@babylonjs/core 7.3.1 → 7.3.3
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.
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.js.map +1 -1
- package/Actions/directAudioActions.js.map +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/easing.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Bones/bone.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Compute/computeEffect.js +4 -4
- package/Compute/computeEffect.js.map +1 -1
- package/Debug/boneAxesViewer.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +3 -0
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/Native/nativePipelineContext.d.ts +2 -0
- package/Engines/Native/nativePipelineContext.js +3 -0
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +3 -2
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +15 -23
- package/Engines/Processors/shaderProcessor.js +332 -320
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +2 -0
- package/Engines/WebGL/webGLPipelineContext.js +3 -0
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGL/webGLShaderProcessors.d.ts +3 -2
- package/Engines/WebGL/webGLShaderProcessors.js +2 -2
- package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +10 -10
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +2 -0
- package/Engines/WebGPU/webgpuHardwareTexture.js +2 -0
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +2 -0
- package/Engines/WebGPU/webgpuPipelineContext.js +3 -0
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +3 -2
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -4
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/abstractEngine.d.ts +10 -5
- package/Engines/abstractEngine.functions.d.ts +38 -0
- package/Engines/abstractEngine.functions.js +75 -0
- package/Engines/abstractEngine.functions.js.map +1 -0
- package/Engines/abstractEngine.js +34 -14
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +2 -0
- package/Engines/constants.js +2 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +0 -8
- package/Engines/engine.js +0 -28
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +11 -6
- package/Engines/thinEngine.functions.d.ts +96 -0
- package/Engines/thinEngine.functions.js +249 -0
- package/Engines/thinEngine.functions.js.map +1 -0
- package/Engines/thinEngine.js +50 -129
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +5 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraphDataConnection.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
- package/Gamepads/dualShockGamepad.js.map +1 -1
- package/Gamepads/gamepad.js.map +1 -1
- package/Gamepads/xboxGamepad.js.map +1 -1
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/photoDome.js.map +1 -1
- package/Helpers/textureDome.js.map +1 -1
- package/Helpers/videoDome.js.map +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js.map +1 -1
- package/Lights/shadowLight.js.map +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +3 -3
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
- package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
- package/Materials/Node/Blocks/maxBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/minBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/negateBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
- package/Materials/Node/Blocks/stepBlock.js.map +1 -1
- package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +16 -0
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/colorGradingTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/prePassRenderTarget.js.map +1 -1
- package/Materials/Textures/rawCubeTexture.js.map +1 -1
- package/Materials/Textures/refractionTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +11 -6
- package/Materials/effect.functions.d.ts +86 -0
- package/Materials/effect.functions.js +185 -0
- package/Materials/effect.functions.js.map +1 -0
- package/Materials/effect.js +94 -153
- package/Materials/effect.js.map +1 -1
- package/Materials/effect.webgl.functions.d.ts +13 -0
- package/Materials/effect.webgl.functions.js +83 -0
- package/Materials/effect.webgl.functions.js.map +1 -0
- package/Materials/material.decalMapConfiguration.js.map +1 -1
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/materialPluginManager.js +2 -2
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/dracoCompressionWorker.d.ts +1 -1
- package/Meshes/Compression/dracoCompressionWorker.js +21 -10
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/alignBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/rotationYBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/rotationZBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/scalingBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/translationBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
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@editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetMaterialIDBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"id\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.id.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetMaterialIDBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the id input component\r\n */\r\n public get id(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n if (!this.geometry.isConnected) {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n const func = (state: NodeGeometryBuildState) => {\r\n const vertexData = this.geometry.getConnectedValue(state) as VertexData;\r\n if (!vertexData || !vertexData.indices || !vertexData.positions) {\r\n return vertexData;\r\n }\r\n\r\n const materialInfo = new VertexDataMaterialInfo();\r\n materialInfo.materialIndex = this.id.getConnectedValue(state) | 0;\r\n materialInfo.indexStart = 0;\r\n materialInfo.indexCount = vertexData.indices.length;\r\n materialInfo.verticesStart = 0;\r\n materialInfo.verticesCount = vertexData.positions.length / 3;\r\n\r\n vertexData.materialInfos = [materialInfo];\r\n\r\n return vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetMaterialIDBlock\", SetMaterialIDBlock);\r\n"]}
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set normals for a geometry\r\n */\r\nexport class SetNormalsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetNormalsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"normals\", NodeGeometryBlockConnectionPointTypes.Vector3);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetNormalsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normals input component\r\n */\r\n public get normals(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.normals.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.normals) {\r\n this._vertexData.normals = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector3 = this.normals.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.normals, this._currentIndex * 3);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetNormalsBlock\", SetNormalsBlock);\r\n"]}
|
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@@ -1 +1 @@
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-
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport type { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set positions for a geometry\r\n */\r\nexport class SetPositionsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetPositionsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"positions\", NodeGeometryBlockConnectionPointTypes.Vector3);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetPositionsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the positions input component\r\n */\r\n public get positions(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this.positions.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector3 = this.positions.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.positions, this._currentIndex * 3);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetPositionsBlock\", SetPositionsBlock);\r\n"]}
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set tangents for a geometry\r\n */\r\nexport class SetTangentsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetTangentsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"tangents\", NodeGeometryBlockConnectionPointTypes.Vector4);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetTangentsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tangents input component\r\n */\r\n public get tangents(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.tangents.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.tangents) {\r\n this._vertexData.tangents = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector4 = this.tangents.getConnectedValue(state) as Vector4;\r\n if (tempVector4) {\r\n tempVector4.toArray(this._vertexData.tangents, this._currentIndex * 4);\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetTangentsBlock\", SetTangentsBlock);\r\n"]}
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector2 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set texture coordinates for a geometry\r\n */\r\nexport class SetUVsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Gets or sets a value indicating which UV to set\r\n */\r\n @editableInPropertyPage(\"Texture coordinates index\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { update: true },\r\n options: [\r\n { label: \"UV1\", value: 0 },\r\n { label: \"UV2\", value: 1 },\r\n { label: \"UV3\", value: 2 },\r\n { label: \"UV4\", value: 3 },\r\n { label: \"UV5\", value: 4 },\r\n { label: \"UV6\", value: 5 },\r\n ],\r\n })\r\n public textureCoordinateIndex = 0;\r\n\r\n /**\r\n * Create a new SetUVsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"uvs\", NodeGeometryBlockConnectionPointTypes.Vector2);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SetUVsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the uvs input component\r\n */\r\n public get uvs(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.uvs.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n const uvs: number[] = [];\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector2 = this.uvs.getConnectedValue(state) as Vector2;\r\n if (tempVector2) {\r\n tempVector2.toArray(uvs, this._currentIndex * 2);\r\n }\r\n }\r\n\r\n switch (this.textureCoordinateIndex) {\r\n case 0:\r\n this._vertexData.uvs = uvs;\r\n break;\r\n case 1:\r\n this._vertexData.uvs2 = uvs;\r\n break;\r\n case 2:\r\n this._vertexData.uvs3 = uvs;\r\n break;\r\n case 3:\r\n this._vertexData.uvs4 = uvs;\r\n break;\r\n case 4:\r\n this._vertexData.uvs5 = uvs;\r\n break;\r\n case 5:\r\n this._vertexData.uvs6 = uvs;\r\n break;\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.textureCoordinateIndex};\\n`;\r\n codeString += `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.textureCoordinateIndex = this.textureCoordinateIndex;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.textureCoordinateIndex = serializationObject.textureCoordinateIndex;\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetUVsBlock\", SetUVsBlock);\r\n"]}
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+
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector2 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set texture coordinates for a geometry\r\n */\r\nexport class SetUVsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Gets or sets a value indicating which UV to set\r\n */\r\n @editableInPropertyPage(\"Texture coordinates index\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { update: true },\r\n options: [\r\n { label: \"UV1\", value: 0 },\r\n { label: \"UV2\", value: 1 },\r\n { label: \"UV3\", value: 2 },\r\n { label: \"UV4\", value: 3 },\r\n { label: \"UV5\", value: 4 },\r\n { label: \"UV6\", value: 5 },\r\n ],\r\n })\r\n public textureCoordinateIndex = 0;\r\n\r\n /**\r\n * Create a new SetUVsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"uvs\", NodeGeometryBlockConnectionPointTypes.Vector2);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetUVsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the uvs input component\r\n */\r\n public get uvs(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.uvs.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n const uvs: number[] = [];\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n const tempVector2 = this.uvs.getConnectedValue(state) as Vector2;\r\n if (tempVector2) {\r\n tempVector2.toArray(uvs, this._currentIndex * 2);\r\n }\r\n }\r\n\r\n switch (this.textureCoordinateIndex) {\r\n case 0:\r\n this._vertexData.uvs = uvs;\r\n break;\r\n case 1:\r\n this._vertexData.uvs2 = uvs;\r\n break;\r\n case 2:\r\n this._vertexData.uvs3 = uvs;\r\n break;\r\n case 3:\r\n this._vertexData.uvs4 = uvs;\r\n break;\r\n case 4:\r\n this._vertexData.uvs5 = uvs;\r\n break;\r\n case 5:\r\n this._vertexData.uvs6 = uvs;\r\n break;\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.textureCoordinateIndex};\\n`;\r\n codeString += `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.textureCoordinateIndex = this.textureCoordinateIndex;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.textureCoordinateIndex = serializationObject.textureCoordinateIndex;\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetUVsBlock\", SetUVsBlock);\r\n"]}
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{ NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { CreateSegmentedBoxVertexData } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Defines a block used to generate box geometry data\r\n */\r\nexport class BoxBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Create a new BoxBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"size\", NodeGeometryBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"width\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"height\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"depth\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"subdivisions\", NodeGeometryBlockConnectionPointTypes.Int, true, 1);\r\n this.registerInput(\"subdivisionsX\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n this.registerInput(\"subdivisionsY\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n this.registerInput(\"subdivisionsZ\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n\r\n this.registerOutput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"BoxBlock\";\r\n }\r\n\r\n /**\r\n * Gets the size input component\r\n */\r\n public get size(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the width input component\r\n */\r\n public get width(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the height input component\r\n */\r\n public get height(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the depth input component\r\n */\r\n public get depth(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the subdivisions input component\r\n */\r\n public get subdivisions(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the subdivisionsX input component\r\n */\r\n public get subdivisionsX(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the subdivisionsY input component\r\n */\r\n public get subdivisionsY(): NodeGeometryConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the subdivisionsZ input component\r\n */\r\n public get subdivisionsZ(): NodeGeometryConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (this.size.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this.width.isConnected && !this.height.isConnected && !this.depth.isConnected) {\r\n const sizeInput = new GeometryInputBlock(\"Size\");\r\n sizeInput.value = 1;\r\n sizeInput.output.connectTo(this.size);\r\n return;\r\n }\r\n\r\n if (!this.width.isConnected) {\r\n const widthInput = new GeometryInputBlock(\"Width\");\r\n widthInput.value = 1;\r\n widthInput.output.connectTo(this.width);\r\n }\r\n\r\n if (!this.height.isConnected) {\r\n const heightInput = new GeometryInputBlock(\"Height\");\r\n heightInput.value = 1;\r\n heightInput.output.connectTo(this.height);\r\n }\r\n\r\n if (!this.depth.isConnected) {\r\n const depthInput = new GeometryInputBlock(\"Depth\");\r\n depthInput.value = 1;\r\n depthInput.output.connectTo(this.depth);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const options: {\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n segments?: number;\r\n widthSegments?: number;\r\n heightSegments?: number;\r\n depthSegments?: number;\r\n } = {};\r\n const func = (state: NodeGeometryBuildState) => {\r\n options.size = this.size.getConnectedValue(state);\r\n options.width = this.width.getConnectedValue(state);\r\n options.height = this.height.getConnectedValue(state);\r\n options.depth = this.depth.getConnectedValue(state);\r\n\r\n const subdivisions = this.subdivisions.getConnectedValue(state);\r\n const subdivisionsX = this.subdivisionsX.getConnectedValue(state);\r\n const subdivisionsY = this.subdivisionsY.getConnectedValue(state);\r\n const subdivisionsZ = this.subdivisionsZ.getConnectedValue(state);\r\n\r\n if (subdivisions) {\r\n options.segments = subdivisions;\r\n }\r\n\r\n if (subdivisionsX) {\r\n options.widthSegments = subdivisionsX;\r\n }\r\n\r\n if (subdivisionsY) {\r\n options.heightSegments = subdivisionsY;\r\n }\r\n\r\n if (subdivisionsZ) {\r\n options.depthSegments = subdivisionsZ;\r\n }\r\n\r\n // Append vertex data from the plane builder\r\n return CreateSegmentedBoxVertexData(options);\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.geometry._storedFunction = func;\r\n } else {\r\n const value = func(state);\r\n this.geometry._storedFunction = () => {\r\n this.geometry._executionCount = 1;\r\n return value.clone();\r\n };\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BoxBlock\", BoxBlock);\r\n"]}
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everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Create a new BoxBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"size\", NodeGeometryBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"width\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"height\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"depth\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"subdivisions\", NodeGeometryBlockConnectionPointTypes.Int, true, 1);\r\n this.registerInput(\"subdivisionsX\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n this.registerInput(\"subdivisionsY\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n this.registerInput(\"subdivisionsZ\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n\r\n this.registerOutput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"BoxBlock\";\r\n }\r\n\r\n /**\r\n * Gets the size input component\r\n */\r\n public get size(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the width input component\r\n */\r\n public get width(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the height input component\r\n */\r\n public get height(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the depth input component\r\n */\r\n public get depth(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the subdivisions input component\r\n */\r\n public get subdivisions(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the subdivisionsX input component\r\n */\r\n public get subdivisionsX(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the subdivisionsY input component\r\n */\r\n public get subdivisionsY(): NodeGeometryConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the subdivisionsZ input component\r\n */\r\n public get subdivisionsZ(): NodeGeometryConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (this.size.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this.width.isConnected && !this.height.isConnected && !this.depth.isConnected) {\r\n const sizeInput = new GeometryInputBlock(\"Size\");\r\n sizeInput.value = 1;\r\n sizeInput.output.connectTo(this.size);\r\n return;\r\n }\r\n\r\n if (!this.width.isConnected) {\r\n const widthInput = new GeometryInputBlock(\"Width\");\r\n widthInput.value = 1;\r\n widthInput.output.connectTo(this.width);\r\n }\r\n\r\n if (!this.height.isConnected) {\r\n const heightInput = new GeometryInputBlock(\"Height\");\r\n heightInput.value = 1;\r\n heightInput.output.connectTo(this.height);\r\n }\r\n\r\n if (!this.depth.isConnected) {\r\n const depthInput = new GeometryInputBlock(\"Depth\");\r\n depthInput.value = 1;\r\n depthInput.output.connectTo(this.depth);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const options: {\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n segments?: number;\r\n widthSegments?: number;\r\n heightSegments?: number;\r\n depthSegments?: number;\r\n } = {};\r\n const func = (state: NodeGeometryBuildState) => {\r\n options.size = this.size.getConnectedValue(state);\r\n options.width = this.width.getConnectedValue(state);\r\n options.height = this.height.getConnectedValue(state);\r\n options.depth = this.depth.getConnectedValue(state);\r\n\r\n const subdivisions = this.subdivisions.getConnectedValue(state);\r\n const subdivisionsX = this.subdivisionsX.getConnectedValue(state);\r\n const subdivisionsY = this.subdivisionsY.getConnectedValue(state);\r\n const subdivisionsZ = this.subdivisionsZ.getConnectedValue(state);\r\n\r\n if (subdivisions) {\r\n options.segments = subdivisions;\r\n }\r\n\r\n if (subdivisionsX) {\r\n options.widthSegments = subdivisionsX;\r\n }\r\n\r\n if (subdivisionsY) {\r\n options.heightSegments = subdivisionsY;\r\n }\r\n\r\n if (subdivisionsZ) {\r\n options.depthSegments = subdivisionsZ;\r\n }\r\n\r\n // Append vertex data from the plane builder\r\n return CreateSegmentedBoxVertexData(options);\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.geometry._storedFunction = func;\r\n } else {\r\n const value = func(state);\r\n this.geometry._storedFunction = () => {\r\n this.geometry._executionCount = 1;\r\n return value.clone();\r\n };\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BoxBlock\", BoxBlock);\r\n"]}
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{ NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { CreateCapsuleVertexData } from \"core/Meshes/Builders/capsuleBuilder\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Defines a block used to generate capsule geometry data\r\n */\r\nexport class CapsuleBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Create a new CapsuleBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"height\", NodeGeometryBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"radius\", NodeGeometryBlockConnectionPointTypes.Float, true, 0.25);\r\n this.registerInput(\"tessellation\", NodeGeometryBlockConnectionPointTypes.Int, true, 16);\r\n this.registerInput(\"subdivisions\", NodeGeometryBlockConnectionPointTypes.Int, true, 2);\r\n\r\n this.registerOutput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CapsuleBlock\";\r\n }\r\n\r\n /**\r\n * Gets the height input component\r\n */\r\n public get height(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the tessellation input component\r\n */\r\n public get tessellation(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the subdivisions input component\r\n */\r\n public get subdivisions(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.height.isConnected) {\r\n const heightInput = new GeometryInputBlock(\"Height\");\r\n heightInput.value = 1;\r\n heightInput.output.connectTo(this.height);\r\n }\r\n if (!this.radius.isConnected) {\r\n const radiusInput = new GeometryInputBlock(\"Radius\");\r\n radiusInput.value = 0.2;\r\n radiusInput.output.connectTo(this.radius);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const options: {\r\n orientation?: Vector3;\r\n subdivisions?: number;\r\n tessellation?: number;\r\n height?: number;\r\n radius?: number;\r\n capSubdivisions?: number;\r\n radiusTop?: number;\r\n radiusBottom?: number;\r\n topCapSubdivisions?: number;\r\n bottomCapSubdivisions?: number;\r\n updatable?: boolean;\r\n } = {};\r\n\r\n const func = (state: NodeGeometryBuildState) => {\r\n options.height = this.height.getConnectedValue(state);\r\n options.radius = this.radius.getConnectedValue(state);\r\n options.tessellation = this.tessellation.getConnectedValue(state);\r\n options.subdivisions = this.subdivisions.getConnectedValue(state);\r\n\r\n // Append vertex data from the plane builder\r\n return CreateCapsuleVertexData(options);\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.geometry._storedFunction = func;\r\n } else {\r\n const value = func(state);\r\n this.geometry._storedFunction = () => {\r\n this.geometry._executionCount = 1;\r\n return value.clone();\r\n };\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CapsuleBlock\", CapsuleBlock);\r\n"]}
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@@ -1 +1 @@
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{ NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { CreateCylinderVertexData } from \"core/Meshes/Builders/cylinderBuilder\";\r\nimport type { Color4 } from \"../../../../Maths/math.color\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Defines a block used to generate cylinder geometry data\r\n */\r\nexport class CylinderBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Create a new SphereBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"height\", NodeGeometryBlockConnectionPointTypes.Float, true, 25);\r\n this.registerInput(\"diameter\", NodeGeometryBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"diameterTop\", NodeGeometryBlockConnectionPointTypes.Float, true, -1);\r\n this.registerInput(\"diameterBottom\", NodeGeometryBlockConnectionPointTypes.Float, true, -1);\r\n this.registerInput(\"subdivisions\", NodeGeometryBlockConnectionPointTypes.Int, true, 1);\r\n this.registerInput(\"tessellation\", NodeGeometryBlockConnectionPointTypes.Int, true, 24);\r\n this.registerInput(\"arc\", NodeGeometryBlockConnectionPointTypes.Float, true, 1.0);\r\n\r\n this.registerOutput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"CylinderBlock\";\r\n }\r\n\r\n /**\r\n * Gets the height input component\r\n */\r\n public get height(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the diameter input component\r\n */\r\n public get diameter(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the diameterTop input component\r\n */\r\n public get diameterTop(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the diameterBottom input component\r\n */\r\n public get diameterBottom(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the subdivisions input component\r\n */\r\n public get subdivisions(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the tessellation input component\r\n */\r\n public get tessellation(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the arc input component\r\n */\r\n public get arc(): NodeGeometryConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.diameter.isConnected) {\r\n const diameterInput = new GeometryInputBlock(\"Diameter\");\r\n diameterInput.value = 1;\r\n diameterInput.output.connectTo(this.diameter);\r\n }\r\n\r\n if (!this.height.isConnected) {\r\n const heightInput = new GeometryInputBlock(\"Height\");\r\n heightInput.value = 1;\r\n heightInput.output.connectTo(this.height);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n const options: {\r\n height?: number;\r\n diameterTop?: number;\r\n diameterBottom?: number;\r\n diameter?: number;\r\n tessellation?: number;\r\n subdivisions?: number;\r\n arc?: number;\r\n faceColors?: Color4[];\r\n faceUV?: Vector4[];\r\n hasRings?: boolean;\r\n enclose?: boolean;\r\n cap?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n } = {};\r\n\r\n const func = (state: NodeGeometryBuildState) => {\r\n options.height = this.height.getConnectedValue(state);\r\n options.diameter = this.diameter.getConnectedValue(state);\r\n options.diameterTop = this.diameterTop.getConnectedValue(state);\r\n options.diameterBottom = this.diameterBottom.getConnectedValue(state);\r\n\r\n if (options.diameterTop === -1) {\r\n options.diameterTop = options.diameter;\r\n }\r\n\r\n if (options.diameterBottom === -1) {\r\n options.diameterBottom = options.diameter;\r\n }\r\n\r\n options.tessellation = this.tessellation.getConnectedValue(state);\r\n options.subdivisions = this.subdivisions.getConnectedValue(state);\r\n options.arc = this.arc.getConnectedValue(state);\r\n\r\n // Append vertex data from the plane builder\r\n return CreateCylinderVertexData(options);\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.geometry._storedFunction = func;\r\n } else {\r\n const value = func(state);\r\n this.geometry._storedFunction = () => {\r\n this.geometry._executionCount = 1;\r\n return value.clone();\r\n };\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CylinderBlock\", CylinderBlock);\r\n"]}
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+
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{ NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { CreateCylinderVertexData } from \"core/Meshes/Builders/cylinderBuilder\";\r\nimport type { Color4 } from \"../../../../Maths/math.color\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Defines a block used to generate cylinder geometry data\r\n */\r\nexport class CylinderBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Create a new SphereBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"height\", NodeGeometryBlockConnectionPointTypes.Float, true, 25);\r\n this.registerInput(\"diameter\", NodeGeometryBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"diameterTop\", NodeGeometryBlockConnectionPointTypes.Float, true, -1);\r\n this.registerInput(\"diameterBottom\", NodeGeometryBlockConnectionPointTypes.Float, true, -1);\r\n this.registerInput(\"subdivisions\", NodeGeometryBlockConnectionPointTypes.Int, true, 1);\r\n this.registerInput(\"tessellation\", NodeGeometryBlockConnectionPointTypes.Int, true, 24);\r\n this.registerInput(\"arc\", NodeGeometryBlockConnectionPointTypes.Float, true, 1.0);\r\n\r\n this.registerOutput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CylinderBlock\";\r\n }\r\n\r\n /**\r\n * Gets the height input component\r\n */\r\n public get height(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the diameter input component\r\n */\r\n public get diameter(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the diameterTop input component\r\n */\r\n public get diameterTop(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the diameterBottom input component\r\n */\r\n public get diameterBottom(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the subdivisions input component\r\n */\r\n public get subdivisions(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the tessellation input component\r\n */\r\n public get tessellation(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the arc input component\r\n */\r\n public get arc(): NodeGeometryConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.diameter.isConnected) {\r\n const diameterInput = new GeometryInputBlock(\"Diameter\");\r\n diameterInput.value = 1;\r\n diameterInput.output.connectTo(this.diameter);\r\n }\r\n\r\n if (!this.height.isConnected) {\r\n const heightInput = new GeometryInputBlock(\"Height\");\r\n heightInput.value = 1;\r\n heightInput.output.connectTo(this.height);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const options: {\r\n height?: number;\r\n diameterTop?: number;\r\n diameterBottom?: number;\r\n diameter?: number;\r\n tessellation?: number;\r\n subdivisions?: number;\r\n arc?: number;\r\n faceColors?: Color4[];\r\n faceUV?: Vector4[];\r\n hasRings?: boolean;\r\n enclose?: boolean;\r\n cap?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n } = {};\r\n\r\n const func = (state: NodeGeometryBuildState) => {\r\n options.height = this.height.getConnectedValue(state);\r\n options.diameter = this.diameter.getConnectedValue(state);\r\n options.diameterTop = this.diameterTop.getConnectedValue(state);\r\n options.diameterBottom = this.diameterBottom.getConnectedValue(state);\r\n\r\n if (options.diameterTop === -1) {\r\n options.diameterTop = options.diameter;\r\n }\r\n\r\n if (options.diameterBottom === -1) {\r\n options.diameterBottom = options.diameter;\r\n }\r\n\r\n options.tessellation = this.tessellation.getConnectedValue(state);\r\n options.subdivisions = this.subdivisions.getConnectedValue(state);\r\n options.arc = this.arc.getConnectedValue(state);\r\n\r\n // Append vertex data from the plane builder\r\n return CreateCylinderVertexData(options);\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.geometry._storedFunction = func;\r\n } else {\r\n const value = func(state);\r\n this.geometry._storedFunction = () => {\r\n this.geometry._executionCount = 1;\r\n return value.clone();\r\n };\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CylinderBlock\", CylinderBlock);\r\n"]}
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{ NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { CreateDiscVertexData } from \"core/Meshes/Builders/discBuilder\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Defines a block used to generate disc geometry data\r\n */\r\nexport class DiscBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Create a new DiscBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"radius\", NodeGeometryBlockConnectionPointTypes.Float, true, 0.5);\r\n this.registerInput(\"tessellation\", NodeGeometryBlockConnectionPointTypes.Int, true, 64);\r\n this.registerInput(\"arc\", NodeGeometryBlockConnectionPointTypes.Float, true, 1.0);\r\n\r\n this.registerOutput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"DiscBlock\";\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tessellation input component\r\n */\r\n public get tessellation(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the arc input component\r\n */\r\n public get arc(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.radius.isConnected) {\r\n const radiusInput = new GeometryInputBlock(\"Radius\");\r\n radiusInput.value = 0.2;\r\n radiusInput.output.connectTo(this.radius);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const options: {\r\n radius?: number;\r\n tessellation?: number;\r\n arc?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n } = {};\r\n const func = (state: NodeGeometryBuildState) => {\r\n options.radius = this.radius.getConnectedValue(state);\r\n options.tessellation = this.tessellation.getConnectedValue(state);\r\n options.arc = this.arc.getConnectedValue(state);\r\n\r\n // Append vertex data from the plane builder\r\n return CreateDiscVertexData(options);\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.geometry._storedFunction = func;\r\n } else {\r\n const value = func(state);\r\n this.geometry._storedFunction = () => {\r\n this.geometry._executionCount = 1;\r\n return value.clone();\r\n };\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DiscBlock\", DiscBlock);\r\n"]}
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@@ -1 +1 @@
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1
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-
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{ NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { CreateGroundVertexData } from \"../../../Builders/groundBuilder\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Defines a block used to generate grid geometry data\r\n */\r\nexport class GridBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Create a new GridBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"width\", NodeGeometryBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"height\", NodeGeometryBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"subdivisions\", NodeGeometryBlockConnectionPointTypes.Int, true, 1);\r\n this.registerInput(\"subdivisionsX\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n this.registerInput(\"subdivisionsY\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n\r\n this.registerOutput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"GridBlock\";\r\n }\r\n\r\n /**\r\n * Gets the width input component\r\n */\r\n public get width(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the height input component\r\n */\r\n public get height(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the subdivisions input component\r\n */\r\n public get subdivisions(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the subdivisionsX input component\r\n */\r\n public get subdivisionsX(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the subdivisionsY input component\r\n */\r\n public get subdivisionsY(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.width.isConnected) {\r\n const widthInput = new GeometryInputBlock(\"Width\");\r\n widthInput.value = 1;\r\n widthInput.output.connectTo(this.width);\r\n }\r\n\r\n if (!this.height.isConnected) {\r\n const heightInput = new GeometryInputBlock(\"Height\");\r\n heightInput.value = 1;\r\n heightInput.output.connectTo(this.height);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number } = {};\r\n const func = (state: NodeGeometryBuildState) => {\r\n options.width = this.width.getConnectedValue(state);\r\n options.height = this.height.getConnectedValue(state);\r\n options.subdivisions = this.subdivisions.getConnectedValue(state);\r\n options.subdivisionsX = this.subdivisionsX.getConnectedValue(state);\r\n options.subdivisionsY = this.subdivisionsY.getConnectedValue(state);\r\n\r\n // Append vertex data from the plane builder\r\n return CreateGroundVertexData(options);\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.geometry._storedFunction = func;\r\n } else {\r\n const value = func(state);\r\n this.geometry._storedFunction = () => {\r\n this.geometry._executionCount = 1;\r\n return value.clone();\r\n };\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GridBlock\", GridBlock);\r\n"]}
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{ NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"../geometryInputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { CreateIcoSphereVertexData } from \"core/Meshes/Builders/icoSphereBuilder\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Defines a block used to generate icosphere geometry data\r\n */\r\nexport class IcoSphereBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Create a new IcoSphereBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"radius\", NodeGeometryBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"radiusX\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"radiusY\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"radiusZ\", NodeGeometryBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"subdivisions\", NodeGeometryBlockConnectionPointTypes.Int, true, 4);\r\n\r\n this.registerOutput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"IcoSphereBlock\";\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radiusX input component\r\n */\r\n public get radiusX(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the radiusY input component\r\n */\r\n public get radiusY(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusZ input component\r\n */\r\n public get radiusZ(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the subdivisions input component\r\n */\r\n public get subdivisions(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.radius.isConnected) {\r\n const radiusInput = new GeometryInputBlock(\"Radius\");\r\n radiusInput.value = 0.2;\r\n radiusInput.output.connectTo(this.radius);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n } = {};\r\n\r\n const func = (state: NodeGeometryBuildState) => {\r\n options.radius = this.radius.getConnectedValue(state);\r\n options.subdivisions = this.subdivisions.getConnectedValue(state);\r\n options.radiusX = this.radiusX.getConnectedValue(state);\r\n options.radiusY = this.radiusY.getConnectedValue(state);\r\n options.radiusZ = this.radiusZ.getConnectedValue(state);\r\n\r\n // Append vertex data from the plane builder\r\n return CreateIcoSphereVertexData(options);\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.geometry._storedFunction = func;\r\n } else {\r\n const value = func(state);\r\n this.geometry._storedFunction = () => {\r\n this.geometry._executionCount = 1;\r\n return value.clone();\r\n };\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.IcoSphereBlock\", IcoSphereBlock);\r\n"]}
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