAAC;QAE5B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,sBAAsB,CAAC,OAAgB;QAC9C,IAAI,IAAI,CAAC,uBAAuB,KAAK,OAAO,EAAE;YAC1C,OAAO;SACV;QAED,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,GAAG,OAAO,CAAC;IACjE,CAAC;IAGD,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB,CAAC,OAAgB;QACxC,IAAI,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YAC7B,IAAI,CAAC,UAAU,GAAG,IAAI,SAAS,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;SACpD;aAAM,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,UAAU,EAAE;YACpC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;YAC1B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;SAC1B;IACL,CAAC;IAGD,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,0BAA0B,CAAC,OAAgB;QAClD,IAAI,IAAI,CAAC,2BAA2B,KAAK,OAAO,EAAE;YAC9C,OAAO;SACV;QACD,IAAI,CAAC,2BAA2B,GAAG,OAAO,CAAC;QAE3C,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IACD;;OAEG;IACH,IAAW,YAAY,CAAC,OAAgB;QACpC,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;QAE7B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;;;;;;OAOG;IACH,YAAY,IAAI,GAAG,EAAE,EAAE,GAAG,GAAG,IAAI,EAAE,QAAe,WAAW,CAAC,gBAAiB,EAAE,OAAkB,EAAE,cAAc,GAAG,IAAI;QACtH,KAAK,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,CAAC;QAvY3B,yBAAoB,GAAkB,EAAE,CAAC;QACjD;;WAEG;QACc,yBAAoB,GAAG,0BAA0B,CAAC;QACnE;;;WAGG;QACM,iCAA4B,GAAG,kCAAkC,CAAC;QAC3E;;;WAGG;QACM,sBAAiB,GAAG,uBAAuB,CAAC;QACrD;;WAEG;QACc,qCAAgC,GAAG,sCAAsC,CAAC;QAC3F;;WAEG;QACc,uBAAkB,GAAG,wBAAwB,CAAC;QA+B/D;;WAEG;QACK,eAAU,GAAwB,IAAI,CAAC;QAE/C;;WAEG;QACI,eAAU,GAAgB,EAAE,CAAC;QAE5B,0CAAqC,GAAqD,IAAI,CAAC;QACvG,SAAS;QACD,oBAAe,GAAY,KAAK,CAAC;QACjC,kBAAa,GAAY,KAAK,CAAC;QAC/B,yBAAoB,GAAY,KAAK,CAAC;QACtC,2BAAsB,GAAG,2BAA2B,CAAC,GAAG,CAAC;QACzD,iBAAY,GAAY,KAAK,CAAC;QAC9B,4BAAuB,GAAY,IAAI,CAAC;QAExC,gBAAW,GAAW,GAAG,CAAC;QAC1B,gCAA2B,GAAY,KAAK,CAAC;QAC7C,kBAAa,GAAY,KAAK,CAAC;QAE/B,kBAAa,GAAG,IAAI,CAAC;QAa7B;;WAEG;QACI,sBAAiB,GAAG,IAAI,UAAU,EAA4B,CAAC;QA0B9D,oBAAe,GAAuC,IAAI,CAAC;QAC3D,wBAAmB,GAAG,GAAG,CAAC;QAC1B,iBAAY,GAAW,EAAE,CAAC;QAalC;;WAEG;QAEK,iBAAY,GAAW,IAAI,CAAC;QACpC;;WAEG;QAEK,oBAAe,GAAW,GAAG,CAAC;QAqJ9B,aAAQ,GAAG,CAAC,CAAC;QAkOb,gBAAW,GAAG,KAAK,CAAC;QACpB,qBAAgB,GAA0B,IAAI,CAAC;QAC/C,yBAAoB,GAA0B,IAAI,CAAC;QAyBnD,+BAA0B,GAA8B,IAAI,CAAC;QAC7D,iCAA4B,GAA8B,IAAI,CAAC;QAC/D,kCAA6B,GAA8B,IAAI,CAAC;QA1JpE,IAAI,CAAC,QAAQ,GAAG,OAAO,IAAI,KAAK,CAAC,OAAO,CAAC;QACzC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QACtC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QAElD,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;QAEpC,aAAa;QACb,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAC/C,IAAI,CAAC,IAAI,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAE5E,OAAO;QACP,IAAI,IAAI,CAAC,IAAI,EAAE;YACX,IAAI,IAAI,CAAC,sBAAsB,EAAE;gBAC7B,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,sBAAsB,CAAC;aACvE;iBAAM,IAAI,IAAI,CAAC,kBAAkB,EAAE;gBAChC,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,iBAAiB,CAAC;aAClE;SACJ;aAAM;YACH,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,wBAAwB,CAAC;SACzE;QAED,SAAS;QACT,KAAK,CAAC,gCAAgC,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,4EAA4E;QAC5E,iIAAiI;QACjI,IAAI,CAAC,OAAO,GAAG,IAAI,kBAAkB,CAAC,SAAS,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAClJ,IAAI,CAAC,cAAc,GAAG,IAAI,uBAAuB,CAC7C,MAAM,EACN,IAAI,CAAC,oBAAoB,EACzB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,OAAO,CAAC;QACxB,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,YAAY,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAEnI,+GAA+G;QAC/G,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,uBAAuB,EAAE,CAAC;QAC5D,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,uBAAuB,EAAE,CAAC;YAC5D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QACzC,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,KAAK,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAEpK,IAAI,CAAC,mBAAmB,GAAG,IAAI,8BAA8B,CACzD,qBAAqB,EACrB,MAAM,CAAC,cAAc,EAAE,EACvB,MAAM,CAAC,eAAe,EAAE,EACxB,GAAG,EACH,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,MAAM,EACN,KAAK,EACL,IAAI,CAAC,2BAA2B,EAChC,IAAI,CACP,CAAC;QACF,IAAI,CAAC,0BAA0B,GAAG,IAAI,uBAAuB,CACzD,MAAM,EACN,IAAI,CAAC,gCAAgC,EACrC,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,mBAAmB,CAAC;QACpC,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,KAAK,GAAG,IAAI,gBAAgB,CAAC,OAAO,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAC5I,IAAI,CAAC,YAAY,GAAG,IAAI,uBAAuB,CAC3C,MAAM,EACN,IAAI,CAAC,kBAAkB,EACvB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,KAAK,CAAC;QACtB,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,iCAAiC,GAAG,IAAI,CAAC;QAE7C,IAAI,CAAC,qCAAqC,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC9G,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,QAAQ,CAAC;YAEpF,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,EAAE;gBACpF,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,CAAC;gBAClF,uGAAuG;gBACvG,yGAAyG;gBACzG,0GAA0G;gBAC1G,4FAA4F;gBAC5F,IAAI,iCAAiC,EAAE;oBACnC,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE;wBACpB,IAAI,CAAC,cAAc,EAAE,CAAC;oBAC1B,CAAC,CAAC,CAAC;iBACN;qBAAM;oBACH,IAAI,CAAC,cAAc,EAAE,CAAC;iBACzB;aACJ;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,cAAc,EAAE,CAAC;QAEtB,iCAAiC,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACzC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;IACvC,CAAC;IAMO,8BAA8B,CAAC,WAAwB,EAAE,kBAAkB,GAAG,KAAK;QACvF,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;SACjC;aAAM;YACH,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC;YAC7B,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;SAC3B;QAED,IAAI,CAAC,kBAAkB,EAAE;YACrB,IAAI,IAAI,CAAC,oBAAoB,EAAE;gBAC3B,WAAW,CAAC,eAAe,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;aAC1D;iBAAM;gBACH,WAAW,CAAC,YAAY,EAAE,CAAC;aAC9B;YAED,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,gBAAgB,CAAC;aACrD;YACD,IAAI,CAAC,gBAAgB,GAAG,WAAW,CAAC;SACvC;IACL,CAAC;IAMO,cAAc;QAClB,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO;SACV;QACD,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACxG,mDAAmD;YACnD,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,CAAC;SACrD;QACD,IAAI,CAAC,MAAM,EAAE,CAAC;QACd,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,sBAAsB;YACtB,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE;gBAC1B,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;oBAChC,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC;oBAC9D,aAAa,CAAC,qBAAqB,GAAG,IAAI,CAAC;iBAC9C;gBAED,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE;oBAC7F,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,YAAa,CAAC,GAAG,CAAC,CAAC,EAAE;wBACjD,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,KAAK,CAAC,mBAAmB,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,WAAW,EAAE,CAAC;qBAChG;gBACL,CAAC,CAAC,CAAC;aACN;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;gBACzF,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxE,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,aAAa,CAAC,WAAW,EAAE,CAAC;aAChE;YAED,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,EAAE,EAAE;gBAC/B,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC;aACtC;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAClC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;SAC5E;aAAM;YACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;SAC5F;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE;gBACxB,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;aAC/B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC3B,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;SACrE;QAED,IAAI,IAAI,CAAC,uBAAuB,EAAE;YAC9B,IAAI,CAAC,eAAe,GAAG,IAAI,0BAA0B,CACjD,iBAAiB,EACjB,GAAG,EACH,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,MAAM,EACN,KAAK,EACL,IAAI,CAAC,2BAA2B,EAChC,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAC1C,CAAC;YACF,IAAI,IAAI,CAAC,IAAI,EAAE;gBACX,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,MAAM,EACN,IAAI,CAAC,4BAA4B,EACjC,GAAG,EAAE;oBACD,OAAO,IAAI,CAAC,eAAe,CAAC;gBAChC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;gBACF,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;aAC7D;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;aACvE;YAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gBAC9C,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;aACvE;YAED,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,EAAE;gBACnC,IAAI,CAAC,eAAe,CAAC,iBAAiB,EAAE,CAAC;aAC5C;SACJ;QAED,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE;gBACzB,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE,CAAC;aAC/B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YACpC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACrD;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,EAAE;gBACvB,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;aAC7B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAClC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SACnD;QAED,IAAI,IAAI,CAAC,0BAA0B,EAAE;YACjC,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,EAAE;gBACrC,IAAI,CAAC,mBAAmB,CAAC,YAAY,EAAE,CAAC;aAC3C;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;YAChD,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;SACjE;QAED,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,IAAI,CAAC,IAAI,GAAG,IAAI,eAAe,CAAC,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,CAAC,CAAC;YACnI,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,MAAM,EACN,IAAI,CAAC,iBAAiB,EACtB,GAAG,EAAE;gBACD,OAAO,IAAI,CAAC,IAAI,CAAC;YACrB,CAAC,EACD,IAAI,CACP,CACJ,CAAC;YACF,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;SACxD;QAED,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,6BAA6B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;SACzG;QAED,wEAAwE;QACxE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YAC7J,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;SAChC;QACD,wDAAwD;QACxD,IAAI,CAAC,IAAI,CAAC,4BAA4B,EAAE;YACpC,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC3E,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,EAAE;oBACpF,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;iBAChC;YACL,CAAC,CAAC,CAAC;SACN;QACD,IAAI,CAAC,IAAI,CAAC,6BAA6B,EAAE;YACrC,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC7E,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE;oBACnE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;iBAChC;YACL,CAAC,CAAC,CAAC;SACN;QAED,IAAI,CAAC,6BAA6B,EAAE,CAAC;QAErC,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,IAAI,CAAC,OAAO,GAAG,CAAC,EAAE;YACvE,MAAM,CAAC,IAAI,CAAC,qFAAqF,CAAC,CAAC;SACtG;QAED,IAAI,CAAC,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACjD,CAAC;IAEO,qBAAqB,CAAC,mBAAmB,GAAG,KAAK;QACrD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;YAEhC,IAAI,IAAI,CAAC,eAAe,EAAE;gBACtB,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aACxC;YAED,IAAI,IAAI,CAAC,IAAI,EAAE;gBACX,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aAC7B;YAED,2FAA2F;YAC3F,IAAI,mBAAmB,EAAE;gBACrB,IAAI,IAAI,CAAC,OAAO,EAAE;oBACd,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAChC;gBAED,IAAI,IAAI,CAAC,YAAY,EAAE;oBACnB,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;oBACzF,IAAI,CAAC,YAAY,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;iBAC5C;gBAED,IAAI,IAAI,CAAC,KAAK,EAAE;oBACZ,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;iBACrC;gBAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;oBAC1B,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAC5C;gBAED,IAAI,IAAI,CAAC,KAAK,EAAE;oBACZ,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAC9B;gBACD,IAAI,IAAI,CAAC,UAAU,EAAE;oBACjB,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;iBAC7B;aACJ;SACJ;QAEK,IAAI,CAAC,eAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,IAAK,GAAG,IAAI,CAAC;QAExB,IAAI,mBAAmB,EAAE;YACf,IAAI,CAAC,OAAQ,GAAG,IAAI,CAAC;YACrB,IAAI,CAAC,cAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;YAC1B,IAAI,CAAC,KAAM,GAAG,IAAI,CAAC;YACnB,IAAI,CAAC,mBAAoB,GAAG,IAAI,CAAC;YACjC,IAAI,CAAC,0BAA2B,GAAG,IAAI,CAAC;YACxC,IAAI,CAAC,KAAM,GAAG,IAAI,CAAC;YACnB,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;YAChC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;SAC1B;IACL,CAAC;IAED;;;OAGG;IACI,SAAS,CAAC,MAAc;QAC3B,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACvC,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,MAAc;QAC9B,MAAM,KAAK,GAAG,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACxD,IAAI,CAAC,oBAAoB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC3C,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;QAC/B,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;QACjC,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QACxG,IAAI,CAAC,MAAM,CAAC,iCAAiC,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACxE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAC7B,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;YACxE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;SAC/B;QAED,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,MAAM,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;QAC5E,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC,MAAM,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAE9E,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,qCAAqC,CAAC,CAAC;QAC/G,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAChE,mBAAmB,CAAC,UAAU,GAAG,0BAA0B,CAAC;QAE5D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,wBAAwB,CAAC,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IACzI,CAAC;CACJ;AA3sBG;IADC,SAAS,EAAE;8DAGX;AASD;IADC,SAAS,EAAE;2DAGX;AAUO;IADP,SAAS,EAAE;8DACwB;AAK5B;IADP,SAAS,EAAE;iEAC0B;AAG9B;IADP,SAAS,EAAE;sDACU;AAetB;IADC,SAAS,EAAE;2DAGX;AAcD;IADC,SAAS,EAAE;8DAGX;AAkBD;IADC,SAAS,EAAE;0DAGX;AAeD;IADC,SAAS,EAAE;4DAGX;AAgBD;IADC,SAAS,EAAE;mEAGX;AAeD;IADC,SAAS,EAAE;qEAGX;AAqCD;IADC,SAAS,EAAE;2DAGX;AAgBD;IADC,SAAS,EAAE;uDAGX;AAcD;IADC,SAAS,EAAE;sEAGX;AAeD;IADC,SAAS,EAAE;gEAGX;AAsBD;IADC,SAAS,EAAE;0EAGX;AAcD;IADC,SAAS,EAAE;4DAGX;AAmcL,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../../types\";\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport type { Observer } from \"../../../Misc/observable\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { IAnimatable } from \"../../../Animations/animatable.interface\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { IDisposable, Scene } from \"../../../scene\";\r\nimport { GlowLayer } from \"../../../Layers/glowLayer\";\r\n\r\nimport type { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\r\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess\";\r\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\r\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport type { Animation } from \"../../../Animations/animation\";\r\n\r\n/**\r\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\r\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/defaultRenderingPipeline\r\n */\r\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n private _scene: Scene;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n /**\r\n * ID of the sharpen post process,\r\n */\r\n private readonly SharpenPostProcessId = \"SharpenPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the image processing post process;\r\n */\r\n readonly ImageProcessingPostProcessId = \"ImageProcessingPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the Fast Approximate Anti-Aliasing post process;\r\n */\r\n readonly FxaaPostProcessId = \"FxaaPostProcessEffect\";\r\n /**\r\n * ID of the chromatic aberration post process,\r\n */\r\n private readonly ChromaticAberrationPostProcessId = \"ChromaticAberrationPostProcessEffect\";\r\n /**\r\n * ID of the grain post process\r\n */\r\n private readonly GrainPostProcessId = \"GrainPostProcessEffect\";\r\n\r\n // Post-processes\r\n /**\r\n * Sharpen post process which will apply a sharpen convolution to enhance edges\r\n */\r\n public sharpen: SharpenPostProcess;\r\n private _sharpenEffect: PostProcessRenderEffect;\r\n private bloom: BloomEffect;\r\n /**\r\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\r\n */\r\n public depthOfField: DepthOfFieldEffect;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.\r\n */\r\n public fxaa: FxaaPostProcess;\r\n /**\r\n * Image post processing pass used to perform operations such as tone mapping or color grading.\r\n */\r\n public imageProcessing: ImageProcessingPostProcess;\r\n /**\r\n * Chromatic aberration post process which will shift rgb colors in the image\r\n */\r\n public chromaticAberration: ChromaticAberrationPostProcess;\r\n private _chromaticAberrationEffect: PostProcessRenderEffect;\r\n /**\r\n * Grain post process which add noise to the image\r\n */\r\n public grain: GrainPostProcess;\r\n private _grainEffect: PostProcessRenderEffect;\r\n /**\r\n * Glow post process which adds a glow to emissive areas of the image\r\n */\r\n private _glowLayer: Nullable<GlowLayer> = null;\r\n\r\n /**\r\n * Animations which can be used to tweak settings over a period of time\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _imageProcessingConfigurationObserver: Nullable<Observer<ImageProcessingConfiguration>> = null;\r\n // Values\r\n private _sharpenEnabled: boolean = false;\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\r\n private _fxaaEnabled: boolean = false;\r\n private _imageProcessingEnabled: boolean = true;\r\n private _defaultPipelineTextureType: number;\r\n private _bloomScale: number = 0.5;\r\n private _chromaticAberrationEnabled: boolean = false;\r\n private _grainEnabled: boolean = false;\r\n\r\n private _buildAllowed = true;\r\n\r\n /**\r\n * Enable or disable automatic building of the pipeline when effects are enabled and disabled.\r\n * If false, you will have to manually call prepare() to update the pipeline.\r\n */\r\n public get automaticBuild() {\r\n return this._buildAllowed;\r\n }\r\n public set automaticBuild(value: boolean) {\r\n this._buildAllowed = value;\r\n }\r\n\r\n /**\r\n * This is triggered each time the pipeline has been built.\r\n */\r\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Enable or disable the sharpen process from the pipeline\r\n */\r\n public set sharpenEnabled(enabled: boolean) {\r\n if (this._sharpenEnabled === enabled) {\r\n return;\r\n }\r\n this._sharpenEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get sharpenEnabled(): boolean {\r\n return this._sharpenEnabled;\r\n }\r\n\r\n private _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private _hardwareScaleLevel = 1.0;\r\n private _bloomKernel: number = 64;\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n @serialize()\r\n public get bloomKernel(): number {\r\n return this._bloomKernel;\r\n }\r\n public set bloomKernel(value: number) {\r\n this._bloomKernel = value;\r\n this.bloom.kernel = value / this._hardwareScaleLevel;\r\n }\r\n\r\n /**\r\n * Specifies the weight of the bloom in the final rendering\r\n */\r\n @serialize()\r\n private _bloomWeight: number = 0.15;\r\n /**\r\n * Specifies the luma threshold for the area that will be blurred by the bloom\r\n */\r\n @serialize()\r\n private _bloomThreshold: number = 0.9;\r\n\r\n @serialize()\r\n private _hdr: boolean;\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomWeight(value: number) {\r\n if (this._bloomWeight === value) {\r\n return;\r\n }\r\n this.bloom.weight = value;\r\n\r\n this._bloomWeight = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomWeight(): number {\r\n return this._bloomWeight;\r\n }\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public set bloomThreshold(value: number) {\r\n if (this._bloomThreshold === value) {\r\n return;\r\n }\r\n this.bloom.threshold = value;\r\n this._bloomThreshold = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomThreshold(): number {\r\n return this._bloomThreshold;\r\n }\r\n\r\n /**\r\n * The scale of the bloom, lower value will provide better performance.\r\n */\r\n public set bloomScale(value: number) {\r\n if (this._bloomScale === value) {\r\n return;\r\n }\r\n this._bloomScale = value;\r\n\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n this._rebuildBloom();\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomScale(): number {\r\n return this._bloomScale;\r\n }\r\n\r\n /**\r\n * Enable or disable the bloom from the pipeline\r\n */\r\n public set bloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n this._bloomEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n private _rebuildBloom() {\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n const oldBloom = this.bloom;\r\n this.bloom = new BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, false);\r\n this.bloom.threshold = oldBloom.threshold;\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldBloom.disposeEffects(this._cameras[i]);\r\n }\r\n }\r\n\r\n /**\r\n * If the depth of field is enabled.\r\n */\r\n @serialize()\r\n public get depthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set depthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n this._depthOfFieldEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Blur level of the depth of field effect. (Higher blur will effect performance)\r\n */\r\n @serialize()\r\n public get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel {\r\n return this._depthOfFieldBlurLevel;\r\n }\r\n\r\n public set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel) {\r\n if (this._depthOfFieldBlurLevel === value) {\r\n return;\r\n }\r\n this._depthOfFieldBlurLevel = value;\r\n\r\n // recreate dof and dispose old as this setting is not dynamic\r\n const oldDof = this.depthOfField;\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);\r\n this.depthOfField.focalLength = oldDof.focalLength;\r\n this.depthOfField.focusDistance = oldDof.focusDistance;\r\n this.depthOfField.fStop = oldDof.fStop;\r\n this.depthOfField.lensSize = oldDof.lensSize;\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldDof.disposeEffects(this._cameras[i]);\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * If the anti aliasing is enabled.\r\n */\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n this._fxaaEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n private _samples = 1;\r\n /**\r\n * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n this._samples = sampleCount;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * If image processing is enabled.\r\n */\r\n public set imageProcessingEnabled(enabled: boolean) {\r\n if (this._imageProcessingEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\r\n }\r\n\r\n @serialize()\r\n public get imageProcessingEnabled(): boolean {\r\n return this._imageProcessingEnabled;\r\n }\r\n\r\n /**\r\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\r\n */\r\n public set glowLayerEnabled(enabled: boolean) {\r\n if (enabled && !this._glowLayer) {\r\n this._glowLayer = new GlowLayer(\"\", this._scene);\r\n } else if (!enabled && this._glowLayer) {\r\n this._glowLayer.dispose();\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n @serialize()\r\n public get glowLayerEnabled(): boolean {\r\n return this._glowLayer != null;\r\n }\r\n\r\n /**\r\n * Gets the glow layer (or null if not defined)\r\n */\r\n public get glowLayer() {\r\n return this._glowLayer;\r\n }\r\n\r\n /**\r\n * Enable or disable the chromaticAberration process from the pipeline\r\n */\r\n public set chromaticAberrationEnabled(enabled: boolean) {\r\n if (this._chromaticAberrationEnabled === enabled) {\r\n return;\r\n }\r\n this._chromaticAberrationEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get chromaticAberrationEnabled(): boolean {\r\n return this._chromaticAberrationEnabled;\r\n }\r\n /**\r\n * Enable or disable the grain process from the pipeline\r\n */\r\n public set grainEnabled(enabled: boolean) {\r\n if (this._grainEnabled === enabled) {\r\n return;\r\n }\r\n this._grainEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get grainEnabled(): boolean {\r\n return this._grainEnabled;\r\n }\r\n\r\n /**\r\n * Instantiates a DefaultRenderingPipeline.\r\n * @param name The rendering pipeline name (default: \"\")\r\n * @param hdr If high dynamic range textures should be used (default: true)\r\n * @param scene The scene linked to this pipeline (default: the last created scene)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)\r\n */\r\n constructor(name = \"\", hdr = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._buildAllowed = automaticBuild;\r\n\r\n // Initialize\r\n this._scene = scene;\r\n const caps = this._scene.getEngine().getCaps();\r\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\r\n\r\n // Misc\r\n if (this._hdr) {\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n } else {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n // Attach\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Create post processes before hand so they can be modified before enabled.\r\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\r\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._sharpenEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.SharpenPostProcessId,\r\n () => {\r\n return this.sharpen;\r\n },\r\n true\r\n );\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\r\n\r\n // To keep the bloom sizes consistent across different display densities, factor in the hardware scaling level.\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this.bloomKernel = this._bloomKernel;\r\n });\r\n\r\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, true);\r\n\r\n this.chromaticAberration = new ChromaticAberrationPostProcess(\r\n \"ChromaticAberration\",\r\n engine.getRenderWidth(),\r\n engine.getRenderHeight(),\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n true\r\n );\r\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.ChromaticAberrationPostProcessId,\r\n () => {\r\n return this.chromaticAberration;\r\n },\r\n true\r\n );\r\n\r\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._grainEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.GrainPostProcessId,\r\n () => {\r\n return this.grain;\r\n },\r\n true\r\n );\r\n\r\n let avoidReentrancyAtConstructionTime = true;\r\n\r\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\r\n\r\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\r\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\r\n // Avoid re-entrant problems by deferring the call to _buildPipeline because the call to _buildPipeline\r\n // at the end of the constructor could end up triggering imageProcessingConfiguration.onUpdateParameters!\r\n // Note that the pipeline could have been disposed before the deferred call was executed, but in that case\r\n // _buildAllowed will have been set to false, preventing _buildPipeline from being executed.\r\n if (avoidReentrancyAtConstructionTime) {\r\n Tools.SetImmediate(() => {\r\n this._buildPipeline();\r\n });\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n\r\n avoidReentrancyAtConstructionTime = false;\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"DefaultRenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"DefaultRenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Force the compilation of the entire pipeline.\r\n */\r\n public prepare(): void {\r\n const previousState = this._buildAllowed;\r\n this._buildAllowed = true;\r\n this._buildPipeline();\r\n this._buildAllowed = previousState;\r\n }\r\n\r\n private _hasCleared = false;\r\n private _prevPostProcess: Nullable<PostProcess> = null;\r\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\r\n\r\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\r\n if (this._hasCleared) {\r\n postProcess.autoClear = false;\r\n } else {\r\n postProcess.autoClear = true;\r\n this._scene.autoClear = false;\r\n this._hasCleared = true;\r\n }\r\n\r\n if (!skipTextureSharing) {\r\n if (this._prevPrevPostProcess) {\r\n postProcess.shareOutputWith(this._prevPrevPostProcess);\r\n } else {\r\n postProcess.useOwnOutput();\r\n }\r\n\r\n if (this._prevPostProcess) {\r\n this._prevPrevPostProcess = this._prevPostProcess;\r\n }\r\n this._prevPostProcess = postProcess;\r\n }\r\n }\r\n\r\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCamerasChangedObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _buildPipeline() {\r\n if (!this._buildAllowed) {\r\n return;\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n this._prevPostProcess = null;\r\n this._prevPrevPostProcess = null;\r\n this._hasCleared = false;\r\n\r\n if (this.depthOfFieldEnabled) {\r\n // Multi camera suport\r\n if (this._cameras.length > 1) {\r\n for (const camera of this._cameras) {\r\n const depthRenderer = this._scene.enableDepthRenderer(camera);\r\n depthRenderer.useOnlyInActiveCamera = true;\r\n }\r\n\r\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\r\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\r\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\r\n }\r\n });\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\r\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\r\n }\r\n\r\n if (!this.depthOfField._isReady()) {\r\n this.depthOfField._updateEffects();\r\n }\r\n this.addEffect(this.depthOfField);\r\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n }\r\n\r\n if (this.bloomEnabled) {\r\n if (!this.bloom._isReady()) {\r\n this.bloom._updateEffects();\r\n }\r\n this.addEffect(this.bloom);\r\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\r\n }\r\n\r\n if (this._imageProcessingEnabled) {\r\n this.imageProcessing = new ImageProcessingPostProcess(\r\n \"imageProcessing\",\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n this.scene.imageProcessingConfiguration\r\n );\r\n if (this._hdr) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.ImageProcessingPostProcessId,\r\n () => {\r\n return this.imageProcessing;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.imageProcessing);\r\n } else {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this._cameras || this._cameras.length === 0) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.imageProcessing.getEffect()) {\r\n this.imageProcessing._updateParameters();\r\n }\r\n }\r\n\r\n if (this.sharpenEnabled) {\r\n if (!this.sharpen.isReady()) {\r\n this.sharpen.updateEffect();\r\n }\r\n this.addEffect(this._sharpenEffect);\r\n this._setAutoClearAndTextureSharing(this.sharpen);\r\n }\r\n\r\n if (this.grainEnabled) {\r\n if (!this.grain.isReady()) {\r\n this.grain.updateEffect();\r\n }\r\n this.addEffect(this._grainEffect);\r\n this._setAutoClearAndTextureSharing(this.grain);\r\n }\r\n\r\n if (this.chromaticAberrationEnabled) {\r\n if (!this.chromaticAberration.isReady()) {\r\n this.chromaticAberration.updateEffect();\r\n }\r\n this.addEffect(this._chromaticAberrationEffect);\r\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\r\n }\r\n\r\n if (this.fxaaEnabled) {\r\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.FxaaPostProcessId,\r\n () => {\r\n return this.fxaa;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.fxaa, true);\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n // In multicamera mode, the scene needs to autoclear in between cameras.\r\n if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1)) {\r\n this._scene.autoClear = true;\r\n }\r\n // The active camera on the scene can be changed anytime\r\n if (!this._activeCameraChangedObserver) {\r\n this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {\r\n if (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n if (!this._activeCamerasChangedObserver) {\r\n this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {\r\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n\r\n this._adaptPostProcessesToViewPort();\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n private _disposePostProcesses(disposeNonRecreated = false): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n if (this.imageProcessing) {\r\n this.imageProcessing.dispose(camera);\r\n }\r\n\r\n if (this.fxaa) {\r\n this.fxaa.dispose(camera);\r\n }\r\n\r\n // These are created in the constructor and should not be disposed on every pipeline change\r\n if (disposeNonRecreated) {\r\n if (this.sharpen) {\r\n this.sharpen.dispose(camera);\r\n }\r\n\r\n if (this.depthOfField) {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n this.depthOfField.disposeEffects(camera);\r\n }\r\n\r\n if (this.bloom) {\r\n this.bloom.disposeEffects(camera);\r\n }\r\n\r\n if (this.chromaticAberration) {\r\n this.chromaticAberration.dispose(camera);\r\n }\r\n\r\n if (this.grain) {\r\n this.grain.dispose(camera);\r\n }\r\n if (this._glowLayer) {\r\n this._glowLayer.dispose();\r\n }\r\n }\r\n }\r\n\r\n (<any>this.imageProcessing) = null;\r\n (<any>this.fxaa) = null;\r\n\r\n if (disposeNonRecreated) {\r\n (<any>this.sharpen) = null;\r\n (<any>this._sharpenEffect) = null;\r\n (<any>this.depthOfField) = null;\r\n (<any>this.bloom) = null;\r\n (<any>this.chromaticAberration) = null;\r\n (<any>this._chromaticAberrationEffect) = null;\r\n (<any>this.grain) = null;\r\n (<any>this._grainEffect) = null;\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public override dispose(): void {\r\n this._buildAllowed = false;\r\n this.onBuildObservable.clear();\r\n this._disposePostProcesses(true);\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._scene._postProcessRenderPipelineManager.removePipeline(this.name);\r\n this._scene.autoClear = true;\r\n if (this._resizeObserver) {\r\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n\r\n this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);\r\n this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);\r\n\r\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"DefaultRenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline {\r\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"lensRenderingPipeline.js","sourceRoot":"","sources":["../../../../../../dev/core/src/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,qCAAqC,CAAC;AAE9D,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AACjE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iEAAiE,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,+DAA+D,CAAC;AAExG,OAAO,EAAE,UAAU,EAAE,MAAM,wCAAwC,CAAC;AACpE,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAEvD,OAAO,sFAAsF,CAAC;AAE9F,OAAO,+CAA+C,CAAC;AACvD,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,MAAM,4BAA4B,CAAC;AAEpD;;;;;GAKG;AACH,MAAM,OAAO,qBAAsB,SAAQ,yBAAyB;IAiDhE;;;;;;;;;;;;;;;;;;;;;;;;;OAyBG;IACH,YAAY,IAAY,EAAE,UAAe,EAAE,KAAY,EAAE,QAAgB,GAAG,EAAE,OAAkB;QAC5F,KAAK,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,CAAC;QA3EnC,wCAAwC;QACxC,sDAAsD;QACtD,iCAAiC;QACjC,oBAAoB;QACpB,+CAA+C;QAC/C,sEAAsE;QACtE,2CAA2C;QAE3C,8CAA8C;QAC9C,mCAAmC;QACnC,kBAAkB;QAElB;;;WAGG;QACI,kCAA6B,GAAW,+BAA+B,CAAC;QAC/E;;;WAGG;QACI,8BAAyB,GAAW,2BAA2B,CAAC;QACvE;;;WAGG;QACI,2BAAsB,GAAW,wBAAwB,CAAC;QAyVzD,4BAAuB,GAAG,KAAK,CAAC;QAtSpC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,yBAAyB;QACzB,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,WAAW,EAAE,CAAC,CAAC,4BAA4B;QAC5F,IAAI,UAAU,CAAC,aAAa,EAAE;YAC1B,IAAI,CAAC,aAAa,GAAG,UAAU,CAAC,aAAa,CAAC;SACjD;aAAM;YACH,IAAI,CAAC,mBAAmB,EAAE,CAAC;SAC9B;QAED,kBAAkB;QAClB,IAAI,CAAC,SAAS,GAAG,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;QACjE,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,IAAI,CAAC,oBAAoB,GAAG,UAAU,CAAC,oBAAoB,CAAC,CAAC,CAAC,UAAU,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC;QAClG,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QACrE,IAAI,CAAC,eAAe,GAAG,UAAU,CAAC,QAAQ,KAAK,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACpF,IAAI,CAAC,oBAAoB,GAAG,UAAU,CAAC,aAAa,CAAC,CAAC,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;QACpF,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC,kBAAkB,KAAK,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACrG,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QACpE,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC,YAAY,KAAK,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC;QAC3F,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC;QAErF,iBAAiB;QACjB,IAAI,CAAC,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAClD,IAAI,CAAC,4BAA4B,CAAC,KAAK,CAAC,CAAC;QACzC,IAAI,CAAC,8BAA8B,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;QAE/C,kBAAkB;QAClB,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,6BAA6B,EAClC,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,+BAA+B,CAAC;QAChD,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,yBAAyB,EAC9B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,sBAAsB,CAAC;QACvC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,sBAAsB,EAC3B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,wBAAwB,CAAC;QACzC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QAEF,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,CAAC,EAAE;YAC7B,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,CAAC;SAC7D;QAED,SAAS;QACT,KAAK,CAAC,gCAAgC,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACzD,IAAI,OAAO,EAAE;YACT,KAAK,CAAC,gCAAgC,CAAC,6BAA6B,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SACvF;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED,aAAa;IAEb;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAa;QACxC,IAAI,CAAC,sBAAsB,CAAC,KAAK,CAAC,CAAC;IACvC,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,aAAa,CAAC,KAAa;QAClC,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;IACjC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;IACpC,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,KAAc;QAC/B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED,IAAW,aAAa,CAAC,KAAc;QACnC,IAAI,KAAK,EAAE;YACP,IAAI,CAAC,mBAAmB,EAAE,CAAC;SAC9B;aAAM;YACH,IAAI,CAAC,oBAAoB,EAAE,CAAC;SAC/B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAa;QACxC,IAAI,CAAC,sBAAsB,CAAC,KAAK,CAAC,CAAC;IACvC,CAAC;IAED,oCAAoC;IACpC;;;OAGG;IACI,WAAW,CAAC,MAAc;QAC7B,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC;IAC5B,CAAC;IACD;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;IACvB,CAAC;IACD;;;OAGG;IACI,cAAc,CAAC,MAAc;QAChC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC;IAC/B,CAAC;IACD;;OAEG;IACI,YAAY;QACf,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;IAC1B,CAAC;IACD;;;OAGG;IACI,sBAAsB,CAAC,MAAc;QACxC,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC;IACvC,CAAC;IACD;;OAEG;IACI,0BAA0B;QAC7B,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;IAClC,CAAC;IACD;;;OAGG;IACI,iBAAiB,CAAC,MAAc;QACnC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC;IAC9B,CAAC;IACD;;OAEG;IACI,qBAAqB;QACxB,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;IACzB,CAAC;IACD;;;OAGG;IACI,gBAAgB,CAAC,MAAc;QAClC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC;IAC/B,CAAC;IACD;;OAEG;IACI,mBAAmB;QACtB,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;IAC3B,CAAC;IACD;;;OAGG;IACI,WAAW,CAAC,MAAc;QAC7B,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC;IAC/B,CAAC;IACD;;;OAGG;IACI,mBAAmB,CAAC,MAAc;QACrC,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC;IAC7B,CAAC;IAGD;;OAEG;IACI,mBAAmB;QACtB,IAAI,CAAC,sBAAsB,CAAC,YAAY,CAAC,oBAAoB,CAAC,CAAC;QAC/D,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;IACxC,CAAC;IACD;;OAEG;IACI,oBAAoB;QACvB,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QACrC,IAAI,CAAC,sBAAsB,CAAC,YAAY,EAAE,CAAC;IAC/C,CAAC;IACD;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IAC3B,CAAC;IACD;;OAEG;IACI,gBAAgB;QACnB,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IACD;;;OAGG;IACI,iBAAiB,CAAC,MAAc;QACnC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC;IAClC,CAAC;IACD;;;OAGG;IACI,sBAAsB,CAAC,MAAc;QACxC,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,CAAC,EAAE;YAC7B,IAAI,CAAC,eAAe,GAAG,GAAG,CAAC;SAC9B;QACD,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC;IACvC,CAAC;IACD;;OAEG;IACI,iBAAiB;QACpB,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACI,OAAO,CAAC,qBAA8B,KAAK;QAC9C,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;QAExG,IAAI,CAAC,+BAAgC,GAAG,IAAI,CAAC;QAC7C,IAAI,CAAC,sBAAuB,GAAG,IAAI,CAAC;QACpC,IAAI,CAAC,wBAAyB,GAAG,IAAI,CAAC;QAE5C,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAE7B,IAAI,kBAAkB,EAAE;YACpB,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;SACtC;IACL,CAAC;IAED,iCAAiC;IACzB,qCAAqC,CAAC,KAAa;QACvD,IAAI,CAAC,+BAA+B,GAAG,IAAI,WAAW,CAClD,yBAAyB,EACzB,qBAAqB,EACrB,CAAC,sBAAsB,EAAE,cAAc,EAAE,eAAe,EAAE,WAAW,EAAE,iBAAiB,EAAE,gBAAgB,CAAC,EAAE,WAAW;QACxH,EAAE,EAAE,WAAW;QACf,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,sBAAsB,EAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,CACR,CAAC;QAEF,IAAI,CAAC,+BAA+B,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9D,MAAM,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;YACnE,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,CAAC;YAC1E,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,CAAC,CAAC;YAC5E,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;YACtC,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;YACtC,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACjD,CAAC,CAAC;IACN,CAAC;IAED,uBAAuB;IACf,4BAA4B,CAAC,KAAa;QAC9C,IAAI,CAAC,sBAAsB,GAAG,IAAI,WAAW,CACzC,gBAAgB,EAChB,gBAAgB,EAChB,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,eAAe,CAAC,EAAE,WAAW;QACnE,EAAE,EAAE,WAAW;QACf,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,sBAAsB,EAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,EACL,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,oBAAoB,CAAC,CAAC,CAAC,EAAE,CAChD,CAAC;QAEF,IAAI,CAAC,sBAAsB,CAAC,6BAA6B,GAAG,IAAI,CAAC;QACjE,IAAI,CAAC,sBAAsB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YACrD,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAC9C,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;YACxD,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,IAAI,CAAC,+BAA+B,CAAC,CAAC;YACzF,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,CAAC;YAC1E,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,CAAC,CAAC;QAChF,CAAC,CAAC;IACN,CAAC;IAED,iCAAiC;IACzB,8BAA8B,CAAC,KAAa;QAChD,IAAI,CAAC,wBAAwB,GAAG,IAAI,WAAW,CAC3C,kBAAkB,EAClB,cAAc,EACd;YACI,cAAc;YACd,YAAY;YACZ,cAAc;YACd,eAAe;YACf,YAAY;YACZ,aAAa;YACb,iBAAiB;YACjB,UAAU;YACV,QAAQ;YACR,WAAW;YACX,YAAY;YACZ,MAAM;YACN,KAAK;SACR,EACD,CAAC,cAAc,EAAE,cAAc,EAAE,mBAAmB,CAAC,EACrD,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,sBAAsB,EAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,CACR,CAAC;QAEF,IAAI,CAAC,wBAAwB,CAAC,6BAA6B,GAAG,IAAI,CAAC;QACnE,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YACvD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACtD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACtD,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC;YAChF,MAAM,CAAC,yBAAyB,CAAC,mBAAmB,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAErF,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YACnD,MAAM,CAAC,OAAO,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YAE9C,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,CAAC;YAC1E,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,CAAC,CAAC;YAE5E,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAEhD,MAAM,CAAC,OAAO,CAAC,aAAa,EAAE,IAAI,CAAC,YAAY,KAAK,CAAC,CAAC,CAAC,CAAC;YACxD,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC;YAC1E,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAC/C,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YAE3C,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAE7C,MAAM,CAAC,OAAO,CAAC,YAAY,EAAE,IAAI,CAAC,eAAe,KAAK,CAAC,CAAC,CAAC,CAAC;YAE1D,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;gBAC1B,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;gBACvD,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;aACzD;QACL,CAAC,CAAC;IACN,CAAC;IAED,0DAA0D;IAClD,mBAAmB;QACvB,MAAM,IAAI,GAAG,GAAG,CAAC;QAEjB,MAAM,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC;QAC7C,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,MAAM,GAAI;YACvC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;YAC/D,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,KAAK,CAAC;YACtB,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,KAAK,CAAC;YACtB,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,KAAK,CAAC;YACtB,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,GAAG,CAAC;SACvB;QAED,MAAM,OAAO,GAAG,UAAU,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,CAAC,6BAA6B,CAAC,CAAC;QACnI,OAAO,CAAC,IAAI,GAAG,kBAAkB,CAAC;QAClC,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC;QACzC,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC;QACzC,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;IACjC,CAAC;CACJ","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/chromaticAberration.fragment\";\r\nimport \"../../../Shaders/lensHighlights.fragment\";\r\nimport \"../../../Shaders/depthOfField.fragment\";\r\nimport { Scalar } from \"../../../Maths/math.scalar\";\r\n\r\n/**\r\n * BABYLON.JS Chromatic Aberration GLSL Shader\r\n * Author: Olivier Guyot\r\n * Separates very slightly R, G and B colors on the edges of the screen\r\n * Inspired by Francois Tarlier & Martins Upitis\r\n */\r\nexport class LensRenderingPipeline extends PostProcessRenderPipeline {\r\n // Lens effects can be of the following:\r\n // - chromatic aberration (slight shift of RGB colors)\r\n // - blur on the edge of the lens\r\n // - lens distortion\r\n // - depth-of-field blur & highlights enhancing\r\n // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)\r\n // - grain effect (noise or custom texture)\r\n\r\n // Two additional texture samplers are needed:\r\n // - depth map (for depth-of-field)\r\n // - grain texture\r\n\r\n /**\r\n * @ignore\r\n * The chromatic aberration PostProcess id in the pipeline\r\n */\r\n public LensChromaticAberrationEffect: string = \"LensChromaticAberrationEffect\";\r\n /**\r\n * @ignore\r\n * The highlights enhancing PostProcess id in the pipeline\r\n */\r\n public HighlightsEnhancingEffect: string = \"HighlightsEnhancingEffect\";\r\n /**\r\n * @ignore\r\n * The depth-of-field PostProcess id in the pipeline\r\n */\r\n public LensDepthOfFieldEffect: string = \"LensDepthOfFieldEffect\";\r\n\r\n private _scene: Scene;\r\n private _depthTexture: RenderTargetTexture;\r\n private _grainTexture: Texture;\r\n\r\n private _chromaticAberrationPostProcess: PostProcess;\r\n private _highlightsPostProcess: PostProcess;\r\n private _depthOfFieldPostProcess: PostProcess;\r\n\r\n private _edgeBlur: number;\r\n private _grainAmount: number;\r\n private _chromaticAberration: number;\r\n private _distortion: number;\r\n private _highlightsGain: number;\r\n private _highlightsThreshold: number;\r\n private _dofDistance: number;\r\n private _dofAperture: number;\r\n private _dofDarken: number;\r\n private _dofPentagon: boolean;\r\n private _blurNoise: boolean;\r\n\r\n /**\r\n * @constructor\r\n *\r\n * Effect parameters are as follow:\r\n * {\r\n * chromatic_aberration: number; // from 0 to x (1 for realism)\r\n * edge_blur: number; // from 0 to x (1 for realism)\r\n * distortion: number; // from 0 to x (1 for realism), note that this will effect the pointer position precision\r\n * grain_amount: number; // from 0 to 1\r\n * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise\r\n * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)\r\n * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)\r\n * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)\r\n * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like \"bokeh\" effect\r\n * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)\r\n * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)\r\n * blur_noise: boolean; // add a little bit of noise to the blur (default: true)\r\n * }\r\n * Note: if an effect parameter is unset, effect is disabled\r\n *\r\n * @param name The rendering pipeline name\r\n * @param parameters - An object containing all parameters (see above)\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n */\r\n constructor(name: string, parameters: any, scene: Scene, ratio: number = 1.0, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n\r\n // Fetch texture samplers\r\n this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer \"on\"\r\n if (parameters.grain_texture) {\r\n this._grainTexture = parameters.grain_texture;\r\n } else {\r\n this._createGrainTexture();\r\n }\r\n\r\n // save parameters\r\n this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;\r\n this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;\r\n this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;\r\n this._distortion = parameters.distortion ? parameters.distortion : 0;\r\n this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;\r\n this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;\r\n this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;\r\n this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;\r\n this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;\r\n this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;\r\n this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;\r\n\r\n // Create effects\r\n this._createChromaticAberrationPostProcess(ratio);\r\n this._createHighlightsPostProcess(ratio);\r\n this._createDepthOfFieldPostProcess(ratio / 4);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.LensChromaticAberrationEffect,\r\n () => {\r\n return this._chromaticAberrationPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.HighlightsEnhancingEffect,\r\n () => {\r\n return this._highlightsPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.LensDepthOfFieldEffect,\r\n () => {\r\n return this._depthOfFieldPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._highlightsGain === -1) {\r\n this._disableEffect(this.HighlightsEnhancingEffect, null);\r\n }\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"LensRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"LensRenderingPipeline\";\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets associated scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets or sets the edge blur\r\n */\r\n public get edgeBlur(): number {\r\n return this._edgeBlur;\r\n }\r\n\r\n public set edgeBlur(value: number) {\r\n this.setEdgeBlur(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the grain amount\r\n */\r\n public get grainAmount(): number {\r\n return this._grainAmount;\r\n }\r\n\r\n public set grainAmount(value: number) {\r\n this.setGrainAmount(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the chromatic aberration amount\r\n */\r\n public get chromaticAberration(): number {\r\n return this._chromaticAberration;\r\n }\r\n\r\n public set chromaticAberration(value: number) {\r\n this.setChromaticAberration(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field aperture\r\n */\r\n public get dofAperture(): number {\r\n return this._dofAperture;\r\n }\r\n\r\n public set dofAperture(value: number) {\r\n this.setAperture(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the edge distortion\r\n */\r\n public get edgeDistortion(): number {\r\n return this._distortion;\r\n }\r\n\r\n public set edgeDistortion(value: number) {\r\n this.setEdgeDistortion(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field distortion\r\n */\r\n public get dofDistortion(): number {\r\n return this._dofDistance;\r\n }\r\n\r\n public set dofDistortion(value: number) {\r\n this.setFocusDistance(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the darken out of focus amount\r\n */\r\n public get darkenOutOfFocus(): number {\r\n return this._dofDarken;\r\n }\r\n\r\n public set darkenOutOfFocus(value: number) {\r\n this.setDarkenOutOfFocus(value);\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if blur noise is enabled\r\n */\r\n public get blurNoise(): boolean {\r\n return this._blurNoise;\r\n }\r\n\r\n public set blurNoise(value: boolean) {\r\n this._blurNoise = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if pentagon bokeh is enabled\r\n */\r\n public get pentagonBokeh(): boolean {\r\n return this._pentagonBokehIsEnabled;\r\n }\r\n\r\n public set pentagonBokeh(value: boolean) {\r\n if (value) {\r\n this.enablePentagonBokeh();\r\n } else {\r\n this.disablePentagonBokeh();\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight grain amount\r\n */\r\n public get highlightsGain(): number {\r\n return this._highlightsGain;\r\n }\r\n\r\n public set highlightsGain(value: number) {\r\n this.setHighlightsGain(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight threshold\r\n */\r\n public get highlightsThreshold(): number {\r\n return this._highlightsThreshold;\r\n }\r\n\r\n public set highlightsThreshold(value: number) {\r\n this.setHighlightsThreshold(value);\r\n }\r\n\r\n // public methods (self explanatory)\r\n /**\r\n * Sets the amount of blur at the edges\r\n * @param amount blur amount\r\n */\r\n public setEdgeBlur(amount: number) {\r\n this._edgeBlur = amount;\r\n }\r\n /**\r\n * Sets edge blur to 0\r\n */\r\n public disableEdgeBlur() {\r\n this._edgeBlur = 0;\r\n }\r\n /**\r\n * Sets the amount of grain\r\n * @param amount Amount of grain\r\n */\r\n public setGrainAmount(amount: number) {\r\n this._grainAmount = amount;\r\n }\r\n /**\r\n * Set grain amount to 0\r\n */\r\n public disableGrain() {\r\n this._grainAmount = 0;\r\n }\r\n /**\r\n * Sets the chromatic aberration amount\r\n * @param amount amount of chromatic aberration\r\n */\r\n public setChromaticAberration(amount: number) {\r\n this._chromaticAberration = amount;\r\n }\r\n /**\r\n * Sets chromatic aberration amount to 0\r\n */\r\n public disableChromaticAberration() {\r\n this._chromaticAberration = 0;\r\n }\r\n /**\r\n * Sets the EdgeDistortion amount\r\n * @param amount amount of EdgeDistortion\r\n */\r\n public setEdgeDistortion(amount: number) {\r\n this._distortion = amount;\r\n }\r\n /**\r\n * Sets edge distortion to 0\r\n */\r\n public disableEdgeDistortion() {\r\n this._distortion = 0;\r\n }\r\n /**\r\n * Sets the FocusDistance amount\r\n * @param amount amount of FocusDistance\r\n */\r\n public setFocusDistance(amount: number) {\r\n this._dofDistance = amount;\r\n }\r\n /**\r\n * Disables depth of field\r\n */\r\n public disableDepthOfField() {\r\n this._dofDistance = -1;\r\n }\r\n /**\r\n * Sets the Aperture amount\r\n * @param amount amount of Aperture\r\n */\r\n public setAperture(amount: number) {\r\n this._dofAperture = amount;\r\n }\r\n /**\r\n * Sets the DarkenOutOfFocus amount\r\n * @param amount amount of DarkenOutOfFocus\r\n */\r\n public setDarkenOutOfFocus(amount: number) {\r\n this._dofDarken = amount;\r\n }\r\n\r\n private _pentagonBokehIsEnabled = false;\r\n /**\r\n * Creates a pentagon bokeh effect\r\n */\r\n public enablePentagonBokeh() {\r\n this._highlightsPostProcess.updateEffect(\"#define PENTAGON\\n\");\r\n this._pentagonBokehIsEnabled = true;\r\n }\r\n /**\r\n * Disables the pentagon bokeh effect\r\n */\r\n public disablePentagonBokeh() {\r\n this._pentagonBokehIsEnabled = false;\r\n this._highlightsPostProcess.updateEffect();\r\n }\r\n /**\r\n * Enables noise blur\r\n */\r\n public enableNoiseBlur() {\r\n this._blurNoise = true;\r\n }\r\n /**\r\n * Disables noise blur\r\n */\r\n public disableNoiseBlur() {\r\n this._blurNoise = false;\r\n }\r\n /**\r\n * Sets the HighlightsGain amount\r\n * @param amount amount of HighlightsGain\r\n */\r\n public setHighlightsGain(amount: number) {\r\n this._highlightsGain = amount;\r\n }\r\n /**\r\n * Sets the HighlightsThreshold amount\r\n * @param amount amount of HighlightsThreshold\r\n */\r\n public setHighlightsThreshold(amount: number) {\r\n if (this._highlightsGain === -1) {\r\n this._highlightsGain = 1.0;\r\n }\r\n this._highlightsThreshold = amount;\r\n }\r\n /**\r\n * Disables highlights\r\n */\r\n public disableHighlights() {\r\n this._highlightsGain = -1;\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableDepthRender If the scene's depth rendering should be disabled (default: false)\r\n */\r\n public dispose(disableDepthRender: boolean = false): void {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n (<any>this._chromaticAberrationPostProcess) = null;\r\n (<any>this._highlightsPostProcess) = null;\r\n (<any>this._depthOfFieldPostProcess) = null;\r\n\r\n this._grainTexture.dispose();\r\n\r\n if (disableDepthRender) {\r\n this._scene.disableDepthRenderer();\r\n }\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createChromaticAberrationPostProcess(ratio: number): void {\r\n this._chromaticAberrationPostProcess = new PostProcess(\r\n \"LensChromaticAberration\",\r\n \"chromaticAberration\",\r\n [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"], // uniforms\r\n [], // samplers\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false\r\n );\r\n\r\n this._chromaticAberrationPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat(\"chromatic_aberration\", this._chromaticAberration);\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n effect.setFloat(\"radialIntensity\", 1);\r\n effect.setFloat2(\"direction\", 17, 17);\r\n effect.setFloat2(\"centerPosition\", 0.5, 0.5);\r\n };\r\n }\r\n\r\n // highlights enhancing\r\n private _createHighlightsPostProcess(ratio: number): void {\r\n this._highlightsPostProcess = new PostProcess(\r\n \"LensHighlights\",\r\n \"lensHighlights\",\r\n [\"gain\", \"threshold\", \"screen_width\", \"screen_height\"], // uniforms\r\n [], // samplers\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n this._dofPentagon ? \"#define PENTAGON\\n\" : \"\"\r\n );\r\n\r\n this._highlightsPostProcess.externalTextureSamplerBinding = true;\r\n this._highlightsPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat(\"gain\", this._highlightsGain);\r\n effect.setFloat(\"threshold\", this._highlightsThreshold);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._chromaticAberrationPostProcess);\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n };\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createDepthOfFieldPostProcess(ratio: number): void {\r\n this._depthOfFieldPostProcess = new PostProcess(\r\n \"LensDepthOfField\",\r\n \"depthOfField\",\r\n [\r\n \"grain_amount\",\r\n \"blur_noise\",\r\n \"screen_width\",\r\n \"screen_height\",\r\n \"distortion\",\r\n \"dof_enabled\",\r\n \"screen_distance\",\r\n \"aperture\",\r\n \"darken\",\r\n \"edge_blur\",\r\n \"highlights\",\r\n \"near\",\r\n \"far\",\r\n ],\r\n [\"depthSampler\", \"grainSampler\", \"highlightsSampler\"],\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false\r\n );\r\n\r\n this._depthOfFieldPostProcess.externalTextureSamplerBinding = true;\r\n this._depthOfFieldPostProcess.onApply = (effect: Effect) => {\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n effect.setTexture(\"grainSampler\", this._grainTexture);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._highlightsPostProcess);\r\n effect.setTextureFromPostProcess(\"highlightsSampler\", this._depthOfFieldPostProcess);\r\n\r\n effect.setFloat(\"grain_amount\", this._grainAmount);\r\n effect.setBool(\"blur_noise\", this._blurNoise);\r\n\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n\r\n effect.setFloat(\"distortion\", this._distortion);\r\n\r\n effect.setBool(\"dof_enabled\", this._dofDistance !== -1);\r\n effect.setFloat(\"screen_distance\", 1.0 / (0.1 - 1.0 / this._dofDistance));\r\n effect.setFloat(\"aperture\", this._dofAperture);\r\n effect.setFloat(\"darken\", this._dofDarken);\r\n\r\n effect.setFloat(\"edge_blur\", this._edgeBlur);\r\n\r\n effect.setBool(\"highlights\", this._highlightsGain !== -1);\r\n\r\n if (this._scene.activeCamera) {\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n }\r\n };\r\n }\r\n\r\n // creates a black and white random noise texture, 512x512\r\n private _createGrainTexture(): void {\r\n const size = 512;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n for (let index = 0; index < data.length; ) {\r\n const value = Math.floor(Scalar.RandomRange(0.42, 0.58) * 255);\r\n data[index++] = value;\r\n data[index++] = value;\r\n data[index++] = value;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"LensNoiseTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._grainTexture = texture;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"lensRenderingPipeline.js","sourceRoot":"","sources":["../../../../../../dev/core/src/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,qCAAqC,CAAC;AAE9D,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AACjE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iEAAiE,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,+DAA+D,CAAC;AAExG,OAAO,EAAE,UAAU,EAAE,MAAM,wCAAwC,CAAC;AACpE,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAEvD,OAAO,sFAAsF,CAAC;AAE9F,OAAO,+CAA+C,CAAC;AACvD,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,MAAM,4BAA4B,CAAC;AAEpD;;;;;GAKG;AACH,MAAM,OAAO,qBAAsB,SAAQ,yBAAyB;IAiDhE;;;;;;;;;;;;;;;;;;;;;;;;;OAyBG;IACH,YAAY,IAAY,EAAE,UAAe,EAAE,KAAY,EAAE,QAAgB,GAAG,EAAE,OAAkB;QAC5F,KAAK,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,CAAC;QA3EnC,wCAAwC;QACxC,sDAAsD;QACtD,iCAAiC;QACjC,oBAAoB;QACpB,+CAA+C;QAC/C,sEAAsE;QACtE,2CAA2C;QAE3C,8CAA8C;QAC9C,mCAAmC;QACnC,kBAAkB;QAElB;;;WAGG;QACI,kCAA6B,GAAW,+BAA+B,CAAC;QAC/E;;;WAGG;QACI,8BAAyB,GAAW,2BAA2B,CAAC;QACvE;;;WAGG;QACI,2BAAsB,GAAW,wBAAwB,CAAC;QAyVzD,4BAAuB,GAAG,KAAK,CAAC;QAtSpC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,yBAAyB;QACzB,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,WAAW,EAAE,CAAC,CAAC,4BAA4B;QAC5F,IAAI,UAAU,CAAC,aAAa,EAAE;YAC1B,IAAI,CAAC,aAAa,GAAG,UAAU,CAAC,aAAa,CAAC;SACjD;aAAM;YACH,IAAI,CAAC,mBAAmB,EAAE,CAAC;SAC9B;QAED,kBAAkB;QAClB,IAAI,CAAC,SAAS,GAAG,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;QACjE,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,IAAI,CAAC,oBAAoB,GAAG,UAAU,CAAC,oBAAoB,CAAC,CAAC,CAAC,UAAU,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC;QAClG,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QACrE,IAAI,CAAC,eAAe,GAAG,UAAU,CAAC,QAAQ,KAAK,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACpF,IAAI,CAAC,oBAAoB,GAAG,UAAU,CAAC,aAAa,CAAC,CAAC,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;QACpF,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC,kBAAkB,KAAK,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACrG,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QACpE,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC,YAAY,KAAK,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC;QAC3F,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC;QAErF,iBAAiB;QACjB,IAAI,CAAC,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAClD,IAAI,CAAC,4BAA4B,CAAC,KAAK,CAAC,CAAC;QACzC,IAAI,CAAC,8BAA8B,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;QAE/C,kBAAkB;QAClB,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,6BAA6B,EAClC,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,+BAA+B,CAAC;QAChD,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,yBAAyB,EAC9B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,sBAAsB,CAAC;QACvC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,sBAAsB,EAC3B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,wBAAwB,CAAC;QACzC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QAEF,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,CAAC,EAAE;YAC7B,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,CAAC;SAC7D;QAED,SAAS;QACT,KAAK,CAAC,gCAAgC,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACzD,IAAI,OAAO,EAAE;YACT,KAAK,CAAC,gCAAgC,CAAC,6BAA6B,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SACvF;IACL,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED,aAAa;IAEb;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAa;QACxC,IAAI,CAAC,sBAAsB,CAAC,KAAK,CAAC,CAAC;IACvC,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,aAAa,CAAC,KAAa;QAClC,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;IACjC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;IACpC,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,KAAc;QAC/B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED,IAAW,aAAa,CAAC,KAAc;QACnC,IAAI,KAAK,EAAE;YACP,IAAI,CAAC,mBAAmB,EAAE,CAAC;SAC9B;aAAM;YACH,IAAI,CAAC,oBAAoB,EAAE,CAAC;SAC/B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAa;QACxC,IAAI,CAAC,sBAAsB,CAAC,KAAK,CAAC,CAAC;IACvC,CAAC;IAED,oCAAoC;IACpC;;;OAGG;IACI,WAAW,CAAC,MAAc;QAC7B,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC;IAC5B,CAAC;IACD;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;IACvB,CAAC;IACD;;;OAGG;IACI,cAAc,CAAC,MAAc;QAChC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC;IAC/B,CAAC;IACD;;OAEG;IACI,YAAY;QACf,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;IAC1B,CAAC;IACD;;;OAGG;IACI,sBAAsB,CAAC,MAAc;QACxC,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC;IACvC,CAAC;IACD;;OAEG;IACI,0BAA0B;QAC7B,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;IAClC,CAAC;IACD;;;OAGG;IACI,iBAAiB,CAAC,MAAc;QACnC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC;IAC9B,CAAC;IACD;;OAEG;IACI,qBAAqB;QACxB,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;IACzB,CAAC;IACD;;;OAGG;IACI,gBAAgB,CAAC,MAAc;QAClC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC;IAC/B,CAAC;IACD;;OAEG;IACI,mBAAmB;QACtB,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;IAC3B,CAAC;IACD;;;OAGG;IACI,WAAW,CAAC,MAAc;QAC7B,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC;IAC/B,CAAC;IACD;;;OAGG;IACI,mBAAmB,CAAC,MAAc;QACrC,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC;IAC7B,CAAC;IAGD;;OAEG;IACI,mBAAmB;QACtB,IAAI,CAAC,sBAAsB,CAAC,YAAY,CAAC,oBAAoB,CAAC,CAAC;QAC/D,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;IACxC,CAAC;IACD;;OAEG;IACI,oBAAoB;QACvB,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QACrC,IAAI,CAAC,sBAAsB,CAAC,YAAY,EAAE,CAAC;IAC/C,CAAC;IACD;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IAC3B,CAAC;IACD;;OAEG;IACI,gBAAgB;QACnB,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IACD;;;OAGG;IACI,iBAAiB,CAAC,MAAc;QACnC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC;IAClC,CAAC;IACD;;;OAGG;IACI,sBAAsB,CAAC,MAAc;QACxC,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,CAAC,EAAE;YAC7B,IAAI,CAAC,eAAe,GAAG,GAAG,CAAC;SAC9B;QACD,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC;IACvC,CAAC;IACD;;OAEG;IACI,iBAAiB;QACpB,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACa,OAAO,CAAC,qBAA8B,KAAK;QACvD,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;QAExG,IAAI,CAAC,+BAAgC,GAAG,IAAI,CAAC;QAC7C,IAAI,CAAC,sBAAuB,GAAG,IAAI,CAAC;QACpC,IAAI,CAAC,wBAAyB,GAAG,IAAI,CAAC;QAE5C,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAE7B,IAAI,kBAAkB,EAAE;YACpB,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;SACtC;IACL,CAAC;IAED,iCAAiC;IACzB,qCAAqC,CAAC,KAAa;QACvD,IAAI,CAAC,+BAA+B,GAAG,IAAI,WAAW,CAClD,yBAAyB,EACzB,qBAAqB,EACrB,CAAC,sBAAsB,EAAE,cAAc,EAAE,eAAe,EAAE,WAAW,EAAE,iBAAiB,EAAE,gBAAgB,CAAC,EAAE,WAAW;QACxH,EAAE,EAAE,WAAW;QACf,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,sBAAsB,EAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,CACR,CAAC;QAEF,IAAI,CAAC,+BAA+B,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9D,MAAM,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;YACnE,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,CAAC;YAC1E,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,CAAC,CAAC;YAC5E,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;YACtC,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;YACtC,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACjD,CAAC,CAAC;IACN,CAAC;IAED,uBAAuB;IACf,4BAA4B,CAAC,KAAa;QAC9C,IAAI,CAAC,sBAAsB,GAAG,IAAI,WAAW,CACzC,gBAAgB,EAChB,gBAAgB,EAChB,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,eAAe,CAAC,EAAE,WAAW;QACnE,EAAE,EAAE,WAAW;QACf,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,sBAAsB,EAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,EACL,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,oBAAoB,CAAC,CAAC,CAAC,EAAE,CAChD,CAAC;QAEF,IAAI,CAAC,sBAAsB,CAAC,6BAA6B,GAAG,IAAI,CAAC;QACjE,IAAI,CAAC,sBAAsB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YACrD,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAC9C,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;YACxD,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,IAAI,CAAC,+BAA+B,CAAC,CAAC;YACzF,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,CAAC;YAC1E,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,CAAC,CAAC;QAChF,CAAC,CAAC;IACN,CAAC;IAED,iCAAiC;IACzB,8BAA8B,CAAC,KAAa;QAChD,IAAI,CAAC,wBAAwB,GAAG,IAAI,WAAW,CAC3C,kBAAkB,EAClB,cAAc,EACd;YACI,cAAc;YACd,YAAY;YACZ,cAAc;YACd,eAAe;YACf,YAAY;YACZ,aAAa;YACb,iBAAiB;YACjB,UAAU;YACV,QAAQ;YACR,WAAW;YACX,YAAY;YACZ,MAAM;YACN,KAAK;SACR,EACD,CAAC,cAAc,EAAE,cAAc,EAAE,mBAAmB,CAAC,EACrD,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,sBAAsB,EAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,CACR,CAAC;QAEF,IAAI,CAAC,wBAAwB,CAAC,6BAA6B,GAAG,IAAI,CAAC;QACnE,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YACvD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACtD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACtD,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC;YAChF,MAAM,CAAC,yBAAyB,CAAC,mBAAmB,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAErF,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YACnD,MAAM,CAAC,OAAO,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YAE9C,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,CAAC;YAC1E,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,CAAC,CAAC;YAE5E,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAEhD,MAAM,CAAC,OAAO,CAAC,aAAa,EAAE,IAAI,CAAC,YAAY,KAAK,CAAC,CAAC,CAAC,CAAC;YACxD,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC;YAC1E,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAC/C,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YAE3C,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAE7C,MAAM,CAAC,OAAO,CAAC,YAAY,EAAE,IAAI,CAAC,eAAe,KAAK,CAAC,CAAC,CAAC,CAAC;YAE1D,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;gBAC1B,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;gBACvD,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;aACzD;QACL,CAAC,CAAC;IACN,CAAC;IAED,0DAA0D;IAClD,mBAAmB;QACvB,MAAM,IAAI,GAAG,GAAG,CAAC;QAEjB,MAAM,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC;QAC7C,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,MAAM,GAAI;YACvC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;YAC/D,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,KAAK,CAAC;YACtB,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,KAAK,CAAC;YACtB,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,KAAK,CAAC;YACtB,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,GAAG,CAAC;SACvB;QAED,MAAM,OAAO,GAAG,UAAU,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,CAAC,6BAA6B,CAAC,CAAC;QACnI,OAAO,CAAC,IAAI,GAAG,kBAAkB,CAAC;QAClC,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC;QACzC,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC;QACzC,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;IACjC,CAAC;CACJ","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/chromaticAberration.fragment\";\r\nimport \"../../../Shaders/lensHighlights.fragment\";\r\nimport \"../../../Shaders/depthOfField.fragment\";\r\nimport { Scalar } from \"../../../Maths/math.scalar\";\r\n\r\n/**\r\n * BABYLON.JS Chromatic Aberration GLSL Shader\r\n * Author: Olivier Guyot\r\n * Separates very slightly R, G and B colors on the edges of the screen\r\n * Inspired by Francois Tarlier & Martins Upitis\r\n */\r\nexport class LensRenderingPipeline extends PostProcessRenderPipeline {\r\n // Lens effects can be of the following:\r\n // - chromatic aberration (slight shift of RGB colors)\r\n // - blur on the edge of the lens\r\n // - lens distortion\r\n // - depth-of-field blur & highlights enhancing\r\n // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)\r\n // - grain effect (noise or custom texture)\r\n\r\n // Two additional texture samplers are needed:\r\n // - depth map (for depth-of-field)\r\n // - grain texture\r\n\r\n /**\r\n * @ignore\r\n * The chromatic aberration PostProcess id in the pipeline\r\n */\r\n public LensChromaticAberrationEffect: string = \"LensChromaticAberrationEffect\";\r\n /**\r\n * @ignore\r\n * The highlights enhancing PostProcess id in the pipeline\r\n */\r\n public HighlightsEnhancingEffect: string = \"HighlightsEnhancingEffect\";\r\n /**\r\n * @ignore\r\n * The depth-of-field PostProcess id in the pipeline\r\n */\r\n public LensDepthOfFieldEffect: string = \"LensDepthOfFieldEffect\";\r\n\r\n private _scene: Scene;\r\n private _depthTexture: RenderTargetTexture;\r\n private _grainTexture: Texture;\r\n\r\n private _chromaticAberrationPostProcess: PostProcess;\r\n private _highlightsPostProcess: PostProcess;\r\n private _depthOfFieldPostProcess: PostProcess;\r\n\r\n private _edgeBlur: number;\r\n private _grainAmount: number;\r\n private _chromaticAberration: number;\r\n private _distortion: number;\r\n private _highlightsGain: number;\r\n private _highlightsThreshold: number;\r\n private _dofDistance: number;\r\n private _dofAperture: number;\r\n private _dofDarken: number;\r\n private _dofPentagon: boolean;\r\n private _blurNoise: boolean;\r\n\r\n /**\r\n * @constructor\r\n *\r\n * Effect parameters are as follow:\r\n * {\r\n * chromatic_aberration: number; // from 0 to x (1 for realism)\r\n * edge_blur: number; // from 0 to x (1 for realism)\r\n * distortion: number; // from 0 to x (1 for realism), note that this will effect the pointer position precision\r\n * grain_amount: number; // from 0 to 1\r\n * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise\r\n * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)\r\n * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)\r\n * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)\r\n * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like \"bokeh\" effect\r\n * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)\r\n * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)\r\n * blur_noise: boolean; // add a little bit of noise to the blur (default: true)\r\n * }\r\n * Note: if an effect parameter is unset, effect is disabled\r\n *\r\n * @param name The rendering pipeline name\r\n * @param parameters - An object containing all parameters (see above)\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n */\r\n constructor(name: string, parameters: any, scene: Scene, ratio: number = 1.0, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n\r\n // Fetch texture samplers\r\n this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer \"on\"\r\n if (parameters.grain_texture) {\r\n this._grainTexture = parameters.grain_texture;\r\n } else {\r\n this._createGrainTexture();\r\n }\r\n\r\n // save parameters\r\n this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;\r\n this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;\r\n this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;\r\n this._distortion = parameters.distortion ? parameters.distortion : 0;\r\n this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;\r\n this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;\r\n this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;\r\n this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;\r\n this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;\r\n this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;\r\n this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;\r\n\r\n // Create effects\r\n this._createChromaticAberrationPostProcess(ratio);\r\n this._createHighlightsPostProcess(ratio);\r\n this._createDepthOfFieldPostProcess(ratio / 4);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.LensChromaticAberrationEffect,\r\n () => {\r\n return this._chromaticAberrationPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.HighlightsEnhancingEffect,\r\n () => {\r\n return this._highlightsPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.LensDepthOfFieldEffect,\r\n () => {\r\n return this._depthOfFieldPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._highlightsGain === -1) {\r\n this._disableEffect(this.HighlightsEnhancingEffect, null);\r\n }\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"LensRenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"LensRenderingPipeline\";\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets associated scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets or sets the edge blur\r\n */\r\n public get edgeBlur(): number {\r\n return this._edgeBlur;\r\n }\r\n\r\n public set edgeBlur(value: number) {\r\n this.setEdgeBlur(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the grain amount\r\n */\r\n public get grainAmount(): number {\r\n return this._grainAmount;\r\n }\r\n\r\n public set grainAmount(value: number) {\r\n this.setGrainAmount(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the chromatic aberration amount\r\n */\r\n public get chromaticAberration(): number {\r\n return this._chromaticAberration;\r\n }\r\n\r\n public set chromaticAberration(value: number) {\r\n this.setChromaticAberration(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field aperture\r\n */\r\n public get dofAperture(): number {\r\n return this._dofAperture;\r\n }\r\n\r\n public set dofAperture(value: number) {\r\n this.setAperture(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the edge distortion\r\n */\r\n public get edgeDistortion(): number {\r\n return this._distortion;\r\n }\r\n\r\n public set edgeDistortion(value: number) {\r\n this.setEdgeDistortion(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field distortion\r\n */\r\n public get dofDistortion(): number {\r\n return this._dofDistance;\r\n }\r\n\r\n public set dofDistortion(value: number) {\r\n this.setFocusDistance(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the darken out of focus amount\r\n */\r\n public get darkenOutOfFocus(): number {\r\n return this._dofDarken;\r\n }\r\n\r\n public set darkenOutOfFocus(value: number) {\r\n this.setDarkenOutOfFocus(value);\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if blur noise is enabled\r\n */\r\n public get blurNoise(): boolean {\r\n return this._blurNoise;\r\n }\r\n\r\n public set blurNoise(value: boolean) {\r\n this._blurNoise = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if pentagon bokeh is enabled\r\n */\r\n public get pentagonBokeh(): boolean {\r\n return this._pentagonBokehIsEnabled;\r\n }\r\n\r\n public set pentagonBokeh(value: boolean) {\r\n if (value) {\r\n this.enablePentagonBokeh();\r\n } else {\r\n this.disablePentagonBokeh();\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight grain amount\r\n */\r\n public get highlightsGain(): number {\r\n return this._highlightsGain;\r\n }\r\n\r\n public set highlightsGain(value: number) {\r\n this.setHighlightsGain(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight threshold\r\n */\r\n public get highlightsThreshold(): number {\r\n return this._highlightsThreshold;\r\n }\r\n\r\n public set highlightsThreshold(value: number) {\r\n this.setHighlightsThreshold(value);\r\n }\r\n\r\n // public methods (self explanatory)\r\n /**\r\n * Sets the amount of blur at the edges\r\n * @param amount blur amount\r\n */\r\n public setEdgeBlur(amount: number) {\r\n this._edgeBlur = amount;\r\n }\r\n /**\r\n * Sets edge blur to 0\r\n */\r\n public disableEdgeBlur() {\r\n this._edgeBlur = 0;\r\n }\r\n /**\r\n * Sets the amount of grain\r\n * @param amount Amount of grain\r\n */\r\n public setGrainAmount(amount: number) {\r\n this._grainAmount = amount;\r\n }\r\n /**\r\n * Set grain amount to 0\r\n */\r\n public disableGrain() {\r\n this._grainAmount = 0;\r\n }\r\n /**\r\n * Sets the chromatic aberration amount\r\n * @param amount amount of chromatic aberration\r\n */\r\n public setChromaticAberration(amount: number) {\r\n this._chromaticAberration = amount;\r\n }\r\n /**\r\n * Sets chromatic aberration amount to 0\r\n */\r\n public disableChromaticAberration() {\r\n this._chromaticAberration = 0;\r\n }\r\n /**\r\n * Sets the EdgeDistortion amount\r\n * @param amount amount of EdgeDistortion\r\n */\r\n public setEdgeDistortion(amount: number) {\r\n this._distortion = amount;\r\n }\r\n /**\r\n * Sets edge distortion to 0\r\n */\r\n public disableEdgeDistortion() {\r\n this._distortion = 0;\r\n }\r\n /**\r\n * Sets the FocusDistance amount\r\n * @param amount amount of FocusDistance\r\n */\r\n public setFocusDistance(amount: number) {\r\n this._dofDistance = amount;\r\n }\r\n /**\r\n * Disables depth of field\r\n */\r\n public disableDepthOfField() {\r\n this._dofDistance = -1;\r\n }\r\n /**\r\n * Sets the Aperture amount\r\n * @param amount amount of Aperture\r\n */\r\n public setAperture(amount: number) {\r\n this._dofAperture = amount;\r\n }\r\n /**\r\n * Sets the DarkenOutOfFocus amount\r\n * @param amount amount of DarkenOutOfFocus\r\n */\r\n public setDarkenOutOfFocus(amount: number) {\r\n this._dofDarken = amount;\r\n }\r\n\r\n private _pentagonBokehIsEnabled = false;\r\n /**\r\n * Creates a pentagon bokeh effect\r\n */\r\n public enablePentagonBokeh() {\r\n this._highlightsPostProcess.updateEffect(\"#define PENTAGON\\n\");\r\n this._pentagonBokehIsEnabled = true;\r\n }\r\n /**\r\n * Disables the pentagon bokeh effect\r\n */\r\n public disablePentagonBokeh() {\r\n this._pentagonBokehIsEnabled = false;\r\n this._highlightsPostProcess.updateEffect();\r\n }\r\n /**\r\n * Enables noise blur\r\n */\r\n public enableNoiseBlur() {\r\n this._blurNoise = true;\r\n }\r\n /**\r\n * Disables noise blur\r\n */\r\n public disableNoiseBlur() {\r\n this._blurNoise = false;\r\n }\r\n /**\r\n * Sets the HighlightsGain amount\r\n * @param amount amount of HighlightsGain\r\n */\r\n public setHighlightsGain(amount: number) {\r\n this._highlightsGain = amount;\r\n }\r\n /**\r\n * Sets the HighlightsThreshold amount\r\n * @param amount amount of HighlightsThreshold\r\n */\r\n public setHighlightsThreshold(amount: number) {\r\n if (this._highlightsGain === -1) {\r\n this._highlightsGain = 1.0;\r\n }\r\n this._highlightsThreshold = amount;\r\n }\r\n /**\r\n * Disables highlights\r\n */\r\n public disableHighlights() {\r\n this._highlightsGain = -1;\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableDepthRender If the scene's depth rendering should be disabled (default: false)\r\n */\r\n public override dispose(disableDepthRender: boolean = false): void {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n (<any>this._chromaticAberrationPostProcess) = null;\r\n (<any>this._highlightsPostProcess) = null;\r\n (<any>this._depthOfFieldPostProcess) = null;\r\n\r\n this._grainTexture.dispose();\r\n\r\n if (disableDepthRender) {\r\n this._scene.disableDepthRenderer();\r\n }\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createChromaticAberrationPostProcess(ratio: number): void {\r\n this._chromaticAberrationPostProcess = new PostProcess(\r\n \"LensChromaticAberration\",\r\n \"chromaticAberration\",\r\n [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"], // uniforms\r\n [], // samplers\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false\r\n );\r\n\r\n this._chromaticAberrationPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat(\"chromatic_aberration\", this._chromaticAberration);\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n effect.setFloat(\"radialIntensity\", 1);\r\n effect.setFloat2(\"direction\", 17, 17);\r\n effect.setFloat2(\"centerPosition\", 0.5, 0.5);\r\n };\r\n }\r\n\r\n // highlights enhancing\r\n private _createHighlightsPostProcess(ratio: number): void {\r\n this._highlightsPostProcess = new PostProcess(\r\n \"LensHighlights\",\r\n \"lensHighlights\",\r\n [\"gain\", \"threshold\", \"screen_width\", \"screen_height\"], // uniforms\r\n [], // samplers\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n this._dofPentagon ? \"#define PENTAGON\\n\" : \"\"\r\n );\r\n\r\n this._highlightsPostProcess.externalTextureSamplerBinding = true;\r\n this._highlightsPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat(\"gain\", this._highlightsGain);\r\n effect.setFloat(\"threshold\", this._highlightsThreshold);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._chromaticAberrationPostProcess);\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n };\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createDepthOfFieldPostProcess(ratio: number): void {\r\n this._depthOfFieldPostProcess = new PostProcess(\r\n \"LensDepthOfField\",\r\n \"depthOfField\",\r\n [\r\n \"grain_amount\",\r\n \"blur_noise\",\r\n \"screen_width\",\r\n \"screen_height\",\r\n \"distortion\",\r\n \"dof_enabled\",\r\n \"screen_distance\",\r\n \"aperture\",\r\n \"darken\",\r\n \"edge_blur\",\r\n \"highlights\",\r\n \"near\",\r\n \"far\",\r\n ],\r\n [\"depthSampler\", \"grainSampler\", \"highlightsSampler\"],\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false\r\n );\r\n\r\n this._depthOfFieldPostProcess.externalTextureSamplerBinding = true;\r\n this._depthOfFieldPostProcess.onApply = (effect: Effect) => {\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n effect.setTexture(\"grainSampler\", this._grainTexture);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._highlightsPostProcess);\r\n effect.setTextureFromPostProcess(\"highlightsSampler\", this._depthOfFieldPostProcess);\r\n\r\n effect.setFloat(\"grain_amount\", this._grainAmount);\r\n effect.setBool(\"blur_noise\", this._blurNoise);\r\n\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n\r\n effect.setFloat(\"distortion\", this._distortion);\r\n\r\n effect.setBool(\"dof_enabled\", this._dofDistance !== -1);\r\n effect.setFloat(\"screen_distance\", 1.0 / (0.1 - 1.0 / this._dofDistance));\r\n effect.setFloat(\"aperture\", this._dofAperture);\r\n effect.setFloat(\"darken\", this._dofDarken);\r\n\r\n effect.setFloat(\"edge_blur\", this._edgeBlur);\r\n\r\n effect.setBool(\"highlights\", this._highlightsGain !== -1);\r\n\r\n if (this._scene.activeCamera) {\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n }\r\n };\r\n }\r\n\r\n // creates a black and white random noise texture, 512x512\r\n private _createGrainTexture(): void {\r\n const size = 512;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n for (let index = 0; index < data.length; ) {\r\n const value = Math.floor(Scalar.RandomRange(0.42, 0.58) * 255);\r\n data[index++] = value;\r\n data[index++] = value;\r\n data[index++] = value;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"LensNoiseTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._grainTexture = texture;\r\n }\r\n}\r\n"]}