@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.
Files changed (510) hide show
  1. package/Actions/condition.js.map +1 -1
  2. package/Actions/directActions.js.map +1 -1
  3. package/Actions/directAudioActions.js.map +1 -1
  4. package/Actions/interpolateValueAction.js.map +1 -1
  5. package/Animations/easing.js.map +1 -1
  6. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  7. package/Bones/bone.js.map +1 -1
  8. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  9. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  10. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  11. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  12. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  13. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  14. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  15. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  16. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  17. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  18. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  19. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  20. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  21. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  22. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  23. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  24. package/Cameras/arcRotateCamera.js.map +1 -1
  25. package/Cameras/camera.js.map +1 -1
  26. package/Cameras/deviceOrientationCamera.js.map +1 -1
  27. package/Cameras/flyCamera.js.map +1 -1
  28. package/Cameras/followCamera.js.map +1 -1
  29. package/Cameras/freeCamera.js.map +1 -1
  30. package/Cameras/freeCameraInputsManager.js.map +1 -1
  31. package/Cameras/gamepadCamera.js.map +1 -1
  32. package/Cameras/targetCamera.js.map +1 -1
  33. package/Cameras/touchCamera.js.map +1 -1
  34. package/Cameras/universalCamera.js.map +1 -1
  35. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  36. package/Compute/computeEffect.js +4 -4
  37. package/Compute/computeEffect.js.map +1 -1
  38. package/Debug/boneAxesViewer.js.map +1 -1
  39. package/Engines/IPipelineContext.d.ts +3 -0
  40. package/Engines/IPipelineContext.js.map +1 -1
  41. package/Engines/Native/nativePipelineContext.d.ts +2 -0
  42. package/Engines/Native/nativePipelineContext.js +3 -0
  43. package/Engines/Native/nativePipelineContext.js.map +1 -1
  44. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  45. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  46. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  47. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  48. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  49. package/Engines/Processors/iShaderProcessor.d.ts +3 -2
  50. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  51. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  52. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  53. package/Engines/Processors/shaderProcessor.d.ts +15 -23
  54. package/Engines/Processors/shaderProcessor.js +332 -320
  55. package/Engines/Processors/shaderProcessor.js.map +1 -1
  56. package/Engines/WebGL/webGLPipelineContext.d.ts +2 -0
  57. package/Engines/WebGL/webGLPipelineContext.js +3 -0
  58. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  59. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  60. package/Engines/WebGL/webGLShaderProcessors.d.ts +3 -2
  61. package/Engines/WebGL/webGLShaderProcessors.js +2 -2
  62. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  63. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
  64. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.rawTexture.js +10 -10
  66. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  67. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  68. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  69. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +2 -0
  70. package/Engines/WebGPU/webgpuHardwareTexture.js +2 -0
  71. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  72. package/Engines/WebGPU/webgpuPipelineContext.d.ts +2 -0
  73. package/Engines/WebGPU/webgpuPipelineContext.js +3 -0
  74. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  75. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +3 -2
  76. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -4
  77. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  78. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  79. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  80. package/Engines/abstractEngine.d.ts +10 -5
  81. package/Engines/abstractEngine.functions.d.ts +38 -0
  82. package/Engines/abstractEngine.functions.js +75 -0
  83. package/Engines/abstractEngine.functions.js.map +1 -0
  84. package/Engines/abstractEngine.js +34 -14
  85. package/Engines/abstractEngine.js.map +1 -1
  86. package/Engines/constants.d.ts +2 -0
  87. package/Engines/constants.js +2 -0
  88. package/Engines/constants.js.map +1 -1
  89. package/Engines/engine.d.ts +0 -8
  90. package/Engines/engine.js +0 -28
  91. package/Engines/engine.js.map +1 -1
  92. package/Engines/nativeEngine.js.map +1 -1
  93. package/Engines/nullEngine.js.map +1 -1
  94. package/Engines/thinEngine.d.ts +11 -6
  95. package/Engines/thinEngine.functions.d.ts +96 -0
  96. package/Engines/thinEngine.functions.js +249 -0
  97. package/Engines/thinEngine.functions.js.map +1 -0
  98. package/Engines/thinEngine.js +50 -129
  99. package/Engines/thinEngine.js.map +1 -1
  100. package/Engines/webgpuEngine.js +5 -1
  101. package/Engines/webgpuEngine.js.map +1 -1
  102. package/Events/keyboardEvents.js.map +1 -1
  103. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
  104. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  105. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
  106. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
  107. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
  108. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
  109. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
  110. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  111. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -1
  112. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
  113. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  114. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  115. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
  116. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  117. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  118. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  119. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  120. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
  121. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
  122. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
  123. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  124. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
  125. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  126. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
  127. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
  128. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  129. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
  130. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
  131. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  132. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
  133. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  134. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  135. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  136. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
  137. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  138. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  139. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  140. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  141. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  142. package/Gamepads/dualShockGamepad.js.map +1 -1
  143. package/Gamepads/gamepad.js.map +1 -1
  144. package/Gamepads/xboxGamepad.js.map +1 -1
  145. package/Gizmos/axisDragGizmo.js.map +1 -1
  146. package/Gizmos/axisScaleGizmo.js.map +1 -1
  147. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  148. package/Gizmos/cameraGizmo.js.map +1 -1
  149. package/Gizmos/lightGizmo.js.map +1 -1
  150. package/Gizmos/planeDragGizmo.js.map +1 -1
  151. package/Gizmos/planeRotationGizmo.js.map +1 -1
  152. package/Gizmos/positionGizmo.js.map +1 -1
  153. package/Gizmos/rotationGizmo.js.map +1 -1
  154. package/Gizmos/scaleGizmo.js.map +1 -1
  155. package/Helpers/photoDome.js.map +1 -1
  156. package/Helpers/textureDome.js.map +1 -1
  157. package/Helpers/videoDome.js.map +1 -1
  158. package/Layers/glowLayer.js.map +1 -1
  159. package/Layers/highlightLayer.js.map +1 -1
  160. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  161. package/Lights/directionalLight.js.map +1 -1
  162. package/Lights/hemisphericLight.js.map +1 -1
  163. package/Lights/light.js.map +1 -1
  164. package/Lights/pointLight.js.map +1 -1
  165. package/Lights/shadowLight.js.map +1 -1
  166. package/Lights/spotLight.js.map +1 -1
  167. package/Materials/Background/backgroundMaterial.js.map +1 -1
  168. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  169. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  170. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  171. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  176. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  178. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/Dual/textureBlock.js +3 -3
  180. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  182. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  186. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  201. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  203. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  205. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  207. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  209. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  211. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  213. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  215. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  217. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  218. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  219. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  221. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  223. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  225. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  226. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  227. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  228. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  229. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  230. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  231. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  232. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  233. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  234. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  235. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  236. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  238. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  240. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  242. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  244. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  246. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  248. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  250. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  252. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  254. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  256. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  258. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  260. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  262. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  264. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  266. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  268. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  270. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  272. package/Materials/Node/nodeMaterial.js.map +1 -1
  273. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
  274. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  275. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  276. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  277. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  278. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  279. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  280. package/Materials/PBR/pbrMaterial.js.map +1 -1
  281. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  282. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  283. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  284. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  285. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  286. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  287. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  288. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -1
  289. package/Materials/Textures/Procedurals/proceduralTexture.js +16 -0
  290. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  291. package/Materials/Textures/baseTexture.js.map +1 -1
  292. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  293. package/Materials/Textures/cubeTexture.js.map +1 -1
  294. package/Materials/Textures/dynamicTexture.js.map +1 -1
  295. package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
  296. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  297. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  298. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  299. package/Materials/Textures/internalTexture.js.map +1 -1
  300. package/Materials/Textures/mirrorTexture.js.map +1 -1
  301. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  302. package/Materials/Textures/prePassRenderTarget.js.map +1 -1
  303. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  304. package/Materials/Textures/refractionTexture.js.map +1 -1
  305. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  306. package/Materials/Textures/texture.js.map +1 -1
  307. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  308. package/Materials/Textures/videoTexture.js.map +1 -1
  309. package/Materials/effect.d.ts +11 -6
  310. package/Materials/effect.functions.d.ts +86 -0
  311. package/Materials/effect.functions.js +185 -0
  312. package/Materials/effect.functions.js.map +1 -0
  313. package/Materials/effect.js +94 -153
  314. package/Materials/effect.js.map +1 -1
  315. package/Materials/effect.webgl.functions.d.ts +13 -0
  316. package/Materials/effect.webgl.functions.js +83 -0
  317. package/Materials/effect.webgl.functions.js.map +1 -0
  318. package/Materials/material.decalMapConfiguration.js.map +1 -1
  319. package/Materials/material.detailMapConfiguration.js.map +1 -1
  320. package/Materials/materialPluginManager.js +2 -2
  321. package/Materials/materialPluginManager.js.map +1 -1
  322. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  323. package/Materials/multiMaterial.js.map +1 -1
  324. package/Materials/pushMaterial.js.map +1 -1
  325. package/Materials/shaderMaterial.js.map +1 -1
  326. package/Materials/standardMaterial.js.map +1 -1
  327. package/Meshes/Compression/dracoCompression.js.map +1 -1
  328. package/Meshes/Compression/dracoCompressionWorker.d.ts +1 -1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { WebRequest } from \"./webRequest\";\r\nimport { IsWindowObjectExist } from \"./domManagement\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IOfflineProvider } from \"../Offline/IOfflineProvider\";\r\nimport type { IFileRequest } from \"./fileRequest\";\r\nimport { Observable } from \"./observable\";\r\nimport { FilesInputStore } from \"./filesInputStore\";\r\nimport { RetryStrategy } from \"./retryStrategy\";\r\nimport { BaseError, ErrorCodes, RuntimeError } from \"./error\";\r\nimport { DecodeBase64ToBinary, DecodeBase64ToString, EncodeArrayBufferToBase64 } from \"./stringTools\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Logger } from \"./logger\";\r\nimport { TimingTools } from \"./timingTools\";\r\nimport type { INative } from \"../Engines/Native/nativeInterfaces\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nconst Base64DataUrlRegEx = new RegExp(/^data:([^,]+\\/[^,]+)?;base64,/i);\r\ndeclare const _native: INative;\r\n\r\n/** @ignore */\r\nexport class LoadFileError extends RuntimeError {\r\n public request?: WebRequest;\r\n public file?: File;\r\n\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param object defines the optional web request\r\n */\r\n constructor(message: string, object?: WebRequest | File) {\r\n super(message, ErrorCodes.LoadFileError);\r\n\r\n this.name = \"LoadFileError\";\r\n BaseError._setPrototypeOf(this, LoadFileError.prototype);\r\n\r\n if (object instanceof WebRequest) {\r\n this.request = object;\r\n } else {\r\n this.file = object;\r\n }\r\n }\r\n}\r\n\r\n/** @ignore */\r\nexport class RequestFileError extends RuntimeError {\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param request defines the optional web request\r\n */\r\n constructor(\r\n message: string,\r\n public request: WebRequest\r\n ) {\r\n super(message, ErrorCodes.RequestFileError);\r\n this.name = \"RequestFileError\";\r\n BaseError._setPrototypeOf(this, RequestFileError.prototype);\r\n }\r\n}\r\n\r\n/** @ignore */\r\nexport class ReadFileError extends RuntimeError {\r\n /**\r\n * Creates a new ReadFileError\r\n * @param message defines the message of the error\r\n * @param file defines the optional file\r\n */\r\n constructor(\r\n message: string,\r\n public file: File\r\n ) {\r\n super(message, ErrorCodes.ReadFileError);\r\n this.name = \"ReadFileError\";\r\n BaseError._setPrototypeOf(this, ReadFileError.prototype);\r\n }\r\n}\r\n/**\r\n * @internal\r\n */\r\nexport const FileToolsOptions: {\r\n DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;\r\n BaseUrl: string;\r\n CorsBehavior: string | ((url: string | string[]) => string);\r\n PreprocessUrl: (url: string) => string;\r\n ScriptBaseUrl: string;\r\n ScriptPreprocessUrl: (url: string) => string;\r\n} = {\r\n /**\r\n * Gets or sets the retry strategy to apply when an error happens while loading an asset.\r\n * When defining this function, return the wait time before trying again or return -1 to\r\n * stop retrying and error out.\r\n */\r\n DefaultRetryStrategy: RetryStrategy.ExponentialBackoff(),\r\n\r\n /**\r\n * Gets or sets the base URL to use to load assets\r\n */\r\n BaseUrl: \"\",\r\n\r\n /**\r\n * Default behaviour for cors in the application.\r\n * It can be a string if the expected behavior is identical in the entire app.\r\n * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)\r\n */\r\n CorsBehavior: \"anonymous\",\r\n\r\n /**\r\n * Gets or sets a function used to pre-process url before using them to load assets\r\n * @param url\r\n * @returns the processed url\r\n */\r\n PreprocessUrl: (url: string) => url,\r\n\r\n /**\r\n * Gets or sets the base URL to use to load scripts\r\n * Used for both JS and WASM\r\n */\r\n ScriptBaseUrl: \"\",\r\n /**\r\n * Gets or sets a function used to pre-process script url before using them to load.\r\n * Used for both JS and WASM\r\n * @param url defines the url to process\r\n * @returns the processed url\r\n */\r\n ScriptPreprocessUrl: (url: string) => url,\r\n};\r\n\r\n/**\r\n * Removes unwanted characters from an url\r\n * @param url defines the url to clean\r\n * @returns the cleaned url\r\n */\r\nconst _CleanUrl = (url: string): string => {\r\n url = url.replace(/#/gm, \"%23\");\r\n return url;\r\n};\r\n\r\n/**\r\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\r\n * @param url define the url we are trying\r\n * @param element define the dom element where to configure the cors policy\r\n * @internal\r\n */\r\nexport const SetCorsBehavior = (url: string | string[], element: { crossOrigin: string | null }): void => {\r\n if (url && url.indexOf(\"data:\") === 0) {\r\n return;\r\n }\r\n\r\n if (FileToolsOptions.CorsBehavior) {\r\n if (typeof FileToolsOptions.CorsBehavior === \"string\" || FileToolsOptions.CorsBehavior instanceof String) {\r\n element.crossOrigin = <string>FileToolsOptions.CorsBehavior;\r\n } else {\r\n const result = FileToolsOptions.CorsBehavior(url);\r\n if (result) {\r\n element.crossOrigin = result;\r\n }\r\n }\r\n }\r\n};\r\n\r\n/**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @param imageBitmapOptions\r\n * @returns the HTMLImageElement of the loaded image\r\n * @internal\r\n */\r\nexport const LoadImage = (\r\n input: string | ArrayBuffer | ArrayBufferView | Blob,\r\n onLoad: (img: HTMLImageElement | ImageBitmap) => void,\r\n onError: (message?: string, exception?: any) => void,\r\n offlineProvider: Nullable<IOfflineProvider>,\r\n mimeType: string = \"\",\r\n imageBitmapOptions?: ImageBitmapOptions\r\n): Nullable<HTMLImageElement> => {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (typeof HTMLImageElement === \"undefined\" && !engine?._features.forceBitmapOverHTMLImageElement) {\r\n onError(\"LoadImage is only supported in web or BabylonNative environments.\");\r\n return null;\r\n }\r\n\r\n let url: string;\r\n let usingObjectURL = false;\r\n\r\n if (input instanceof ArrayBuffer || ArrayBuffer.isView(input)) {\r\n if (typeof Blob !== \"undefined\" && typeof URL !== \"undefined\") {\r\n url = URL.createObjectURL(new Blob([input], { type: mimeType }));\r\n usingObjectURL = true;\r\n } else {\r\n url = `data:${mimeType};base64,` + EncodeArrayBufferToBase64(input);\r\n }\r\n } else if (input instanceof Blob) {\r\n url = URL.createObjectURL(input);\r\n usingObjectURL = true;\r\n } else {\r\n url = _CleanUrl(input);\r\n url = FileToolsOptions.PreprocessUrl(input);\r\n }\r\n\r\n const onErrorHandler = (exception: any) => {\r\n if (onError) {\r\n const inputText = url || input.toString();\r\n onError(`Error while trying to load image: ${inputText.indexOf(\"http\") === 0 || inputText.length <= 128 ? inputText : inputText.slice(0, 128) + \"...\"}`, exception);\r\n }\r\n };\r\n\r\n if (engine?._features.forceBitmapOverHTMLImageElement) {\r\n LoadFile(\r\n url,\r\n (data) => {\r\n engine!\r\n .createImageBitmap(new Blob([data], { type: mimeType }), { premultiplyAlpha: \"none\", ...imageBitmapOptions })\r\n .then((imgBmp) => {\r\n onLoad(imgBmp);\r\n if (usingObjectURL) {\r\n URL.revokeObjectURL(url);\r\n }\r\n })\r\n .catch((reason) => {\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, reason);\r\n }\r\n });\r\n },\r\n undefined,\r\n offlineProvider || undefined,\r\n true,\r\n (request, exception) => {\r\n onErrorHandler(exception);\r\n }\r\n );\r\n\r\n return null;\r\n }\r\n\r\n const img = new Image();\r\n SetCorsBehavior(url, img);\r\n\r\n const handlersList: { target: any; name: string; handler: any }[] = [];\r\n\r\n const loadHandlersList = () => {\r\n handlersList.forEach((handler) => {\r\n handler.target.addEventListener(handler.name, handler.handler);\r\n });\r\n };\r\n\r\n const unloadHandlersList = () => {\r\n handlersList.forEach((handler) => {\r\n handler.target.removeEventListener(handler.name, handler.handler);\r\n });\r\n handlersList.length = 0;\r\n };\r\n\r\n const loadHandler = () => {\r\n unloadHandlersList();\r\n\r\n onLoad(img);\r\n\r\n // Must revoke the URL after calling onLoad to avoid security exceptions in\r\n // certain scenarios (e.g. when hosted in vscode).\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n\r\n const errorHandler = (err: any) => {\r\n unloadHandlersList();\r\n\r\n onErrorHandler(err);\r\n\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n\r\n const cspHandler = (err: any) => {\r\n if (err.blockedURI !== img.src) {\r\n return;\r\n }\r\n\r\n unloadHandlersList();\r\n const cspException = new Error(`CSP violation of policy ${err.effectiveDirective} ${err.blockedURI}. Current policy is ${err.originalPolicy}`);\r\n\r\n EngineStore.UseFallbackTexture = false;\r\n onErrorHandler(cspException);\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n img.src = \"\";\r\n };\r\n\r\n handlersList.push({ target: img, name: \"load\", handler: loadHandler });\r\n handlersList.push({ target: img, name: \"error\", handler: errorHandler });\r\n handlersList.push({ target: document, name: \"securitypolicyviolation\", handler: cspHandler });\r\n\r\n loadHandlersList();\r\n\r\n const fromBlob = url.substring(0, 5) === \"blob:\";\r\n const fromData = url.substring(0, 5) === \"data:\";\r\n const noOfflineSupport = () => {\r\n if (fromBlob || fromData || !WebRequest.IsCustomRequestAvailable) {\r\n img.src = url;\r\n } else {\r\n LoadFile(\r\n url,\r\n (data, _, contentType) => {\r\n const type = !mimeType && contentType ? contentType : mimeType;\r\n const blob = new Blob([data], { type });\r\n const url = URL.createObjectURL(blob);\r\n usingObjectURL = true;\r\n img.src = url;\r\n },\r\n undefined,\r\n offlineProvider || undefined,\r\n true,\r\n (_request, exception) => {\r\n onErrorHandler(exception);\r\n }\r\n );\r\n }\r\n };\r\n\r\n const loadFromOfflineSupport = () => {\r\n if (offlineProvider) {\r\n offlineProvider.loadImage(url, img);\r\n }\r\n };\r\n\r\n if (!fromBlob && !fromData && offlineProvider && offlineProvider.enableTexturesOffline) {\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);\r\n } else {\r\n if (url.indexOf(\"file:\") !== -1) {\r\n const textureName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (FilesInputStore.FilesToLoad[textureName] && typeof URL !== \"undefined\") {\r\n try {\r\n let blobURL;\r\n try {\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n } catch (ex) {\r\n // Chrome doesn't support oneTimeOnly parameter\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n img.src = blobURL;\r\n usingObjectURL = true;\r\n } catch (e) {\r\n img.src = \"\";\r\n }\r\n return img;\r\n }\r\n }\r\n\r\n noOfflineSupport();\r\n }\r\n\r\n return img;\r\n};\r\n\r\n/**\r\n * Reads a file from a File object\r\n * @param file defines the file to load\r\n * @param onSuccess defines the callback to call when data is loaded\r\n * @param onProgress defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @param onError defines the callback to call when an error occurs\r\n * @returns a file request object\r\n * @internal\r\n */\r\nexport const ReadFile = (\r\n file: File,\r\n onSuccess: (data: any) => void,\r\n onProgress?: (ev: ProgressEvent) => any,\r\n useArrayBuffer?: boolean,\r\n onError?: (error: ReadFileError) => void\r\n): IFileRequest => {\r\n const reader = new FileReader();\r\n const fileRequest: IFileRequest = {\r\n onCompleteObservable: new Observable<IFileRequest>(),\r\n abort: () => reader.abort(),\r\n };\r\n\r\n reader.onloadend = () => fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n if (onError) {\r\n reader.onerror = () => {\r\n onError(new ReadFileError(`Unable to read ${file.name}`, file));\r\n };\r\n }\r\n reader.onload = (e) => {\r\n //target doesn't have result from ts 1.3\r\n onSuccess((<any>e.target)[\"result\"]);\r\n };\r\n if (onProgress) {\r\n reader.onprogress = onProgress;\r\n }\r\n if (!useArrayBuffer) {\r\n // Asynchronous read\r\n reader.readAsText(file);\r\n } else {\r\n reader.readAsArrayBuffer(file);\r\n }\r\n\r\n return fileRequest;\r\n};\r\n\r\n/**\r\n * Loads a file from a url, a data url, or a file url\r\n * @param fileOrUrl file, url, data url, or file url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @param onOpened\r\n * @returns a file request object\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport const LoadFile = (\r\n fileOrUrl: File | string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string, contentType?: Nullable<string>) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void,\r\n onOpened?: (request: WebRequest) => void\r\n): IFileRequest => {\r\n if ((fileOrUrl as File).name) {\r\n return ReadFile(\r\n fileOrUrl as File,\r\n onSuccess,\r\n onProgress,\r\n useArrayBuffer,\r\n onError\r\n ? (error: ReadFileError) => {\r\n onError(undefined, error);\r\n }\r\n : undefined\r\n );\r\n }\r\n\r\n const url = fileOrUrl as string;\r\n\r\n // If file and file input are set\r\n if (url.indexOf(\"file:\") !== -1) {\r\n let fileName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (fileName.indexOf(\"./\") === 0) {\r\n fileName = fileName.substring(2);\r\n }\r\n const file = FilesInputStore.FilesToLoad[fileName];\r\n if (file) {\r\n return ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError ? (error) => onError(undefined, new LoadFileError(error.message, error.file)) : undefined);\r\n }\r\n }\r\n\r\n // For a Base64 Data URL\r\n const { match, type } = TestBase64DataUrl(url);\r\n if (match) {\r\n const fileRequest: IFileRequest = {\r\n onCompleteObservable: new Observable<IFileRequest>(),\r\n abort: () => () => {},\r\n };\r\n\r\n try {\r\n const data = useArrayBuffer ? DecodeBase64UrlToBinary(url) : DecodeBase64UrlToString(url);\r\n onSuccess(data, undefined, type);\r\n } catch (error) {\r\n if (onError) {\r\n onError(undefined, error);\r\n } else {\r\n Logger.Error(error.message || \"Failed to parse the Data URL\");\r\n }\r\n }\r\n\r\n TimingTools.SetImmediate(() => {\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n });\r\n\r\n return fileRequest;\r\n }\r\n\r\n return RequestFile(\r\n url,\r\n (data, request) => {\r\n onSuccess(data, request?.responseURL, request?.getResponseHeader(\"content-type\"));\r\n },\r\n onProgress,\r\n offlineProvider,\r\n useArrayBuffer,\r\n onError\r\n ? (error) => {\r\n onError(error.request, new LoadFileError(error.message, error.request));\r\n }\r\n : undefined,\r\n onOpened\r\n );\r\n};\r\n\r\n/**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @param onOpened callback called when the web request is opened\r\n * @returns a file request object\r\n * @internal\r\n */\r\nexport const RequestFile = (\r\n url: string,\r\n onSuccess?: (data: string | ArrayBuffer, request?: WebRequest) => void,\r\n onProgress?: (event: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (error: RequestFileError) => void,\r\n onOpened?: (request: WebRequest) => void\r\n): IFileRequest => {\r\n url = _CleanUrl(url);\r\n url = FileToolsOptions.PreprocessUrl(url);\r\n\r\n const loadUrl = FileToolsOptions.BaseUrl + url;\r\n\r\n let aborted = false;\r\n const fileRequest: IFileRequest = {\r\n onCompleteObservable: new Observable<IFileRequest>(),\r\n abort: () => (aborted = true),\r\n };\r\n\r\n const requestFile = () => {\r\n let request: Nullable<WebRequest> = new WebRequest();\r\n let retryHandle: Nullable<ReturnType<typeof setTimeout>> = null;\r\n let onReadyStateChange: Nullable<() => void>;\r\n\r\n const unbindEvents = () => {\r\n if (!request) {\r\n return;\r\n }\r\n\r\n if (onProgress) {\r\n request.removeEventListener(\"progress\", onProgress);\r\n }\r\n if (onReadyStateChange) {\r\n request.removeEventListener(\"readystatechange\", onReadyStateChange);\r\n }\r\n request.removeEventListener(\"loadend\", onLoadEnd!);\r\n };\r\n\r\n let onLoadEnd: Nullable<() => void> = () => {\r\n unbindEvents();\r\n\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n fileRequest.onCompleteObservable.clear();\r\n\r\n onProgress = undefined;\r\n onReadyStateChange = null;\r\n onLoadEnd = null;\r\n onError = undefined;\r\n onOpened = undefined;\r\n onSuccess = undefined;\r\n };\r\n\r\n fileRequest.abort = () => {\r\n aborted = true;\r\n\r\n if (onLoadEnd) {\r\n onLoadEnd();\r\n }\r\n\r\n if (request && request.readyState !== (XMLHttpRequest.DONE || 4)) {\r\n request.abort();\r\n }\r\n\r\n if (retryHandle !== null) {\r\n clearTimeout(retryHandle);\r\n retryHandle = null;\r\n }\r\n\r\n request = null;\r\n };\r\n\r\n const handleError = (error: any) => {\r\n const message = error.message || \"Unknown error\";\r\n if (onError && request) {\r\n onError(new RequestFileError(message, request));\r\n } else {\r\n Logger.Error(message);\r\n }\r\n };\r\n\r\n const retryLoop = (retryIndex: number) => {\r\n if (!request) {\r\n return;\r\n }\r\n request.open(\"GET\", loadUrl);\r\n\r\n if (onOpened) {\r\n try {\r\n onOpened(request);\r\n } catch (e) {\r\n handleError(e);\r\n return;\r\n }\r\n }\r\n\r\n if (useArrayBuffer) {\r\n request.responseType = \"arraybuffer\";\r\n }\r\n\r\n if (onProgress) {\r\n request.addEventListener(\"progress\", onProgress);\r\n }\r\n\r\n if (onLoadEnd) {\r\n request.addEventListener(\"loadend\", onLoadEnd);\r\n }\r\n\r\n onReadyStateChange = () => {\r\n if (aborted || !request) {\r\n return;\r\n }\r\n\r\n // In case of undefined state in some browsers.\r\n if (request.readyState === (XMLHttpRequest.DONE || 4)) {\r\n // Some browsers have issues where onreadystatechange can be called multiple times with the same value.\r\n if (onReadyStateChange) {\r\n request.removeEventListener(\"readystatechange\", onReadyStateChange);\r\n }\r\n\r\n if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!IsWindowObjectExist() || IsFileURL()))) {\r\n try {\r\n if (onSuccess) {\r\n onSuccess(useArrayBuffer ? request.response : request.responseText, request);\r\n }\r\n } catch (e) {\r\n handleError(e);\r\n }\r\n return;\r\n }\r\n\r\n const retryStrategy = FileToolsOptions.DefaultRetryStrategy;\r\n if (retryStrategy) {\r\n const waitTime = retryStrategy(loadUrl, request, retryIndex);\r\n if (waitTime !== -1) {\r\n // Prevent the request from completing for retry.\r\n unbindEvents();\r\n\r\n request = new WebRequest();\r\n retryHandle = setTimeout(() => retryLoop(retryIndex + 1), waitTime);\r\n return;\r\n }\r\n }\r\n\r\n const error = new RequestFileError(\"Error status: \" + request.status + \" \" + request.statusText + \" - Unable to load \" + loadUrl, request);\r\n if (onError) {\r\n onError(error);\r\n }\r\n }\r\n };\r\n\r\n request.addEventListener(\"readystatechange\", onReadyStateChange);\r\n\r\n request.send();\r\n };\r\n\r\n retryLoop(0);\r\n };\r\n\r\n // Caching all files\r\n if (offlineProvider && offlineProvider.enableSceneOffline) {\r\n const noOfflineSupport = (request?: any) => {\r\n if (request && request.status > 400) {\r\n if (onError) {\r\n onError(request);\r\n }\r\n } else {\r\n requestFile();\r\n }\r\n };\r\n\r\n const loadFromOfflineSupport = () => {\r\n // TODO: database needs to support aborting and should return a IFileRequest\r\n\r\n if (offlineProvider) {\r\n offlineProvider.loadFile(\r\n FileToolsOptions.BaseUrl + url,\r\n (data) => {\r\n if (!aborted && onSuccess) {\r\n onSuccess(data);\r\n }\r\n\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n },\r\n onProgress\r\n ? (event) => {\r\n if (!aborted && onProgress) {\r\n onProgress(event);\r\n }\r\n }\r\n : undefined,\r\n noOfflineSupport,\r\n useArrayBuffer\r\n );\r\n }\r\n };\r\n\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);\r\n } else {\r\n requestFile();\r\n }\r\n\r\n return fileRequest;\r\n};\r\n\r\n/**\r\n * Checks if the loaded document was accessed via `file:`-Protocol.\r\n * @returns boolean\r\n * @internal\r\n */\r\nexport const IsFileURL = (): boolean => {\r\n return typeof location !== \"undefined\" && location.protocol === \"file:\";\r\n};\r\n\r\n/**\r\n * Test if the given uri is a valid base64 data url\r\n * @param uri The uri to test\r\n * @returns True if the uri is a base64 data url or false otherwise\r\n * @internal\r\n */\r\nexport const IsBase64DataUrl = (uri: string): boolean => {\r\n return Base64DataUrlRegEx.test(uri);\r\n};\r\n\r\nexport const TestBase64DataUrl = (uri: string): { match: boolean; type: string } => {\r\n const results = Base64DataUrlRegEx.exec(uri);\r\n if (results === null || results.length === 0) {\r\n return { match: false, type: \"\" };\r\n } else {\r\n const type = results[0].replace(\"data:\", \"\").replace(\"base64,\", \"\");\r\n return { match: true, type };\r\n }\r\n};\r\n\r\n/**\r\n * Decode the given base64 uri.\r\n * @param uri The uri to decode\r\n * @returns The decoded base64 data.\r\n * @internal\r\n */\r\nexport function DecodeBase64UrlToBinary(uri: string): ArrayBuffer {\r\n return DecodeBase64ToBinary(uri.split(\",\")[1]);\r\n}\r\n\r\n/**\r\n * Decode the given base64 uri into a UTF-8 encoded string.\r\n * @param uri The uri to decode\r\n * @returns The decoded base64 data.\r\n * @internal\r\n */\r\nexport const DecodeBase64UrlToString = (uri: string): string => {\r\n return DecodeBase64ToString(uri.split(\",\")[1]);\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n AbstractEngine._FileToolsLoadImage = LoadImage;\r\n AbstractEngine._FileToolsLoadFile = LoadFile;\r\n ShaderProcessor._FileToolsLoadFile = LoadFile;\r\n};\r\n\r\ninitSideEffects();\r\n\r\n// deprecated\r\n\r\n/**\r\n * FileTools defined as any.\r\n * This should not be imported or used in future releases or in any module in the framework\r\n * @internal\r\n * @deprecated import the needed function from fileTools.ts\r\n */\r\nexport let FileTools: {\r\n DecodeBase64UrlToBinary: (uri: string) => ArrayBuffer;\r\n DecodeBase64UrlToString: (uri: string) => string;\r\n DefaultRetryStrategy: any;\r\n BaseUrl: any;\r\n CorsBehavior: any;\r\n PreprocessUrl: any;\r\n IsBase64DataUrl: (uri: string) => boolean;\r\n IsFileURL: () => boolean;\r\n LoadFile: (\r\n fileOrUrl: string | File,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string | undefined) => void,\r\n onProgress?: ((ev: ProgressEvent<EventTarget>) => void) | undefined,\r\n offlineProvider?: IOfflineProvider | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((request?: WebRequest | undefined, exception?: LoadFileError | undefined) => void) | undefined,\r\n onOpened?: ((request: WebRequest) => void) | undefined\r\n ) => IFileRequest;\r\n LoadImage: (\r\n input: string | ArrayBuffer | Blob | ArrayBufferView,\r\n onLoad: (img: HTMLImageElement | ImageBitmap) => void,\r\n onError: (message?: string | undefined, exception?: any) => void,\r\n offlineProvider: Nullable<IOfflineProvider>,\r\n mimeType?: string | undefined,\r\n imageBitmapOptions?: ImageBitmapOptions | undefined\r\n ) => Nullable<HTMLImageElement>;\r\n ReadFile: (\r\n file: File,\r\n onSuccess: (data: any) => void,\r\n onProgress?: ((ev: ProgressEvent<EventTarget>) => any) | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((error: ReadFileError) => void) | undefined\r\n ) => IFileRequest;\r\n RequestFile: (\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, request?: WebRequest | undefined) => void,\r\n onProgress?: ((event: ProgressEvent<EventTarget>) => void) | undefined,\r\n offlineProvider?: IOfflineProvider | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((error: RequestFileError) => void) | undefined,\r\n onOpened?: ((request: WebRequest) => void) | undefined\r\n ) => IFileRequest;\r\n SetCorsBehavior: (url: string | string[], element: { crossOrigin: string | null }) => void;\r\n};\r\n/**\r\n * @param DecodeBase64UrlToBinary\r\n * @param DecodeBase64UrlToString\r\n * @param FileToolsOptions\r\n * @internal\r\n */\r\nexport const _injectLTSFileTools = (\r\n DecodeBase64UrlToBinary: (uri: string) => ArrayBuffer,\r\n DecodeBase64UrlToString: (uri: string) => string,\r\n FileToolsOptions: { DefaultRetryStrategy: any; BaseUrl: any; CorsBehavior: any; PreprocessUrl: any },\r\n IsBase64DataUrl: (uri: string) => boolean,\r\n IsFileURL: () => boolean,\r\n LoadFile: (\r\n fileOrUrl: string | File,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string | undefined) => void,\r\n onProgress?: ((ev: ProgressEvent<EventTarget>) => void) | undefined,\r\n offlineProvider?: IOfflineProvider | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((request?: WebRequest | undefined, exception?: LoadFileError | undefined) => void) | undefined,\r\n onOpened?: ((request: WebRequest) => void) | undefined\r\n ) => IFileRequest,\r\n LoadImage: (\r\n input: string | ArrayBuffer | ArrayBufferView | Blob,\r\n onLoad: (img: HTMLImageElement | ImageBitmap) => void,\r\n onError: (message?: string | undefined, exception?: any) => void,\r\n offlineProvider: Nullable<IOfflineProvider>,\r\n mimeType?: string,\r\n imageBitmapOptions?: ImageBitmapOptions | undefined\r\n ) => Nullable<HTMLImageElement>,\r\n ReadFile: (\r\n file: File,\r\n onSuccess: (data: any) => void,\r\n onProgress?: ((ev: ProgressEvent<EventTarget>) => any) | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((error: ReadFileError) => void) | undefined\r\n ) => IFileRequest,\r\n RequestFile: (\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, request?: WebRequest | undefined) => void,\r\n onProgress?: ((event: ProgressEvent<EventTarget>) => void) | undefined,\r\n offlineProvider?: IOfflineProvider | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((error: RequestFileError) => void) | undefined,\r\n onOpened?: ((request: WebRequest) => void) | undefined\r\n ) => IFileRequest,\r\n SetCorsBehavior: (url: string | string[], element: { crossOrigin: string | null }) => void\r\n) => {\r\n /**\r\n * Backwards compatibility.\r\n * @internal\r\n * @deprecated\r\n */\r\n FileTools = {\r\n DecodeBase64UrlToBinary,\r\n DecodeBase64UrlToString,\r\n DefaultRetryStrategy: FileToolsOptions.DefaultRetryStrategy,\r\n BaseUrl: FileToolsOptions.BaseUrl,\r\n CorsBehavior: FileToolsOptions.CorsBehavior,\r\n PreprocessUrl: FileToolsOptions.PreprocessUrl,\r\n IsBase64DataUrl,\r\n IsFileURL,\r\n LoadFile,\r\n LoadImage,\r\n ReadFile,\r\n RequestFile,\r\n SetCorsBehavior,\r\n };\r\n\r\n Object.defineProperty(FileTools, \"DefaultRetryStrategy\", {\r\n get: function (this: null) {\r\n return FileToolsOptions.DefaultRetryStrategy;\r\n },\r\n set: function (this: null, value: (url: string, request: WebRequest, retryIndex: number) => number) {\r\n FileToolsOptions.DefaultRetryStrategy = value;\r\n },\r\n });\r\n\r\n Object.defineProperty(FileTools, \"BaseUrl\", {\r\n get: function (this: null) {\r\n return FileToolsOptions.BaseUrl;\r\n },\r\n set: function (this: null, value: string) {\r\n FileToolsOptions.BaseUrl = value;\r\n },\r\n });\r\n\r\n Object.defineProperty(FileTools, \"PreprocessUrl\", {\r\n get: function (this: null) {\r\n return FileToolsOptions.PreprocessUrl;\r\n },\r\n set: function (this: null, value: (url: string) => string) {\r\n FileToolsOptions.PreprocessUrl = value;\r\n },\r\n });\r\n\r\n Object.defineProperty(FileTools, \"CorsBehavior\", {\r\n get: function (this: null) {\r\n return FileToolsOptions.CorsBehavior;\r\n },\r\n set: function (this: null, value: string | ((url: string | string[]) => string)) {\r\n FileToolsOptions.CorsBehavior = value;\r\n },\r\n });\r\n};\r\n\r\n_injectLTSFileTools(DecodeBase64UrlToBinary, DecodeBase64UrlToString, FileToolsOptions, IsBase64DataUrl, IsFileURL, LoadFile, LoadImage, ReadFile, RequestFile, SetCorsBehavior);\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { WebRequest } from \"./webRequest\";\r\nimport { IsWindowObjectExist } from \"./domManagement\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IOfflineProvider } from \"../Offline/IOfflineProvider\";\r\nimport type { IFileRequest } from \"./fileRequest\";\r\nimport { Observable } from \"./observable\";\r\nimport { FilesInputStore } from \"./filesInputStore\";\r\nimport { RetryStrategy } from \"./retryStrategy\";\r\nimport { BaseError, ErrorCodes, RuntimeError } from \"./error\";\r\nimport { DecodeBase64ToBinary, DecodeBase64ToString, EncodeArrayBufferToBase64 } from \"./stringTools\";\r\nimport { _functionContainer } from \"../Engines/Processors/shaderProcessor\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Logger } from \"./logger\";\r\nimport { TimingTools } from \"./timingTools\";\r\nimport type { INative } from \"../Engines/Native/nativeInterfaces\";\r\nimport { EngineFunctionContext } from \"core/Engines/abstractEngine.functions\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nconst Base64DataUrlRegEx = new RegExp(/^data:([^,]+\\/[^,]+)?;base64,/i);\r\ndeclare const _native: INative;\r\n\r\n/** @ignore */\r\nexport class LoadFileError extends RuntimeError {\r\n public request?: WebRequest;\r\n public file?: File;\r\n\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param object defines the optional web request\r\n */\r\n constructor(message: string, object?: WebRequest | File) {\r\n super(message, ErrorCodes.LoadFileError);\r\n\r\n this.name = \"LoadFileError\";\r\n BaseError._setPrototypeOf(this, LoadFileError.prototype);\r\n\r\n if (object instanceof WebRequest) {\r\n this.request = object;\r\n } else {\r\n this.file = object;\r\n }\r\n }\r\n}\r\n\r\n/** @ignore */\r\nexport class RequestFileError extends RuntimeError {\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param request defines the optional web request\r\n */\r\n constructor(\r\n message: string,\r\n public request: WebRequest\r\n ) {\r\n super(message, ErrorCodes.RequestFileError);\r\n this.name = \"RequestFileError\";\r\n BaseError._setPrototypeOf(this, RequestFileError.prototype);\r\n }\r\n}\r\n\r\n/** @ignore */\r\nexport class ReadFileError extends RuntimeError {\r\n /**\r\n * Creates a new ReadFileError\r\n * @param message defines the message of the error\r\n * @param file defines the optional file\r\n */\r\n constructor(\r\n message: string,\r\n public file: File\r\n ) {\r\n super(message, ErrorCodes.ReadFileError);\r\n this.name = \"ReadFileError\";\r\n BaseError._setPrototypeOf(this, ReadFileError.prototype);\r\n }\r\n}\r\n/**\r\n * @internal\r\n */\r\nexport const FileToolsOptions: {\r\n DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;\r\n BaseUrl: string;\r\n CorsBehavior: string | ((url: string | string[]) => string);\r\n PreprocessUrl: (url: string) => string;\r\n ScriptBaseUrl: string;\r\n ScriptPreprocessUrl: (url: string) => string;\r\n} = {\r\n /**\r\n * Gets or sets the retry strategy to apply when an error happens while loading an asset.\r\n * When defining this function, return the wait time before trying again or return -1 to\r\n * stop retrying and error out.\r\n */\r\n DefaultRetryStrategy: RetryStrategy.ExponentialBackoff(),\r\n\r\n /**\r\n * Gets or sets the base URL to use to load assets\r\n */\r\n BaseUrl: \"\",\r\n\r\n /**\r\n * Default behaviour for cors in the application.\r\n * It can be a string if the expected behavior is identical in the entire app.\r\n * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)\r\n */\r\n CorsBehavior: \"anonymous\",\r\n\r\n /**\r\n * Gets or sets a function used to pre-process url before using them to load assets\r\n * @param url\r\n * @returns the processed url\r\n */\r\n PreprocessUrl: (url: string) => url,\r\n\r\n /**\r\n * Gets or sets the base URL to use to load scripts\r\n * Used for both JS and WASM\r\n */\r\n ScriptBaseUrl: \"\",\r\n /**\r\n * Gets or sets a function used to pre-process script url before using them to load.\r\n * Used for both JS and WASM\r\n * @param url defines the url to process\r\n * @returns the processed url\r\n */\r\n ScriptPreprocessUrl: (url: string) => url,\r\n};\r\n\r\n/**\r\n * Removes unwanted characters from an url\r\n * @param url defines the url to clean\r\n * @returns the cleaned url\r\n */\r\nconst _CleanUrl = (url: string): string => {\r\n url = url.replace(/#/gm, \"%23\");\r\n return url;\r\n};\r\n\r\n/**\r\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\r\n * @param url define the url we are trying\r\n * @param element define the dom element where to configure the cors policy\r\n * @internal\r\n */\r\nexport const SetCorsBehavior = (url: string | string[], element: { crossOrigin: string | null }): void => {\r\n if (url && url.indexOf(\"data:\") === 0) {\r\n return;\r\n }\r\n\r\n if (FileToolsOptions.CorsBehavior) {\r\n if (typeof FileToolsOptions.CorsBehavior === \"string\" || FileToolsOptions.CorsBehavior instanceof String) {\r\n element.crossOrigin = <string>FileToolsOptions.CorsBehavior;\r\n } else {\r\n const result = FileToolsOptions.CorsBehavior(url);\r\n if (result) {\r\n element.crossOrigin = result;\r\n }\r\n }\r\n }\r\n};\r\n\r\n/**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @param imageBitmapOptions\r\n * @returns the HTMLImageElement of the loaded image\r\n * @internal\r\n */\r\nexport const LoadImage = (\r\n input: string | ArrayBuffer | ArrayBufferView | Blob,\r\n onLoad: (img: HTMLImageElement | ImageBitmap) => void,\r\n onError: (message?: string, exception?: any) => void,\r\n offlineProvider: Nullable<IOfflineProvider>,\r\n mimeType: string = \"\",\r\n imageBitmapOptions?: ImageBitmapOptions\r\n): Nullable<HTMLImageElement> => {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (typeof HTMLImageElement === \"undefined\" && !engine?._features.forceBitmapOverHTMLImageElement) {\r\n onError(\"LoadImage is only supported in web or BabylonNative environments.\");\r\n return null;\r\n }\r\n\r\n let url: string;\r\n let usingObjectURL = false;\r\n\r\n if (input instanceof ArrayBuffer || ArrayBuffer.isView(input)) {\r\n if (typeof Blob !== \"undefined\" && typeof URL !== \"undefined\") {\r\n url = URL.createObjectURL(new Blob([input], { type: mimeType }));\r\n usingObjectURL = true;\r\n } else {\r\n url = `data:${mimeType};base64,` + EncodeArrayBufferToBase64(input);\r\n }\r\n } else if (input instanceof Blob) {\r\n url = URL.createObjectURL(input);\r\n usingObjectURL = true;\r\n } else {\r\n url = _CleanUrl(input);\r\n url = FileToolsOptions.PreprocessUrl(input);\r\n }\r\n\r\n const onErrorHandler = (exception: any) => {\r\n if (onError) {\r\n const inputText = url || input.toString();\r\n onError(`Error while trying to load image: ${inputText.indexOf(\"http\") === 0 || inputText.length <= 128 ? inputText : inputText.slice(0, 128) + \"...\"}`, exception);\r\n }\r\n };\r\n\r\n if (engine?._features.forceBitmapOverHTMLImageElement) {\r\n LoadFile(\r\n url,\r\n (data) => {\r\n engine!\r\n .createImageBitmap(new Blob([data], { type: mimeType }), { premultiplyAlpha: \"none\", ...imageBitmapOptions })\r\n .then((imgBmp) => {\r\n onLoad(imgBmp);\r\n if (usingObjectURL) {\r\n URL.revokeObjectURL(url);\r\n }\r\n })\r\n .catch((reason) => {\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, reason);\r\n }\r\n });\r\n },\r\n undefined,\r\n offlineProvider || undefined,\r\n true,\r\n (request, exception) => {\r\n onErrorHandler(exception);\r\n }\r\n );\r\n\r\n return null;\r\n }\r\n\r\n const img = new Image();\r\n SetCorsBehavior(url, img);\r\n\r\n const handlersList: { target: any; name: string; handler: any }[] = [];\r\n\r\n const loadHandlersList = () => {\r\n handlersList.forEach((handler) => {\r\n handler.target.addEventListener(handler.name, handler.handler);\r\n });\r\n };\r\n\r\n const unloadHandlersList = () => {\r\n handlersList.forEach((handler) => {\r\n handler.target.removeEventListener(handler.name, handler.handler);\r\n });\r\n handlersList.length = 0;\r\n };\r\n\r\n const loadHandler = () => {\r\n unloadHandlersList();\r\n\r\n onLoad(img);\r\n\r\n // Must revoke the URL after calling onLoad to avoid security exceptions in\r\n // certain scenarios (e.g. when hosted in vscode).\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n\r\n const errorHandler = (err: any) => {\r\n unloadHandlersList();\r\n\r\n onErrorHandler(err);\r\n\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n\r\n const cspHandler = (err: any) => {\r\n if (err.blockedURI !== img.src) {\r\n return;\r\n }\r\n\r\n unloadHandlersList();\r\n const cspException = new Error(`CSP violation of policy ${err.effectiveDirective} ${err.blockedURI}. Current policy is ${err.originalPolicy}`);\r\n\r\n EngineStore.UseFallbackTexture = false;\r\n onErrorHandler(cspException);\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n img.src = \"\";\r\n };\r\n\r\n handlersList.push({ target: img, name: \"load\", handler: loadHandler });\r\n handlersList.push({ target: img, name: \"error\", handler: errorHandler });\r\n handlersList.push({ target: document, name: \"securitypolicyviolation\", handler: cspHandler });\r\n\r\n loadHandlersList();\r\n\r\n const fromBlob = url.substring(0, 5) === \"blob:\";\r\n const fromData = url.substring(0, 5) === \"data:\";\r\n const noOfflineSupport = () => {\r\n if (fromBlob || fromData || !WebRequest.IsCustomRequestAvailable) {\r\n img.src = url;\r\n } else {\r\n LoadFile(\r\n url,\r\n (data, _, contentType) => {\r\n const type = !mimeType && contentType ? contentType : mimeType;\r\n const blob = new Blob([data], { type });\r\n const url = URL.createObjectURL(blob);\r\n usingObjectURL = true;\r\n img.src = url;\r\n },\r\n undefined,\r\n offlineProvider || undefined,\r\n true,\r\n (_request, exception) => {\r\n onErrorHandler(exception);\r\n }\r\n );\r\n }\r\n };\r\n\r\n const loadFromOfflineSupport = () => {\r\n if (offlineProvider) {\r\n offlineProvider.loadImage(url, img);\r\n }\r\n };\r\n\r\n if (!fromBlob && !fromData && offlineProvider && offlineProvider.enableTexturesOffline) {\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);\r\n } else {\r\n if (url.indexOf(\"file:\") !== -1) {\r\n const textureName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (FilesInputStore.FilesToLoad[textureName] && typeof URL !== \"undefined\") {\r\n try {\r\n let blobURL;\r\n try {\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n } catch (ex) {\r\n // Chrome doesn't support oneTimeOnly parameter\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n img.src = blobURL;\r\n usingObjectURL = true;\r\n } catch (e) {\r\n img.src = \"\";\r\n }\r\n return img;\r\n }\r\n }\r\n\r\n noOfflineSupport();\r\n }\r\n\r\n return img;\r\n};\r\n\r\n/**\r\n * Reads a file from a File object\r\n * @param file defines the file to load\r\n * @param onSuccess defines the callback to call when data is loaded\r\n * @param onProgress defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @param onError defines the callback to call when an error occurs\r\n * @returns a file request object\r\n * @internal\r\n */\r\nexport const ReadFile = (\r\n file: File,\r\n onSuccess: (data: any) => void,\r\n onProgress?: (ev: ProgressEvent) => any,\r\n useArrayBuffer?: boolean,\r\n onError?: (error: ReadFileError) => void\r\n): IFileRequest => {\r\n const reader = new FileReader();\r\n const fileRequest: IFileRequest = {\r\n onCompleteObservable: new Observable<IFileRequest>(),\r\n abort: () => reader.abort(),\r\n };\r\n\r\n reader.onloadend = () => fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n if (onError) {\r\n reader.onerror = () => {\r\n onError(new ReadFileError(`Unable to read ${file.name}`, file));\r\n };\r\n }\r\n reader.onload = (e) => {\r\n //target doesn't have result from ts 1.3\r\n onSuccess((<any>e.target)[\"result\"]);\r\n };\r\n if (onProgress) {\r\n reader.onprogress = onProgress;\r\n }\r\n if (!useArrayBuffer) {\r\n // Asynchronous read\r\n reader.readAsText(file);\r\n } else {\r\n reader.readAsArrayBuffer(file);\r\n }\r\n\r\n return fileRequest;\r\n};\r\n\r\n/**\r\n * Loads a file from a url, a data url, or a file url\r\n * @param fileOrUrl file, url, data url, or file url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @param onOpened\r\n * @returns a file request object\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport const LoadFile = (\r\n fileOrUrl: File | string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string, contentType?: Nullable<string>) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void,\r\n onOpened?: (request: WebRequest) => void\r\n): IFileRequest => {\r\n if ((fileOrUrl as File).name) {\r\n return ReadFile(\r\n fileOrUrl as File,\r\n onSuccess,\r\n onProgress,\r\n useArrayBuffer,\r\n onError\r\n ? (error: ReadFileError) => {\r\n onError(undefined, error);\r\n }\r\n : undefined\r\n );\r\n }\r\n\r\n const url = fileOrUrl as string;\r\n\r\n // If file and file input are set\r\n if (url.indexOf(\"file:\") !== -1) {\r\n let fileName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (fileName.indexOf(\"./\") === 0) {\r\n fileName = fileName.substring(2);\r\n }\r\n const file = FilesInputStore.FilesToLoad[fileName];\r\n if (file) {\r\n return ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError ? (error) => onError(undefined, new LoadFileError(error.message, error.file)) : undefined);\r\n }\r\n }\r\n\r\n // For a Base64 Data URL\r\n const { match, type } = TestBase64DataUrl(url);\r\n if (match) {\r\n const fileRequest: IFileRequest = {\r\n onCompleteObservable: new Observable<IFileRequest>(),\r\n abort: () => () => {},\r\n };\r\n\r\n try {\r\n const data = useArrayBuffer ? DecodeBase64UrlToBinary(url) : DecodeBase64UrlToString(url);\r\n onSuccess(data, undefined, type);\r\n } catch (error) {\r\n if (onError) {\r\n onError(undefined, error);\r\n } else {\r\n Logger.Error(error.message || \"Failed to parse the Data URL\");\r\n }\r\n }\r\n\r\n TimingTools.SetImmediate(() => {\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n });\r\n\r\n return fileRequest;\r\n }\r\n\r\n return RequestFile(\r\n url,\r\n (data, request) => {\r\n onSuccess(data, request?.responseURL, request?.getResponseHeader(\"content-type\"));\r\n },\r\n onProgress,\r\n offlineProvider,\r\n useArrayBuffer,\r\n onError\r\n ? (error) => {\r\n onError(error.request, new LoadFileError(error.message, error.request));\r\n }\r\n : undefined,\r\n onOpened\r\n );\r\n};\r\n\r\n/**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @param onOpened callback called when the web request is opened\r\n * @returns a file request object\r\n * @internal\r\n */\r\nexport const RequestFile = (\r\n url: string,\r\n onSuccess?: (data: string | ArrayBuffer, request?: WebRequest) => void,\r\n onProgress?: (event: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (error: RequestFileError) => void,\r\n onOpened?: (request: WebRequest) => void\r\n): IFileRequest => {\r\n url = _CleanUrl(url);\r\n url = FileToolsOptions.PreprocessUrl(url);\r\n\r\n const loadUrl = FileToolsOptions.BaseUrl + url;\r\n\r\n let aborted = false;\r\n const fileRequest: IFileRequest = {\r\n onCompleteObservable: new Observable<IFileRequest>(),\r\n abort: () => (aborted = true),\r\n };\r\n\r\n const requestFile = () => {\r\n let request: Nullable<WebRequest> = new WebRequest();\r\n let retryHandle: Nullable<ReturnType<typeof setTimeout>> = null;\r\n let onReadyStateChange: Nullable<() => void>;\r\n\r\n const unbindEvents = () => {\r\n if (!request) {\r\n return;\r\n }\r\n\r\n if (onProgress) {\r\n request.removeEventListener(\"progress\", onProgress);\r\n }\r\n if (onReadyStateChange) {\r\n request.removeEventListener(\"readystatechange\", onReadyStateChange);\r\n }\r\n request.removeEventListener(\"loadend\", onLoadEnd!);\r\n };\r\n\r\n let onLoadEnd: Nullable<() => void> = () => {\r\n unbindEvents();\r\n\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n fileRequest.onCompleteObservable.clear();\r\n\r\n onProgress = undefined;\r\n onReadyStateChange = null;\r\n onLoadEnd = null;\r\n onError = undefined;\r\n onOpened = undefined;\r\n onSuccess = undefined;\r\n };\r\n\r\n fileRequest.abort = () => {\r\n aborted = true;\r\n\r\n if (onLoadEnd) {\r\n onLoadEnd();\r\n }\r\n\r\n if (request && request.readyState !== (XMLHttpRequest.DONE || 4)) {\r\n request.abort();\r\n }\r\n\r\n if (retryHandle !== null) {\r\n clearTimeout(retryHandle);\r\n retryHandle = null;\r\n }\r\n\r\n request = null;\r\n };\r\n\r\n const handleError = (error: any) => {\r\n const message = error.message || \"Unknown error\";\r\n if (onError && request) {\r\n onError(new RequestFileError(message, request));\r\n } else {\r\n Logger.Error(message);\r\n }\r\n };\r\n\r\n const retryLoop = (retryIndex: number) => {\r\n if (!request) {\r\n return;\r\n }\r\n request.open(\"GET\", loadUrl);\r\n\r\n if (onOpened) {\r\n try {\r\n onOpened(request);\r\n } catch (e) {\r\n handleError(e);\r\n return;\r\n }\r\n }\r\n\r\n if (useArrayBuffer) {\r\n request.responseType = \"arraybuffer\";\r\n }\r\n\r\n if (onProgress) {\r\n request.addEventListener(\"progress\", onProgress);\r\n }\r\n\r\n if (onLoadEnd) {\r\n request.addEventListener(\"loadend\", onLoadEnd);\r\n }\r\n\r\n onReadyStateChange = () => {\r\n if (aborted || !request) {\r\n return;\r\n }\r\n\r\n // In case of undefined state in some browsers.\r\n if (request.readyState === (XMLHttpRequest.DONE || 4)) {\r\n // Some browsers have issues where onreadystatechange can be called multiple times with the same value.\r\n if (onReadyStateChange) {\r\n request.removeEventListener(\"readystatechange\", onReadyStateChange);\r\n }\r\n\r\n if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!IsWindowObjectExist() || IsFileURL()))) {\r\n try {\r\n if (onSuccess) {\r\n onSuccess(useArrayBuffer ? request.response : request.responseText, request);\r\n }\r\n } catch (e) {\r\n handleError(e);\r\n }\r\n return;\r\n }\r\n\r\n const retryStrategy = FileToolsOptions.DefaultRetryStrategy;\r\n if (retryStrategy) {\r\n const waitTime = retryStrategy(loadUrl, request, retryIndex);\r\n if (waitTime !== -1) {\r\n // Prevent the request from completing for retry.\r\n unbindEvents();\r\n\r\n request = new WebRequest();\r\n retryHandle = setTimeout(() => retryLoop(retryIndex + 1), waitTime);\r\n return;\r\n }\r\n }\r\n\r\n const error = new RequestFileError(\"Error status: \" + request.status + \" \" + request.statusText + \" - Unable to load \" + loadUrl, request);\r\n if (onError) {\r\n onError(error);\r\n }\r\n }\r\n };\r\n\r\n request.addEventListener(\"readystatechange\", onReadyStateChange);\r\n\r\n request.send();\r\n };\r\n\r\n retryLoop(0);\r\n };\r\n\r\n // Caching all files\r\n if (offlineProvider && offlineProvider.enableSceneOffline) {\r\n const noOfflineSupport = (request?: any) => {\r\n if (request && request.status > 400) {\r\n if (onError) {\r\n onError(request);\r\n }\r\n } else {\r\n requestFile();\r\n }\r\n };\r\n\r\n const loadFromOfflineSupport = () => {\r\n // TODO: database needs to support aborting and should return a IFileRequest\r\n\r\n if (offlineProvider) {\r\n offlineProvider.loadFile(\r\n FileToolsOptions.BaseUrl + url,\r\n (data) => {\r\n if (!aborted && onSuccess) {\r\n onSuccess(data);\r\n }\r\n\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n },\r\n onProgress\r\n ? (event) => {\r\n if (!aborted && onProgress) {\r\n onProgress(event);\r\n }\r\n }\r\n : undefined,\r\n noOfflineSupport,\r\n useArrayBuffer\r\n );\r\n }\r\n };\r\n\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);\r\n } else {\r\n requestFile();\r\n }\r\n\r\n return fileRequest;\r\n};\r\n\r\n/**\r\n * Checks if the loaded document was accessed via `file:`-Protocol.\r\n * @returns boolean\r\n * @internal\r\n */\r\nexport const IsFileURL = (): boolean => {\r\n return typeof location !== \"undefined\" && location.protocol === \"file:\";\r\n};\r\n\r\n/**\r\n * Test if the given uri is a valid base64 data url\r\n * @param uri The uri to test\r\n * @returns True if the uri is a base64 data url or false otherwise\r\n * @internal\r\n */\r\nexport const IsBase64DataUrl = (uri: string): boolean => {\r\n return Base64DataUrlRegEx.test(uri);\r\n};\r\n\r\nexport const TestBase64DataUrl = (uri: string): { match: boolean; type: string } => {\r\n const results = Base64DataUrlRegEx.exec(uri);\r\n if (results === null || results.length === 0) {\r\n return { match: false, type: \"\" };\r\n } else {\r\n const type = results[0].replace(\"data:\", \"\").replace(\"base64,\", \"\");\r\n return { match: true, type };\r\n }\r\n};\r\n\r\n/**\r\n * Decode the given base64 uri.\r\n * @param uri The uri to decode\r\n * @returns The decoded base64 data.\r\n * @internal\r\n */\r\nexport function DecodeBase64UrlToBinary(uri: string): ArrayBuffer {\r\n return DecodeBase64ToBinary(uri.split(\",\")[1]);\r\n}\r\n\r\n/**\r\n * Decode the given base64 uri into a UTF-8 encoded string.\r\n * @param uri The uri to decode\r\n * @returns The decoded base64 data.\r\n * @internal\r\n */\r\nexport const DecodeBase64UrlToString = (uri: string): string => {\r\n return DecodeBase64ToString(uri.split(\",\")[1]);\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n AbstractEngine._FileToolsLoadImage = LoadImage;\r\n EngineFunctionContext.loadFile = LoadFile;\r\n _functionContainer.loadFile = LoadFile;\r\n};\r\n\r\ninitSideEffects();\r\n\r\n// deprecated\r\n\r\n/**\r\n * FileTools defined as any.\r\n * This should not be imported or used in future releases or in any module in the framework\r\n * @internal\r\n * @deprecated import the needed function from fileTools.ts\r\n */\r\nexport let FileTools: {\r\n DecodeBase64UrlToBinary: (uri: string) => ArrayBuffer;\r\n DecodeBase64UrlToString: (uri: string) => string;\r\n DefaultRetryStrategy: any;\r\n BaseUrl: any;\r\n CorsBehavior: any;\r\n PreprocessUrl: any;\r\n IsBase64DataUrl: (uri: string) => boolean;\r\n IsFileURL: () => boolean;\r\n LoadFile: (\r\n fileOrUrl: string | File,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string | undefined) => void,\r\n onProgress?: ((ev: ProgressEvent<EventTarget>) => void) | undefined,\r\n offlineProvider?: IOfflineProvider | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((request?: WebRequest | undefined, exception?: LoadFileError | undefined) => void) | undefined,\r\n onOpened?: ((request: WebRequest) => void) | undefined\r\n ) => IFileRequest;\r\n LoadImage: (\r\n input: string | ArrayBuffer | Blob | ArrayBufferView,\r\n onLoad: (img: HTMLImageElement | ImageBitmap) => void,\r\n onError: (message?: string | undefined, exception?: any) => void,\r\n offlineProvider: Nullable<IOfflineProvider>,\r\n mimeType?: string | undefined,\r\n imageBitmapOptions?: ImageBitmapOptions | undefined\r\n ) => Nullable<HTMLImageElement>;\r\n ReadFile: (\r\n file: File,\r\n onSuccess: (data: any) => void,\r\n onProgress?: ((ev: ProgressEvent<EventTarget>) => any) | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((error: ReadFileError) => void) | undefined\r\n ) => IFileRequest;\r\n RequestFile: (\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, request?: WebRequest | undefined) => void,\r\n onProgress?: ((event: ProgressEvent<EventTarget>) => void) | undefined,\r\n offlineProvider?: IOfflineProvider | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((error: RequestFileError) => void) | undefined,\r\n onOpened?: ((request: WebRequest) => void) | undefined\r\n ) => IFileRequest;\r\n SetCorsBehavior: (url: string | string[], element: { crossOrigin: string | null }) => void;\r\n};\r\n/**\r\n * @param DecodeBase64UrlToBinary\r\n * @param DecodeBase64UrlToString\r\n * @param FileToolsOptions\r\n * @internal\r\n */\r\nexport const _injectLTSFileTools = (\r\n DecodeBase64UrlToBinary: (uri: string) => ArrayBuffer,\r\n DecodeBase64UrlToString: (uri: string) => string,\r\n FileToolsOptions: { DefaultRetryStrategy: any; BaseUrl: any; CorsBehavior: any; PreprocessUrl: any },\r\n IsBase64DataUrl: (uri: string) => boolean,\r\n IsFileURL: () => boolean,\r\n LoadFile: (\r\n fileOrUrl: string | File,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string | undefined) => void,\r\n onProgress?: ((ev: ProgressEvent<EventTarget>) => void) | undefined,\r\n offlineProvider?: IOfflineProvider | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((request?: WebRequest | undefined, exception?: LoadFileError | undefined) => void) | undefined,\r\n onOpened?: ((request: WebRequest) => void) | undefined\r\n ) => IFileRequest,\r\n LoadImage: (\r\n input: string | ArrayBuffer | ArrayBufferView | Blob,\r\n onLoad: (img: HTMLImageElement | ImageBitmap) => void,\r\n onError: (message?: string | undefined, exception?: any) => void,\r\n offlineProvider: Nullable<IOfflineProvider>,\r\n mimeType?: string,\r\n imageBitmapOptions?: ImageBitmapOptions | undefined\r\n ) => Nullable<HTMLImageElement>,\r\n ReadFile: (\r\n file: File,\r\n onSuccess: (data: any) => void,\r\n onProgress?: ((ev: ProgressEvent<EventTarget>) => any) | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((error: ReadFileError) => void) | undefined\r\n ) => IFileRequest,\r\n RequestFile: (\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, request?: WebRequest | undefined) => void,\r\n onProgress?: ((event: ProgressEvent<EventTarget>) => void) | undefined,\r\n offlineProvider?: IOfflineProvider | undefined,\r\n useArrayBuffer?: boolean | undefined,\r\n onError?: ((error: RequestFileError) => void) | undefined,\r\n onOpened?: ((request: WebRequest) => void) | undefined\r\n ) => IFileRequest,\r\n SetCorsBehavior: (url: string | string[], element: { crossOrigin: string | null }) => void\r\n) => {\r\n /**\r\n * Backwards compatibility.\r\n * @internal\r\n * @deprecated\r\n */\r\n FileTools = {\r\n DecodeBase64UrlToBinary,\r\n DecodeBase64UrlToString,\r\n DefaultRetryStrategy: FileToolsOptions.DefaultRetryStrategy,\r\n BaseUrl: FileToolsOptions.BaseUrl,\r\n CorsBehavior: FileToolsOptions.CorsBehavior,\r\n PreprocessUrl: FileToolsOptions.PreprocessUrl,\r\n IsBase64DataUrl,\r\n IsFileURL,\r\n LoadFile,\r\n LoadImage,\r\n ReadFile,\r\n RequestFile,\r\n SetCorsBehavior,\r\n };\r\n\r\n Object.defineProperty(FileTools, \"DefaultRetryStrategy\", {\r\n get: function (this: null) {\r\n return FileToolsOptions.DefaultRetryStrategy;\r\n },\r\n set: function (this: null, value: (url: string, request: WebRequest, retryIndex: number) => number) {\r\n FileToolsOptions.DefaultRetryStrategy = value;\r\n },\r\n });\r\n\r\n Object.defineProperty(FileTools, \"BaseUrl\", {\r\n get: function (this: null) {\r\n return FileToolsOptions.BaseUrl;\r\n },\r\n set: function (this: null, value: string) {\r\n FileToolsOptions.BaseUrl = value;\r\n },\r\n });\r\n\r\n Object.defineProperty(FileTools, \"PreprocessUrl\", {\r\n get: function (this: null) {\r\n return FileToolsOptions.PreprocessUrl;\r\n },\r\n set: function (this: null, value: (url: string) => string) {\r\n FileToolsOptions.PreprocessUrl = value;\r\n },\r\n });\r\n\r\n Object.defineProperty(FileTools, \"CorsBehavior\", {\r\n get: function (this: null) {\r\n return FileToolsOptions.CorsBehavior;\r\n },\r\n set: function (this: null, value: string | ((url: string | string[]) => string)) {\r\n FileToolsOptions.CorsBehavior = value;\r\n },\r\n });\r\n};\r\n\r\n_injectLTSFileTools(DecodeBase64UrlToBinary, DecodeBase64UrlToString, FileToolsOptions, IsBase64DataUrl, IsFileURL, LoadFile, LoadImage, ReadFile, RequestFile, SetCorsBehavior);\r\n"]}
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\n\r\n/**\r\n * Defines the root class used to create scene optimization to use with SceneOptimizer\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates the SceneOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0\r\n ) {}\r\n}\r\n\r\n/**\r\n * Defines an optimization used to reduce the size of render target textures\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class TextureOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Reducing render target texture size to \" + this.maximumSize;\r\n }\r\n\r\n /**\r\n * Creates the TextureOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0,\r\n /**\r\n * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n */\r\n public maximumSize: number = 1024,\r\n /**\r\n * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n public step = 0.5\r\n ) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n let allDone = true;\r\n for (let index = 0; index < scene.textures.length; index++) {\r\n const texture = scene.textures[index];\r\n\r\n if (!texture.canRescale || (<any>texture).getContext) {\r\n continue;\r\n }\r\n\r\n const currentSize = texture.getSize();\r\n const maxDimension = Math.max(currentSize.width, currentSize.height);\r\n\r\n if (maxDimension > this.maximumSize) {\r\n texture.scale(this.step);\r\n allDone = false;\r\n }\r\n }\r\n\r\n return allDone;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to increase or decrease the rendering resolution\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class HardwareScalingOptimization extends SceneOptimization {\r\n private _currentScale = -1;\r\n private _directionOffset = 1;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Setting hardware scaling level to \" + this._currentScale;\r\n }\r\n\r\n /**\r\n * Creates the HardwareScalingOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumScale defines the maximum scale to use (2 by default)\r\n * @param step defines the step to use between two passes (0.5 by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0,\r\n /**\r\n * Defines the maximum scale to use (2 by default)\r\n */\r\n public maximumScale: number = 2,\r\n /**\r\n * Defines the step to use between two passes (0.5 by default)\r\n */\r\n public step: number = 0.25\r\n ) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this._currentScale === -1) {\r\n this._currentScale = scene.getEngine().getHardwareScalingLevel();\r\n if (this._currentScale > this.maximumScale) {\r\n this._directionOffset = -1;\r\n }\r\n }\r\n\r\n this._currentScale += this._directionOffset * this.step;\r\n\r\n scene.getEngine().setHardwareScalingLevel(this._currentScale);\r\n\r\n return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to remove shadows\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class ShadowsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning shadows on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.shadowsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn post-processes off\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class PostProcessesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning post-processes on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.postProcessesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn lens flares off\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class LensFlaresOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning lens flares on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.lensFlaresEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization based on user defined callback.\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class CustomOptimization extends SceneOptimization {\r\n /**\r\n * Callback called to apply the custom optimization.\r\n */\r\n public onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;\r\n\r\n /**\r\n * Callback called to get custom description\r\n */\r\n public onGetDescription: () => string;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n if (this.onGetDescription) {\r\n return this.onGetDescription();\r\n }\r\n\r\n return \"Running user defined callback\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this.onApply) {\r\n return this.onApply(scene, optimizer);\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn particles off\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class ParticlesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning particles on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.particlesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn render targets off\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class RenderTargetsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning render targets off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.renderTargetsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to merge meshes with compatible materials\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class MergeMeshesOptimization extends SceneOptimization {\r\n private static _UpdateSelectionTree = false;\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static get UpdateSelectionTree(): boolean {\r\n return MergeMeshesOptimization._UpdateSelectionTree;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static set UpdateSelectionTree(value: boolean) {\r\n MergeMeshesOptimization._UpdateSelectionTree = value;\r\n }\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Merging similar meshes together\";\r\n }\r\n\r\n private _canBeMerged = (abstractMesh: AbstractMesh): boolean => {\r\n if (!(abstractMesh instanceof Mesh)) {\r\n return false;\r\n }\r\n\r\n const mesh = <Mesh>abstractMesh;\r\n\r\n if (mesh.isDisposed()) {\r\n return false;\r\n }\r\n\r\n if (!mesh.isVisible || !mesh.isEnabled()) {\r\n return false;\r\n }\r\n\r\n if (mesh.instances.length > 0) {\r\n return false;\r\n }\r\n\r\n if (mesh.skeleton || mesh.hasLODLevels) {\r\n return false;\r\n }\r\n\r\n if (mesh.getTotalVertices() === 0) {\r\n return false;\r\n }\r\n\r\n return true;\r\n };\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @param updateSelectionTree defines that the selection octree has to be updated (false by default)\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean {\r\n const globalPool = scene.meshes.slice(0);\r\n let globalLength = globalPool.length;\r\n\r\n for (let index = 0; index < globalLength; index++) {\r\n const currentPool: Mesh[] = [];\r\n const current = globalPool[index];\r\n\r\n // Checks\r\n if (!this._canBeMerged(current)) {\r\n continue;\r\n }\r\n\r\n currentPool.push(<Mesh>current);\r\n\r\n // Find compatible meshes\r\n for (let subIndex = index + 1; subIndex < globalLength; subIndex++) {\r\n const otherMesh = globalPool[subIndex];\r\n\r\n if (!this._canBeMerged(otherMesh)) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.material !== current.material) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.checkCollisions !== current.checkCollisions) {\r\n continue;\r\n }\r\n\r\n currentPool.push(<Mesh>otherMesh);\r\n globalLength--;\r\n\r\n globalPool.splice(subIndex, 1);\r\n\r\n subIndex--;\r\n }\r\n\r\n if (currentPool.length < 2) {\r\n continue;\r\n }\r\n\r\n // Merge meshes\r\n Mesh.MergeMeshes(currentPool, undefined, true);\r\n }\r\n\r\n // Call the octree system optimization if it is defined.\r\n const sceneAsAny = scene as any;\r\n if (sceneAsAny.createOrUpdateSelectionOctree) {\r\n if (updateSelectionTree != undefined) {\r\n if (updateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n } else if (MergeMeshesOptimization.UpdateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines a list of options used by SceneOptimizer\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class SceneOptimizerOptions {\r\n /**\r\n * Gets the list of optimizations to apply\r\n */\r\n public optimizations: SceneOptimization[] = [];\r\n\r\n /**\r\n * Creates a new list of options used by SceneOptimizer\r\n * @param targetFrameRate defines the target frame rate to reach (60 by default)\r\n * @param trackerDuration defines the interval between two checks (2000ms by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the target frame rate to reach (60 by default)\r\n */\r\n public targetFrameRate: number = 60,\r\n /**\r\n * Defines the interval between two checks (2000ms by default)\r\n */\r\n public trackerDuration: number = 2000\r\n ) {}\r\n\r\n /**\r\n * Add a new optimization\r\n * @param optimization defines the SceneOptimization to add to the list of active optimizations\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addOptimization(optimization: SceneOptimization): SceneOptimizerOptions {\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a new custom optimization\r\n * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)\r\n * @param onGetDescription defines the callback called to get the description attached with the optimization.\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addCustomOptimization(onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean, onGetDescription: () => string, priority: number = 0): SceneOptimizerOptions {\r\n const optimization = new CustomOptimization(priority);\r\n optimization.onApply = onApply;\r\n optimization.onGetDescription = onGetDescription;\r\n\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 1024));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 512));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 2));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 256));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 4));\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to run optimizations in order to reach a target frame rate\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class SceneOptimizer implements IDisposable {\r\n private _isRunning = false;\r\n private _options: SceneOptimizerOptions;\r\n private _scene: Scene;\r\n private _currentPriorityLevel = 0;\r\n private _targetFrameRate = 60;\r\n private _trackerDuration = 2000;\r\n private _currentFrameRate = 0;\r\n private _sceneDisposeObserver: Nullable<Observer<Scene>>;\r\n private _improvementMode = false;\r\n\r\n /**\r\n * Defines an observable called when the optimizer reaches the target frame rate\r\n */\r\n public onSuccessObservable = new Observable<SceneOptimizer>();\r\n /**\r\n * Defines an observable called when the optimizer enables an optimization\r\n */\r\n public onNewOptimizationAppliedObservable = new Observable<SceneOptimization>();\r\n /**\r\n * Defines an observable called when the optimizer is not able to reach the target frame rate\r\n */\r\n public onFailureObservable = new Observable<SceneOptimizer>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the optimizer is in improvement mode\r\n */\r\n public get isInImprovementMode(): boolean {\r\n return this._improvementMode;\r\n }\r\n\r\n public set isInImprovementMode(value: boolean) {\r\n this._improvementMode = value;\r\n }\r\n\r\n /**\r\n * Gets the current priority level (0 at start)\r\n */\r\n public get currentPriorityLevel(): number {\r\n return this._currentPriorityLevel;\r\n }\r\n\r\n /**\r\n * Gets the current frame rate checked by the SceneOptimizer\r\n */\r\n public get currentFrameRate(): number {\r\n return this._currentFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public get targetFrameRate(): number {\r\n return this._targetFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public set targetFrameRate(value: number) {\r\n this._targetFrameRate = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public get trackerDuration(): number {\r\n return this._trackerDuration;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public set trackerDuration(value: number) {\r\n this._trackerDuration = value;\r\n }\r\n\r\n /**\r\n * Gets the list of active optimizations\r\n */\r\n public get optimizations(): SceneOptimization[] {\r\n return this._options.optimizations;\r\n }\r\n\r\n /**\r\n * Creates a new SceneOptimizer\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)\r\n * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)\r\n */\r\n public constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities = true, improvementMode = false) {\r\n if (!options) {\r\n this._options = new SceneOptimizerOptions();\r\n } else {\r\n this._options = options;\r\n }\r\n\r\n if (this._options.targetFrameRate) {\r\n this._targetFrameRate = this._options.targetFrameRate;\r\n }\r\n\r\n if (this._options.trackerDuration) {\r\n this._trackerDuration = this._options.trackerDuration;\r\n }\r\n\r\n if (autoGeneratePriorities) {\r\n let priority = 0;\r\n for (const optim of this._options.optimizations) {\r\n optim.priority = priority++;\r\n }\r\n }\r\n\r\n this._improvementMode = improvementMode;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._sceneDisposeObserver = this._scene.onDisposeObservable.add(() => {\r\n this._sceneDisposeObserver = null;\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Stops the current optimizer\r\n */\r\n public stop() {\r\n this._isRunning = false;\r\n }\r\n\r\n /**\r\n * Reset the optimizer to initial step (current priority level = 0)\r\n */\r\n public reset() {\r\n this._currentPriorityLevel = 0;\r\n }\r\n\r\n /**\r\n * Start the optimizer. By default it will try to reach a specific framerate\r\n * but if the optimizer is set with improvementMode === true then it will run all optimization while frame rate is above the target frame rate\r\n */\r\n public start() {\r\n if (this._isRunning) {\r\n return;\r\n }\r\n\r\n this._isRunning = true;\r\n\r\n // Let's wait for the scene to be ready before running our check\r\n this._scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n private _checkCurrentState() {\r\n if (!this._isRunning) {\r\n return;\r\n }\r\n\r\n const scene = this._scene;\r\n const options = this._options;\r\n\r\n this._currentFrameRate = Math.round(scene.getEngine().getFps());\r\n\r\n if ((this._improvementMode && this._currentFrameRate <= this._targetFrameRate) || (!this._improvementMode && this._currentFrameRate >= this._targetFrameRate)) {\r\n this._isRunning = false;\r\n this.onSuccessObservable.notifyObservers(this);\r\n return;\r\n }\r\n\r\n // Apply current level of optimizations\r\n let allDone = true;\r\n let noOptimizationApplied = true;\r\n for (let index = 0; index < options.optimizations.length; index++) {\r\n const optimization = options.optimizations[index];\r\n\r\n if (optimization.priority === this._currentPriorityLevel) {\r\n noOptimizationApplied = false;\r\n allDone = allDone && optimization.apply(scene, this);\r\n this.onNewOptimizationAppliedObservable.notifyObservers(optimization);\r\n }\r\n }\r\n\r\n // If no optimization was applied, this is a failure :(\r\n if (noOptimizationApplied) {\r\n this._isRunning = false;\r\n this.onFailureObservable.notifyObservers(this);\r\n\r\n return;\r\n }\r\n\r\n // If all optimizations were done, move to next level\r\n if (allDone) {\r\n this._currentPriorityLevel++;\r\n }\r\n\r\n // Let's the system running for a specific amount of time before checking FPS\r\n scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this.stop();\r\n this.onSuccessObservable.clear();\r\n this.onFailureObservable.clear();\r\n this.onNewOptimizationAppliedObservable.clear();\r\n if (this._sceneDisposeObserver) {\r\n this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to create a SceneOptimizer with one single line of code\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param onSuccess defines a callback to call on success\r\n * @param onFailure defines a callback to call on failure\r\n * @returns the new SceneOptimizer object\r\n */\r\n public static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer {\r\n const optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);\r\n\r\n if (onSuccess) {\r\n optimizer.onSuccessObservable.add(() => {\r\n onSuccess();\r\n });\r\n }\r\n\r\n if (onFailure) {\r\n optimizer.onFailureObservable.add(() => {\r\n onFailure();\r\n });\r\n }\r\n\r\n optimizer.start();\r\n\r\n return optimizer;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\n\r\n/**\r\n * Defines the root class used to create scene optimization to use with SceneOptimizer\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates the SceneOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0\r\n ) {}\r\n}\r\n\r\n/**\r\n * Defines an optimization used to reduce the size of render target textures\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class TextureOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public override getDescription(): string {\r\n return \"Reducing render target texture size to \" + this.maximumSize;\r\n }\r\n\r\n /**\r\n * Creates the TextureOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public override priority: number = 0,\r\n /**\r\n * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n */\r\n public maximumSize: number = 1024,\r\n /**\r\n * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n public step = 0.5\r\n ) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public override apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n let allDone = true;\r\n for (let index = 0; index < scene.textures.length; index++) {\r\n const texture = scene.textures[index];\r\n\r\n if (!texture.canRescale || (<any>texture).getContext) {\r\n continue;\r\n }\r\n\r\n const currentSize = texture.getSize();\r\n const maxDimension = Math.max(currentSize.width, currentSize.height);\r\n\r\n if (maxDimension > this.maximumSize) {\r\n texture.scale(this.step);\r\n allDone = false;\r\n }\r\n }\r\n\r\n return allDone;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to increase or decrease the rendering resolution\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class HardwareScalingOptimization extends SceneOptimization {\r\n private _currentScale = -1;\r\n private _directionOffset = 1;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public override getDescription(): string {\r\n return \"Setting hardware scaling level to \" + this._currentScale;\r\n }\r\n\r\n /**\r\n * Creates the HardwareScalingOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumScale defines the maximum scale to use (2 by default)\r\n * @param step defines the step to use between two passes (0.5 by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public override priority: number = 0,\r\n /**\r\n * Defines the maximum scale to use (2 by default)\r\n */\r\n public maximumScale: number = 2,\r\n /**\r\n * Defines the step to use between two passes (0.5 by default)\r\n */\r\n public step: number = 0.25\r\n ) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public override apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this._currentScale === -1) {\r\n this._currentScale = scene.getEngine().getHardwareScalingLevel();\r\n if (this._currentScale > this.maximumScale) {\r\n this._directionOffset = -1;\r\n }\r\n }\r\n\r\n this._currentScale += this._directionOffset * this.step;\r\n\r\n scene.getEngine().setHardwareScalingLevel(this._currentScale);\r\n\r\n return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to remove shadows\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class ShadowsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public override getDescription(): string {\r\n return \"Turning shadows on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public override apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.shadowsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn post-processes off\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class PostProcessesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public override getDescription(): string {\r\n return \"Turning post-processes on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public override apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.postProcessesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn lens flares off\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class LensFlaresOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public override getDescription(): string {\r\n return \"Turning lens flares on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public override apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.lensFlaresEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization based on user defined callback.\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class CustomOptimization extends SceneOptimization {\r\n /**\r\n * Callback called to apply the custom optimization.\r\n */\r\n public onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;\r\n\r\n /**\r\n * Callback called to get custom description\r\n */\r\n public onGetDescription: () => string;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public override getDescription(): string {\r\n if (this.onGetDescription) {\r\n return this.onGetDescription();\r\n }\r\n\r\n return \"Running user defined callback\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public override apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this.onApply) {\r\n return this.onApply(scene, optimizer);\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn particles off\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class ParticlesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public override getDescription(): string {\r\n return \"Turning particles on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public override apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.particlesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn render targets off\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class RenderTargetsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public override getDescription(): string {\r\n return \"Turning render targets off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public override apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.renderTargetsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to merge meshes with compatible materials\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class MergeMeshesOptimization extends SceneOptimization {\r\n private static _UpdateSelectionTree = false;\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static get UpdateSelectionTree(): boolean {\r\n return MergeMeshesOptimization._UpdateSelectionTree;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static set UpdateSelectionTree(value: boolean) {\r\n MergeMeshesOptimization._UpdateSelectionTree = value;\r\n }\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public override getDescription(): string {\r\n return \"Merging similar meshes together\";\r\n }\r\n\r\n private _canBeMerged = (abstractMesh: AbstractMesh): boolean => {\r\n if (!(abstractMesh instanceof Mesh)) {\r\n return false;\r\n }\r\n\r\n const mesh = <Mesh>abstractMesh;\r\n\r\n if (mesh.isDisposed()) {\r\n return false;\r\n }\r\n\r\n if (!mesh.isVisible || !mesh.isEnabled()) {\r\n return false;\r\n }\r\n\r\n if (mesh.instances.length > 0) {\r\n return false;\r\n }\r\n\r\n if (mesh.skeleton || mesh.hasLODLevels) {\r\n return false;\r\n }\r\n\r\n if (mesh.getTotalVertices() === 0) {\r\n return false;\r\n }\r\n\r\n return true;\r\n };\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @param updateSelectionTree defines that the selection octree has to be updated (false by default)\r\n * @returns true if everything that can be done was applied\r\n */\r\n public override apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean {\r\n const globalPool = scene.meshes.slice(0);\r\n let globalLength = globalPool.length;\r\n\r\n for (let index = 0; index < globalLength; index++) {\r\n const currentPool: Mesh[] = [];\r\n const current = globalPool[index];\r\n\r\n // Checks\r\n if (!this._canBeMerged(current)) {\r\n continue;\r\n }\r\n\r\n currentPool.push(<Mesh>current);\r\n\r\n // Find compatible meshes\r\n for (let subIndex = index + 1; subIndex < globalLength; subIndex++) {\r\n const otherMesh = globalPool[subIndex];\r\n\r\n if (!this._canBeMerged(otherMesh)) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.material !== current.material) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.checkCollisions !== current.checkCollisions) {\r\n continue;\r\n }\r\n\r\n currentPool.push(<Mesh>otherMesh);\r\n globalLength--;\r\n\r\n globalPool.splice(subIndex, 1);\r\n\r\n subIndex--;\r\n }\r\n\r\n if (currentPool.length < 2) {\r\n continue;\r\n }\r\n\r\n // Merge meshes\r\n Mesh.MergeMeshes(currentPool, undefined, true);\r\n }\r\n\r\n // Call the octree system optimization if it is defined.\r\n const sceneAsAny = scene as any;\r\n if (sceneAsAny.createOrUpdateSelectionOctree) {\r\n if (updateSelectionTree != undefined) {\r\n if (updateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n } else if (MergeMeshesOptimization.UpdateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines a list of options used by SceneOptimizer\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class SceneOptimizerOptions {\r\n /**\r\n * Gets the list of optimizations to apply\r\n */\r\n public optimizations: SceneOptimization[] = [];\r\n\r\n /**\r\n * Creates a new list of options used by SceneOptimizer\r\n * @param targetFrameRate defines the target frame rate to reach (60 by default)\r\n * @param trackerDuration defines the interval between two checks (2000ms by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the target frame rate to reach (60 by default)\r\n */\r\n public targetFrameRate: number = 60,\r\n /**\r\n * Defines the interval between two checks (2000ms by default)\r\n */\r\n public trackerDuration: number = 2000\r\n ) {}\r\n\r\n /**\r\n * Add a new optimization\r\n * @param optimization defines the SceneOptimization to add to the list of active optimizations\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addOptimization(optimization: SceneOptimization): SceneOptimizerOptions {\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a new custom optimization\r\n * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)\r\n * @param onGetDescription defines the callback called to get the description attached with the optimization.\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addCustomOptimization(onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean, onGetDescription: () => string, priority: number = 0): SceneOptimizerOptions {\r\n const optimization = new CustomOptimization(priority);\r\n optimization.onApply = onApply;\r\n optimization.onGetDescription = onGetDescription;\r\n\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 1024));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 512));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 2));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 256));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 4));\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to run optimizations in order to reach a target frame rate\r\n * @description More details at https://doc.babylonjs.com/features/featuresDeepDive/scene/sceneOptimizer\r\n */\r\nexport class SceneOptimizer implements IDisposable {\r\n private _isRunning = false;\r\n private _options: SceneOptimizerOptions;\r\n private _scene: Scene;\r\n private _currentPriorityLevel = 0;\r\n private _targetFrameRate = 60;\r\n private _trackerDuration = 2000;\r\n private _currentFrameRate = 0;\r\n private _sceneDisposeObserver: Nullable<Observer<Scene>>;\r\n private _improvementMode = false;\r\n\r\n /**\r\n * Defines an observable called when the optimizer reaches the target frame rate\r\n */\r\n public onSuccessObservable = new Observable<SceneOptimizer>();\r\n /**\r\n * Defines an observable called when the optimizer enables an optimization\r\n */\r\n public onNewOptimizationAppliedObservable = new Observable<SceneOptimization>();\r\n /**\r\n * Defines an observable called when the optimizer is not able to reach the target frame rate\r\n */\r\n public onFailureObservable = new Observable<SceneOptimizer>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the optimizer is in improvement mode\r\n */\r\n public get isInImprovementMode(): boolean {\r\n return this._improvementMode;\r\n }\r\n\r\n public set isInImprovementMode(value: boolean) {\r\n this._improvementMode = value;\r\n }\r\n\r\n /**\r\n * Gets the current priority level (0 at start)\r\n */\r\n public get currentPriorityLevel(): number {\r\n return this._currentPriorityLevel;\r\n }\r\n\r\n /**\r\n * Gets the current frame rate checked by the SceneOptimizer\r\n */\r\n public get currentFrameRate(): number {\r\n return this._currentFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public get targetFrameRate(): number {\r\n return this._targetFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public set targetFrameRate(value: number) {\r\n this._targetFrameRate = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public get trackerDuration(): number {\r\n return this._trackerDuration;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public set trackerDuration(value: number) {\r\n this._trackerDuration = value;\r\n }\r\n\r\n /**\r\n * Gets the list of active optimizations\r\n */\r\n public get optimizations(): SceneOptimization[] {\r\n return this._options.optimizations;\r\n }\r\n\r\n /**\r\n * Creates a new SceneOptimizer\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)\r\n * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)\r\n */\r\n public constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities = true, improvementMode = false) {\r\n if (!options) {\r\n this._options = new SceneOptimizerOptions();\r\n } else {\r\n this._options = options;\r\n }\r\n\r\n if (this._options.targetFrameRate) {\r\n this._targetFrameRate = this._options.targetFrameRate;\r\n }\r\n\r\n if (this._options.trackerDuration) {\r\n this._trackerDuration = this._options.trackerDuration;\r\n }\r\n\r\n if (autoGeneratePriorities) {\r\n let priority = 0;\r\n for (const optim of this._options.optimizations) {\r\n optim.priority = priority++;\r\n }\r\n }\r\n\r\n this._improvementMode = improvementMode;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._sceneDisposeObserver = this._scene.onDisposeObservable.add(() => {\r\n this._sceneDisposeObserver = null;\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Stops the current optimizer\r\n */\r\n public stop() {\r\n this._isRunning = false;\r\n }\r\n\r\n /**\r\n * Reset the optimizer to initial step (current priority level = 0)\r\n */\r\n public reset() {\r\n this._currentPriorityLevel = 0;\r\n }\r\n\r\n /**\r\n * Start the optimizer. By default it will try to reach a specific framerate\r\n * but if the optimizer is set with improvementMode === true then it will run all optimization while frame rate is above the target frame rate\r\n */\r\n public start() {\r\n if (this._isRunning) {\r\n return;\r\n }\r\n\r\n this._isRunning = true;\r\n\r\n // Let's wait for the scene to be ready before running our check\r\n this._scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n private _checkCurrentState() {\r\n if (!this._isRunning) {\r\n return;\r\n }\r\n\r\n const scene = this._scene;\r\n const options = this._options;\r\n\r\n this._currentFrameRate = Math.round(scene.getEngine().getFps());\r\n\r\n if ((this._improvementMode && this._currentFrameRate <= this._targetFrameRate) || (!this._improvementMode && this._currentFrameRate >= this._targetFrameRate)) {\r\n this._isRunning = false;\r\n this.onSuccessObservable.notifyObservers(this);\r\n return;\r\n }\r\n\r\n // Apply current level of optimizations\r\n let allDone = true;\r\n let noOptimizationApplied = true;\r\n for (let index = 0; index < options.optimizations.length; index++) {\r\n const optimization = options.optimizations[index];\r\n\r\n if (optimization.priority === this._currentPriorityLevel) {\r\n noOptimizationApplied = false;\r\n allDone = allDone && optimization.apply(scene, this);\r\n this.onNewOptimizationAppliedObservable.notifyObservers(optimization);\r\n }\r\n }\r\n\r\n // If no optimization was applied, this is a failure :(\r\n if (noOptimizationApplied) {\r\n this._isRunning = false;\r\n this.onFailureObservable.notifyObservers(this);\r\n\r\n return;\r\n }\r\n\r\n // If all optimizations were done, move to next level\r\n if (allDone) {\r\n this._currentPriorityLevel++;\r\n }\r\n\r\n // Let's the system running for a specific amount of time before checking FPS\r\n scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this.stop();\r\n this.onSuccessObservable.clear();\r\n this.onFailureObservable.clear();\r\n this.onNewOptimizationAppliedObservable.clear();\r\n if (this._sceneDisposeObserver) {\r\n this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to create a SceneOptimizer with one single line of code\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param onSuccess defines a callback to call on success\r\n * @param onFailure defines a callback to call on failure\r\n * @returns the new SceneOptimizer object\r\n */\r\n public static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer {\r\n const optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);\r\n\r\n if (onSuccess) {\r\n optimizer.onSuccessObservable.add(() => {\r\n onSuccess();\r\n });\r\n }\r\n\r\n if (onFailure) {\r\n optimizer.onFailureObservable.add(() => {\r\n onFailure();\r\n });\r\n }\r\n\r\n optimizer.start();\r\n\r\n return optimizer;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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index < this.length; index++) {\r\n func(this.data[index]);\r\n }\r\n }\r\n\r\n /**\r\n * Sorts the full sets of data.\r\n * @param compareFn defines the comparison function to apply.\r\n */\r\n public sort(compareFn: (a: T, b: T) => number): void {\r\n this.data.sort(compareFn);\r\n }\r\n\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n public reset(): void {\r\n this.length = 0;\r\n }\r\n\r\n /**\r\n * Releases all the data from the array as well as the array.\r\n */\r\n public dispose(): void {\r\n this.reset();\r\n\r\n if (this.data) {\r\n this.data.length = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Concats the active data with a given array.\r\n * @param array defines the data to concatenate with.\r\n */\r\n public concat(array: any): void {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n\r\n for (let index = 0; index < array.length; index++) {\r\n this.data[this.length++] = (array.data || array)[index];\r\n }\r\n }\r\n\r\n /**\r\n * Returns the position of a value in the active data.\r\n * @param value defines the value to find the index for\r\n * @returns the index if found in the active data otherwise -1\r\n */\r\n public indexOf(value: T): number {\r\n const position = this.data.indexOf(value);\r\n\r\n if (position >= this.length) {\r\n return -1;\r\n }\r\n\r\n return position;\r\n }\r\n\r\n /**\r\n * Returns whether an element is part of the active data.\r\n * @param value defines the value to look for\r\n * @returns true if found in the active data otherwise false\r\n */\r\n public contains(value: T): boolean {\r\n return this.indexOf(value) !== -1;\r\n }\r\n\r\n // Statics\r\n private static _GlobalId = 0;\r\n}\r\n\r\n/**\r\n * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.\r\n * The data in this array can only be present once\r\n */\r\nexport class SmartArrayNoDuplicate<T> extends SmartArray<T> {\r\n private _duplicateId = 0;\r\n\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * THIS DOES NOT PREVENT DUPPLICATE DATA\r\n * @param value defines the object to push in the array.\r\n */\r\n public push(value: T): void {\r\n super.push(value);\r\n\r\n if (!(<any>value).__smartArrayFlags) {\r\n (<any>value).__smartArrayFlags = {};\r\n }\r\n\r\n (<any>value).__smartArrayFlags[this._id] = this._duplicateId;\r\n }\r\n\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * If the data is already present, it won t be added again\r\n * @param value defines the object to push in the array.\r\n * @returns true if added false if it was already present\r\n */\r\n public pushNoDuplicate(value: T): boolean {\r\n if ((<any>value).__smartArrayFlags && (<any>value).__smartArrayFlags[this._id] === this._duplicateId) {\r\n return false;\r\n }\r\n this.push(value);\r\n return true;\r\n }\r\n\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n public reset(): void {\r\n super.reset();\r\n this._duplicateId++;\r\n }\r\n\r\n /**\r\n * Concats the active data with a given array.\r\n * This ensures no duplicate will be present in the result.\r\n * @param array defines the data to concatenate with.\r\n */\r\n public concatWithNoDuplicate(array: any): void {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n\r\n for (let index = 0; index < array.length; index++) {\r\n const item = (array.data || array)[index];\r\n this.pushNoDuplicate(item);\r\n }\r\n }\r\n}\r\n"]}
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index < this.length; index++) {\r\n func(this.data[index]);\r\n }\r\n }\r\n\r\n /**\r\n * Sorts the full sets of data.\r\n * @param compareFn defines the comparison function to apply.\r\n */\r\n public sort(compareFn: (a: T, b: T) => number): void {\r\n this.data.sort(compareFn);\r\n }\r\n\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n public reset(): void {\r\n this.length = 0;\r\n }\r\n\r\n /**\r\n * Releases all the data from the array as well as the array.\r\n */\r\n public dispose(): void {\r\n this.reset();\r\n\r\n if (this.data) {\r\n this.data.length = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Concats the active data with a given array.\r\n * @param array defines the data to concatenate with.\r\n */\r\n public concat(array: any): void {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n\r\n for (let index = 0; index < array.length; index++) {\r\n this.data[this.length++] = (array.data || array)[index];\r\n }\r\n }\r\n\r\n /**\r\n * Returns the position of a value in the active data.\r\n * @param value defines the value to find the index for\r\n * @returns the index if found in the active data otherwise -1\r\n */\r\n public indexOf(value: T): number {\r\n const position = this.data.indexOf(value);\r\n\r\n if (position >= this.length) {\r\n return -1;\r\n }\r\n\r\n return position;\r\n }\r\n\r\n /**\r\n * Returns whether an element is part of the active data.\r\n * @param value defines the value to look for\r\n * @returns true if found in the active data otherwise false\r\n */\r\n public contains(value: T): boolean {\r\n return this.indexOf(value) !== -1;\r\n }\r\n\r\n // Statics\r\n private static _GlobalId = 0;\r\n}\r\n\r\n/**\r\n * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.\r\n * The data in this array can only be present once\r\n */\r\nexport class SmartArrayNoDuplicate<T> extends SmartArray<T> {\r\n private _duplicateId = 0;\r\n\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * THIS DOES NOT PREVENT DUPPLICATE DATA\r\n * @param value defines the object to push in the array.\r\n */\r\n public override push(value: T): void {\r\n super.push(value);\r\n\r\n if (!(<any>value).__smartArrayFlags) {\r\n (<any>value).__smartArrayFlags = {};\r\n }\r\n\r\n (<any>value).__smartArrayFlags[this._id] = this._duplicateId;\r\n }\r\n\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * If the data is already present, it won t be added again\r\n * @param value defines the object to push in the array.\r\n * @returns true if added false if it was already present\r\n */\r\n public pushNoDuplicate(value: T): boolean {\r\n if ((<any>value).__smartArrayFlags && (<any>value).__smartArrayFlags[this._id] === this._duplicateId) {\r\n return false;\r\n }\r\n this.push(value);\r\n return true;\r\n }\r\n\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n public override reset(): void {\r\n super.reset();\r\n this._duplicateId++;\r\n }\r\n\r\n /**\r\n * Concats the active data with a given array.\r\n * This ensures no duplicate will be present in the result.\r\n * @param array defines the data to concatenate with.\r\n */\r\n public concatWithNoDuplicate(array: any): void {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n\r\n for (let index = 0; index < array.length; index++) {\r\n const item = (array.data || array)[index];\r\n this.pushNoDuplicate(item);\r\n }\r\n }\r\n}\r\n"]}
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If all the workers are active, the action will be\r\n * pended until a worker has completed its action.\r\n * @param action The action to perform. Call onComplete when the action is complete.\r\n */\r\n public push(action: (worker: Worker, onComplete: () => void) => void): void {\r\n if (!this._executeOnIdleWorker(action)) {\r\n this._pendingActions.push(action);\r\n }\r\n }\r\n\r\n protected _executeOnIdleWorker(action: (worker: Worker, onComplete: () => void) => void): boolean {\r\n for (const workerInfo of this._workerInfos) {\r\n if (workerInfo.idle) {\r\n this._execute(workerInfo, action);\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n protected _execute(workerInfo: WorkerInfo, action: (worker: Worker, onComplete: () => void) => void): void {\r\n workerInfo.idle = false;\r\n workerInfo.workerPromise.then((worker) => {\r\n action(worker, () => {\r\n const nextAction = this._pendingActions.shift();\r\n if (nextAction) {\r\n this._execute(workerInfo, nextAction);\r\n } else {\r\n workerInfo.idle = true;\r\n }\r\n });\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Options for AutoReleaseWorkerPool\r\n */\r\nexport interface AutoReleaseWorkerPoolOptions {\r\n /**\r\n * Idle time elapsed before workers are terminated.\r\n */\r\n idleTimeElapsedBeforeRelease: number;\r\n}\r\n\r\n/**\r\n * Similar to the WorkerPool class except it creates and destroys workers automatically with a maximum of `maxWorkers` workers.\r\n * Workers are terminated when it is idle for at least `idleTimeElapsedBeforeRelease` milliseconds.\r\n */\r\nexport class AutoReleaseWorkerPool extends WorkerPool {\r\n /**\r\n * Default options for the constructor.\r\n * Override to change the defaults.\r\n */\r\n public static DefaultOptions: AutoReleaseWorkerPoolOptions = {\r\n idleTimeElapsedBeforeRelease: 1000,\r\n };\r\n\r\n private readonly _maxWorkers: number;\r\n private readonly _createWorkerAsync: () => Promise<Worker>;\r\n private readonly _options: AutoReleaseWorkerPoolOptions;\r\n\r\n constructor(maxWorkers: number, createWorkerAsync: () => Promise<Worker>, options = AutoReleaseWorkerPool.DefaultOptions) {\r\n super([]);\r\n\r\n this._maxWorkers = maxWorkers;\r\n this._createWorkerAsync = createWorkerAsync;\r\n this._options = options;\r\n }\r\n\r\n public push(action: (worker: Worker, onComplete: () => void) => void): void {\r\n if (!this._executeOnIdleWorker(action)) {\r\n if (this._workerInfos.length < this._maxWorkers) {\r\n const workerInfo: WorkerInfo = {\r\n workerPromise: this._createWorkerAsync(),\r\n idle: false,\r\n };\r\n this._workerInfos.push(workerInfo);\r\n this._execute(workerInfo, action);\r\n } else {\r\n this._pendingActions.push(action);\r\n }\r\n }\r\n }\r\n\r\n protected _execute(workerInfo: WorkerInfo, action: (worker: Worker, onComplete: () => void) => void): void {\r\n // Reset the idle timeout.\r\n if (workerInfo.timeoutId) {\r\n clearTimeout(workerInfo.timeoutId);\r\n delete workerInfo.timeoutId;\r\n }\r\n\r\n super._execute(workerInfo, (worker, onComplete) => {\r\n action(worker, () => {\r\n onComplete();\r\n\r\n if (workerInfo.idle) {\r\n // Schedule the worker to be terminated after the elapsed time.\r\n workerInfo.timeoutId = setTimeout(() => {\r\n workerInfo.workerPromise.then((worker) => {\r\n worker.terminate();\r\n });\r\n\r\n const indexOf = this._workerInfos.indexOf(workerInfo);\r\n if (indexOf !== -1) {\r\n this._workerInfos.splice(indexOf, 1);\r\n }\r\n }, this._options.idleTimeElapsedBeforeRelease);\r\n }\r\n });\r\n });\r\n }\r\n}\r\n"]}
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If all the workers are active, the action will be\r\n * pended until a worker has completed its action.\r\n * @param action The action to perform. Call onComplete when the action is complete.\r\n */\r\n public push(action: (worker: Worker, onComplete: () => void) => void): void {\r\n if (!this._executeOnIdleWorker(action)) {\r\n this._pendingActions.push(action);\r\n }\r\n }\r\n\r\n protected _executeOnIdleWorker(action: (worker: Worker, onComplete: () => void) => void): boolean {\r\n for (const workerInfo of this._workerInfos) {\r\n if (workerInfo.idle) {\r\n this._execute(workerInfo, action);\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n protected _execute(workerInfo: WorkerInfo, action: (worker: Worker, onComplete: () => void) => void): void {\r\n workerInfo.idle = false;\r\n workerInfo.workerPromise.then((worker) => {\r\n action(worker, () => {\r\n const nextAction = this._pendingActions.shift();\r\n if (nextAction) {\r\n this._execute(workerInfo, nextAction);\r\n } else {\r\n workerInfo.idle = true;\r\n }\r\n });\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Options for AutoReleaseWorkerPool\r\n */\r\nexport interface AutoReleaseWorkerPoolOptions {\r\n /**\r\n * Idle time elapsed before workers are terminated.\r\n */\r\n idleTimeElapsedBeforeRelease: number;\r\n}\r\n\r\n/**\r\n * Similar to the WorkerPool class except it creates and destroys workers automatically with a maximum of `maxWorkers` workers.\r\n * Workers are terminated when it is idle for at least `idleTimeElapsedBeforeRelease` milliseconds.\r\n */\r\nexport class AutoReleaseWorkerPool extends WorkerPool {\r\n /**\r\n * Default options for the constructor.\r\n * Override to change the defaults.\r\n */\r\n public static DefaultOptions: AutoReleaseWorkerPoolOptions = {\r\n idleTimeElapsedBeforeRelease: 1000,\r\n };\r\n\r\n private readonly _maxWorkers: number;\r\n private readonly _createWorkerAsync: () => Promise<Worker>;\r\n private readonly _options: AutoReleaseWorkerPoolOptions;\r\n\r\n constructor(maxWorkers: number, createWorkerAsync: () => Promise<Worker>, options = AutoReleaseWorkerPool.DefaultOptions) {\r\n super([]);\r\n\r\n this._maxWorkers = maxWorkers;\r\n this._createWorkerAsync = createWorkerAsync;\r\n this._options = options;\r\n }\r\n\r\n public override push(action: (worker: Worker, onComplete: () => void) => void): void {\r\n if (!this._executeOnIdleWorker(action)) {\r\n if (this._workerInfos.length < this._maxWorkers) {\r\n const workerInfo: WorkerInfo = {\r\n workerPromise: this._createWorkerAsync(),\r\n idle: false,\r\n };\r\n this._workerInfos.push(workerInfo);\r\n this._execute(workerInfo, action);\r\n } else {\r\n this._pendingActions.push(action);\r\n }\r\n }\r\n }\r\n\r\n protected override _execute(workerInfo: WorkerInfo, action: (worker: Worker, onComplete: () => void) => void): void {\r\n // Reset the idle timeout.\r\n if (workerInfo.timeoutId) {\r\n clearTimeout(workerInfo.timeoutId);\r\n delete workerInfo.timeoutId;\r\n }\r\n\r\n super._execute(workerInfo, (worker, onComplete) => {\r\n action(worker, () => {\r\n onComplete();\r\n\r\n if (workerInfo.idle) {\r\n // Schedule the worker to be terminated after the elapsed time.\r\n workerInfo.timeoutId = setTimeout(() => {\r\n workerInfo.workerPromise.then((worker) => {\r\n worker.terminate();\r\n });\r\n\r\n const indexOf = this._workerInfos.indexOf(workerInfo);\r\n if (indexOf !== -1) {\r\n this._workerInfos.splice(indexOf, 1);\r\n }\r\n }, this._options.idleTimeElapsedBeforeRelease);\r\n }\r\n });\r\n });\r\n }\r\n}\r\n"]}