@babylonjs/core 7.3.3 → 7.5.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (71) hide show
  1. package/Engines/abstractEngine.d.ts +11 -12
  2. package/Engines/abstractEngine.js +7 -7
  3. package/Engines/abstractEngine.js.map +1 -1
  4. package/Engines/thinEngine.d.ts +2 -2
  5. package/Engines/thinEngine.functions.d.ts +2 -0
  6. package/Engines/thinEngine.functions.js +1 -1
  7. package/Engines/thinEngine.functions.js.map +1 -1
  8. package/Engines/thinEngine.js +9 -10
  9. package/Engines/thinEngine.js.map +1 -1
  10. package/Loading/Plugins/babylonFileLoader.js +25 -14
  11. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  12. package/Materials/Background/backgroundMaterial.js +1 -2
  13. package/Materials/Background/backgroundMaterial.js.map +1 -1
  14. package/Materials/GreasedLine/greasedLinePluginMaterial.js +7 -3
  15. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  16. package/Materials/Node/Blocks/modBlock.js +7 -1
  17. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  18. package/Materials/Node/nodeMaterial.d.ts +2 -4
  19. package/Materials/Node/nodeMaterial.js +1 -3
  20. package/Materials/Node/nodeMaterial.js.map +1 -1
  21. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -2
  22. package/Materials/PBR/pbrBaseMaterial.js +1 -2
  23. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  24. package/Materials/effect.d.ts +4 -0
  25. package/Materials/effect.functions.js +2 -0
  26. package/Materials/effect.functions.js.map +1 -1
  27. package/Materials/effect.js.map +1 -1
  28. package/Materials/effect.webgl.functions.js +1 -1
  29. package/Materials/effect.webgl.functions.js.map +1 -1
  30. package/Materials/imageProcessingConfiguration.d.ts +5 -0
  31. package/Materials/imageProcessingConfiguration.defines.d.ts +2 -4
  32. package/Materials/imageProcessingConfiguration.defines.js +1 -2
  33. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  34. package/Materials/imageProcessingConfiguration.js +23 -11
  35. package/Materials/imageProcessingConfiguration.js.map +1 -1
  36. package/Materials/meshDebugPluginMaterial.js +2 -2
  37. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  38. package/Materials/standardMaterial.d.ts +1 -2
  39. package/Materials/standardMaterial.js +1 -2
  40. package/Materials/standardMaterial.js.map +1 -1
  41. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +6 -0
  42. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  43. package/Misc/fileTools.d.ts +6 -0
  44. package/Misc/fileTools.js +4 -3
  45. package/Misc/fileTools.js.map +1 -1
  46. package/Misc/greasedLineTools.js +7 -1
  47. package/Misc/greasedLineTools.js.map +1 -1
  48. package/Misc/sceneSerializer.js +9 -1
  49. package/Misc/sceneSerializer.js.map +1 -1
  50. package/Misc/textureTools.d.ts +2 -0
  51. package/Misc/textureTools.js +2 -0
  52. package/Misc/textureTools.js.map +1 -1
  53. package/Misc/tools.d.ts +0 -6
  54. package/Misc/tools.js +0 -9
  55. package/Misc/tools.js.map +1 -1
  56. package/PostProcesses/imageProcessingPostProcess.js +14 -5
  57. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  58. package/Rendering/GlobalIllumination/giRSMManager.d.ts +6 -0
  59. package/Rendering/GlobalIllumination/giRSMManager.js +15 -1
  60. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  61. package/Rendering/renderingGroup.js +1 -1
  62. package/Rendering/renderingGroup.js.map +1 -1
  63. package/Shaders/ShadersInclude/imageProcessingFunctions.js +8 -5
  64. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  65. package/Shaders/lod.fragment.d.ts +5 -0
  66. package/Shaders/lod.fragment.js +12 -0
  67. package/Shaders/lod.fragment.js.map +1 -0
  68. package/Shaders/lodCube.fragment.d.ts +5 -0
  69. package/Shaders/lodCube.fragment.js +30 -0
  70. package/Shaders/lodCube.fragment.js.map +1 -0
  71. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"greasedLineTools.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/greasedLineTools.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,oBAAoB,CAAC;AAC5C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAG3D,OAAO,EAAE,oBAAoB,EAAE,MAAM,gCAAgC,CAAC;AAItE,OAAO,EAAE,UAAU,EAAE,MAAM,kCAAkC,CAAC;AAE9D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,2BAA2B,EAAE,MAAM,sDAAsD,CAAC;AAEnG;;GAEG;AACH,MAAM,OAAO,gBAAgB;IACzB;;;;OAIG;IACI,MAAM,CAAC,aAAa,CAAC,MAAyB;QACjD,IAAI,MAAM,CAAC,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,OAAO,MAAM,CAAC,CAAC,CAAC,KAAK,QAAQ,EAAE;YACzE,OAAO,CAAW,MAAM,CAAC,CAAC;SAC7B;aAAM,IAAI,MAAM,CAAC,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,OAAO,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,QAAQ,EAAE;YACtF,OAAmB,MAAM,CAAC;SAC7B;aAAM,IAAI,MAAM,CAAC,MAAM,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,MAAM,CAAC,CAAC,CAAC,YAAY,OAAO,EAAE;YACnF,MAAM,SAAS,GAAa,EAAE,CAAC;YAC/B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACpC,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC,CAAY,CAAC;gBAC/B,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;aACjC;YACD,OAAO,CAAC,SAAS,CAAC,CAAC;SACtB;aAAM,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,OAAO,EAAE;YACjH,MAAM,SAAS,GAAe,EAAE,CAAC;YACjC,MAAM,YAAY,GAAG,MAAqB,CAAC;YAC3C,YAAY,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;gBACvB,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC1D,CAAC,CAAC,CAAC;YACH,OAAO,SAAS,CAAC;SACpB;aAAM,IAAI,MAAM,YAAY,YAAY,EAAE;YACvC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;SAC/B;aAAM,IAAI,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,CAAC,CAAC,YAAY,YAAY,EAAE;YAC3D,MAAM,SAAS,GAAe,EAAE,CAAC;YACjC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;gBACjB,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAiB,CAAC,CAAC,CAAC;YAClD,CAAC,CAAC,CAAC;YACH,OAAO,SAAS,CAAC;SACpB;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,uBAAuB,CAAC,EAAW,EAAE,EAAW,EAAE,EAAW;QACvE,MAAM,aAAa,GAAG,EAAE,CAAC;QACzB,QAAQ;QACR,IAAI,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,aAAa,EAAE,GAAG,CAAC,EAAE;YACrC,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,QAAQ;QACR,IAAI,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,aAAa,EAAE,GAAG,CAAC,EAAE;YACrC,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,QAAQ;QACR,IAAI,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,aAAa,EAAE,GAAG,CAAC,EAAE;YACrC,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,OAAO,aAAa,CAAC,MAAM,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,aAAa,CAAC;IAC7D,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,uBAAuB,CAAC,EAAW,EAAE,EAAW,EAAE,EAAW,EAAE,MAAmB;QAC5F,MAAM,aAAa,GAAG,EAAE,CAAC;QACzB,QAAQ;QACR,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,CAAC,EAAE;YACnD,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,QAAQ;QACR,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,CAAC,EAAE;YACnD,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,QAAQ;QACR,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,CAAC,EAAE;YACnD,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,OAAO,aAAa,CAAC,MAAM,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,aAAa,CAAC;IAC7D,CAAC;IAEO,MAAM,CAAC,eAAe,CAAC,EAAW,EAAE,EAAW,EAAE,MAAmB;QACxE,KAAK,MAAM,EAAE,IAAI,MAAM,EAAE;YACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAChC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,EAAE;oBACnB,uBAAuB;oBACvB,oDAAoD;oBACpD,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,EAAE;wBAChD,OAAO,IAAI,CAAC;qBACf;iBACJ;aACJ;SACJ;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,aAAa,CACvB,MAAsB,EACtB,SAWgB;QAEhB,MAAM,MAAM,GAAgB,EAAE,CAAC;QAE/B,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,SAAS,EAAE,EAAE;YAC5B,MAAM,QAAQ,GAAG,CAAC,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;YAC9D,MAAM,OAAO,GAAG,CAAC,CAAC,UAAU,EAAE,CAAC;YAC/B,IAAI,QAAQ,IAAI,OAAO,EAAE;gBACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBAC7C,MAAM,GAAG,GAAG,OAAO,CAAC,EAAE,EAAE,CAAC,GAAG,CAAC,CAAC;oBAC9B,MAAM,GAAG,GAAG,OAAO,CAAC,EAAE,EAAE,CAAC,GAAG,CAAC,CAAC;oBAC9B,MAAM,GAAG,GAAG,OAAO,CAAC,EAAE,EAAE,CAAC,GAAG,CAAC,CAAC;oBAE9B,MAAM,EAAE,GAAG,IAAI,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;oBAC5E,MAAM,EAAE,GAAG,IAAI,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;oBAC5E,MAAM,EAAE,GAAG,IAAI,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;oBAE5E,IAAI,SAAS,EAAE;wBACX,MAAM,mBAAmB,GAAG,SAAS,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,OAAO,CAAC,CAAC;wBACnG,IAAI,mBAAmB,EAAE;4BACrB,KAAK,MAAM,CAAC,IAAI,mBAAmB,EAAE;gCACjC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;6BAClB;yBACJ;qBACJ;yBAAM;wBACH,MAAM,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;qBAC7C;iBACJ;aACJ;QACL,CAAC,CAAC,CAAC;QAEH,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,cAAc,CAAC,MAA6B;QACtD,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE;YAC1B,MAAM,KAAK,GAAgB,EAAE,CAAC;YAC9B,MAAM,UAAU,GAAG,MAAoB,CAAC;YACxC,KAAK,MAAM,aAAa,IAAI,UAAU,EAAE;gBACpC,MAAM,QAAQ,GAAc,EAAE,CAAC;gBAC/B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;oBAC9C,QAAQ,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;iBAC5F;gBACD,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;aACxB;YACD,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,UAAU,GAAG,MAAkB,CAAC;QACtC,MAAM,KAAK,GAAc,EAAE,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;YAC3C,KAAK,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;SAChF;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,aAAa,CAAC,MAAiB;QACzC,OAAO,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAClD,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,kBAAkB,CAAC,MAAkB;QAC/C,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;QACxC,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,KAAK,IAAI,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,GAAI;YAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;YACjC,KAAK,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC;SACtB;QACD,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;IAC7B,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,aAAa,CAAC,IAA0B;QAClD,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE;YACnB,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,MAAiB,CAAC;QACtB,IAAI,OAAO,IAAI,CAAC,CAAC,CAAC,KAAK,QAAQ,EAAE;YAC7B,MAAM,GAAG,gBAAgB,CAAC,cAAc,CAAW,IAAI,CAAc,CAAC;SACzE;aAAM;YACH,MAAM,GAAG,IAAiB,CAAC;SAC9B;QAED,MAAM,GAAG,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAClC,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,KAAK,EAAE,EAAE;YACpD,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC;YAC7B,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACjC,MAAM,IAAI,MAAM,CAAC,aAAa,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC;SACxD;QACD,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,kBAAkB,CAAC,IAAc;QAC3C,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QAC9C,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,YAAY,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,EAAE,KAAK,GAAG,YAAY,EAAE,KAAK,EAAE,EAAE;YACnF,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC5B,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC5B,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC5B,CAAC,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YACzB,CAAC,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YACzB,CAAC,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YACzB,MAAM,aAAa,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YACvD,MAAM,IAAI,aAAa,CAAC;YACxB,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC;SAC3B;QACD,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,wBAAwB,CAAC,MAAe,EAAE,MAAe,EAAE,YAAoB;QACzF,MAAM,iBAAiB,GAAc,EAAE,CAAC;QACxC,MAAM,IAAI,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QACrC,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACtC,OAAO,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC;QAC7B,MAAM,aAAa,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC5C,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,aAAa,CAAC,CAAC;QAEzC,IAAI,SAAS,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAC/B,iBAAiB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAClC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,YAAY,EAAE,KAAK,EAAE,EAAE;YAC/C,SAAS,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;YAC9B,iBAAiB,CAAC,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC,CAAC;SAC/D;QAED,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,6BAA6B,CAAC,IAAmF,EAAE,aAAqB;QAClJ,MAAM,QAAQ,GACV,IAAI,CAAC,CAAC,CAAC,YAAY,OAAO;YACtB,CAAC,CAAC,gBAAgB,CAAC,eAAe,CAAC,IAAiB,CAAC;YACrD,CAAC,CAAC,OAAO,IAAI,CAAC,CAAC,CAAC,KAAK,QAAQ;gBAC3B,CAAC,CAAC,gBAAgB,CAAC,eAAe,CAAC,gBAAgB,CAAC,cAAc,CAAC,IAAgB,CAAc,CAAC;gBAClG,CAAC,CAAE,IAA+D,CAAC;QAC7E,MAAM,MAAM,GAAc,EAAE,CAAC;QAC7B,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;YACnB,IAAI,CAAC,CAAC,MAAM,GAAG,aAAa,EAAE;gBAC1B,MAAM,QAAQ,GAAG,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,GAAG,aAAa,CAAC,CAAC,CAAC;gBACpH,QAAQ,CAAC,OAAO,CAAC,CAAC,GAAG,EAAE,EAAE;oBACrB,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;gBACrB,CAAC,CAAC,CAAC;aACN;iBAAM;gBACH,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;gBACtB,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;aACzB;QACL,CAAC,CAAC,CAAC;QACH,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,4BAA4B,CAAC,IAA0B,EAAE,YAAoB;QACvF,MAAM,MAAM,GAAc,CAAC,OAAO,IAAI,CAAC,CAAC,CAAC,KAAK,QAAQ,CAAC,CAAC,CAAC,gBAAgB,CAAC,cAAc,CAAW,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QACjH,MAAM,aAAa,GAAG,gBAAgB,CAAC,aAAa,CAAC,MAAM,CAAC,GAAG,YAAY,CAAC;QAC5E,OAAO,gBAAgB,CAAC,6BAA6B,CAAC,MAAM,EAAE,aAAa,CAAC,CAAC;IACjF,CAAC;IACD;;;;;OAKG;IACI,MAAM,CAAC,eAAe,CAAC,MAAiB;QAC3C,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,KAAK,EAAE,EAAE;YACpD,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC;YAC7B,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACjC,MAAM,MAAM,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,MAAM,EAAE,CAAC;YAChD,QAAQ,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC,CAAC;SAC7C;QAED,OAAO,QAAQ,CAAC;IACpB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,sBAAsB,CAAC,MAAiB;QAClD,MAAM,QAAQ,GAAG,gBAAgB,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;QAC1D,MAAM,MAAM,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;QAC9C,OAAO;YACH,GAAG,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM;YACrB,GAAG,EAAE,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,MAAM;SACxC,CAAC;IACN,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,6BAA6B,CAAC,YAAoE,EAAE,UAAkB,EAAE,SAAiB,EAAE,UAAU,GAAG,KAAK;QACvK,MAAM,qBAAqB,GAAG,UAAU,GAAG,SAAS,CAAC;QACrD,IAAI,iBAAiB,GAAG,CAAC,CAAC;QAC1B,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,MAAM,kBAAkB,GAAG,YAAY,CAAC,MAAM,CAAC;QAC/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,kBAAkB,EAAE,CAAC,EAAE,EAAE;YACzC,IAAI,qBAAqB,IAAI,iBAAiB,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,EAAE;gBACrE,YAAY,GAAG,CAAC,CAAC;gBACjB,MAAM;aACT;YACD,iBAAiB,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;SAC/C;QAED,MAAM,CAAC,GAAG,CAAC,qBAAqB,GAAG,iBAAiB,CAAC,GAAG,YAAY,CAAC,YAAY,CAAC,CAAC,MAAM,CAAC;QAE1F,YAAY,CAAC,YAAY,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC,MAAM,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1G,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACxE,IAAI,CAAC,UAAU,EAAE;YACb,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC,MAAM,CAAC,CAAC;SACvE;QAED,OAAO,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC;IACzC,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,mBAAmB,CAAC,OAAe,EAAE,QAAgB,EAAE,CAAC,GAAG,CAAC,EAAE,OAAO,GAAG,OAAO,EAAE,YAAY,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,QAAQ;QAClI,MAAM,MAAM,GAAc,EAAE,CAAC;QAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,EAAE,EAAE;YAChC,MAAM,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,OAAO,EAAE,CAAC,CAAC,CAAC,CAAC;SAC3G;QACD,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,mBAAmB,CAAC,EAAW,EAAE,EAAW,EAAE,EAAW,EAAE,QAAgB;QACrF,OAAO,MAAM,CAAC,qBAAqB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,QAAQ,CAAC;aACpD,SAAS,EAAE;aACX,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACzC,CAAC;IAED;;;;;;;;;;OAUG;IACI,MAAM,CAAC,WAAW,CAAC,QAAiB,EAAE,SAAkB,EAAE,MAAc,EAAE,OAAe,EAAE,SAAiB,EAAE,YAAY,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC;QACrJ,MAAM,MAAM,GAAG,CAAC,QAAQ,CAAC,KAAK,EAAE,EAAE,QAAQ,CAAC,GAAG,CAAC,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;QACpG,MAAM,MAAM,GAAG,CAAC,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,cAAc,CAAC,CAAC;QAElE,OAAO;YACH,MAAM;YACN,MAAM;SACT,CAAC;IACN,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,iBAAiB,CAAC,IAAY,EAAE,IAAY,EAAE,UAAkB,EAAE,QAAmB,EAAE,CAAC,GAAG,CAAC,EAAE,YAAY,GAAG,IAAI;QAC3H,MAAM,SAAS,GAAG,EAAE,CAAC;QACrB,MAAM,UAAU,GAAG,oBAAoB,CAAC,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC;QAE1E,KAAK,MAAM,EAAE,IAAI,UAAU,EAAE;YACzB,KAAK,MAAM,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE;gBACtB,MAAM,MAAM,GAAG,EAAE,CAAC;gBAClB,MAAM,QAAQ,GAAG,CAAC,CAAC,SAAS,EAAE,CAAC;gBAC/B,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE;oBACxB,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;iBAChC;gBACD,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;aAC1B;YAED,IAAI,YAAY,EAAE;gBACd,KAAK,MAAM,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE;oBACtB,MAAM,KAAK,GAAG,EAAE,CAAC;oBACjB,MAAM,QAAQ,GAAG,CAAC,CAAC,SAAS,EAAE,CAAC;oBAC/B,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE;wBACxB,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;qBAC/B;oBACD,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;iBACzB;aACJ;SACJ;QAED,OAAO,SAAS,CAAC;IACrB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,iBAAiB,CAAC,MAAgB;QAC5C,MAAM,UAAU,GAAe,IAAI,UAAU,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACjE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,UAAU,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,UAAU,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,UAAU,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,UAAU,CAAC,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;SACzB;QAED,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,mBAAmB,CAAC,IAAY,EAAE,MAAgB,EAAE,cAAsB,EAAE,KAAY;QAClG,MAAM,WAAW,GAAG,gBAAgB,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;QAC/D,MAAM,aAAa,GAAG,IAAI,UAAU,CAAC,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,cAAc,CAAC,CAAC;QACnI,aAAa,CAAC,IAAI,GAAG,IAAI,CAAC;QAC1B,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,yBAAyB,CAAC,KAAY;QAChD,IAAI,CAAC,2BAA2B,CAAC,kBAAkB,EAAE;YACjD,MAAM,WAAW,GAAG,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC;YACtC,2BAA2B,CAAC,kBAAkB,GAAG,IAAI,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,UAAU,CAAC,eAAe,CAAC,CAAC;YAC/J,2BAA2B,CAAC,kBAAkB,CAAC,IAAI,GAAG,uBAAuB,CAAC;SACjF;QAED,OAAO,2BAA2B,CAAC,kBAAkB,CAAC;IAC1D,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,yBAAyB;QACnC,2BAA2B,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC;QAC1D,2BAA2B,CAAC,kBAAkB,GAAG,IAAI,CAAC;IAC1D,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAe,CAAC,IAAc;QACxC,OAAO,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACxB,CAAC;CACJ","sourcesContent":["import { Curve3 } from \"../Maths/math.path\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { IFontData } from \"../Meshes/Builders/textBuilder\";\r\nimport { CreateTextShapePaths } from \"../Meshes/Builders/textBuilder\";\r\nimport type { FloatArray, IndicesArray } from \"../types\";\r\nimport type { GreasedLinePoints } from \"../Meshes/GreasedLine/greasedLineBaseMesh\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { GreasedLineMaterialDefaults } from \"../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * Tool functions for GreasedLine\r\n */\r\nexport class GreasedLineTools {\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n vectorPoints.forEach((p) => {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n });\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n return [Array.from(points)];\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n points.forEach((p) => {\r\n positions.push(Array.from(p as Float32Array));\r\n });\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Omit zero length lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitZeroLengthPredicate(p1: Vector3, p2: Vector3, p3: Vector3) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (p2.subtract(p1).lengthSquared() > 0) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (p3.subtract(p2).lengthSquared() > 0) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (p1.subtract(p3).lengthSquared() > 0) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n /**\r\n * Omit duplicate lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @param points array of points to search in\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitDuplicatesPredicate(p1: Vector3, p2: Vector3, p3: Vector3, points: Vector3[][]) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (!GreasedLineTools._SearchInPoints(p1, p2, points)) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (!GreasedLineTools._SearchInPoints(p2, p3, points)) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (!GreasedLineTools._SearchInPoints(p3, p1, points)) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n private static _SearchInPoints(p1: Vector3, p2: Vector3, points: Vector3[][]) {\r\n for (const ps of points) {\r\n for (let i = 0; i < ps.length; i++) {\r\n if (ps[i]?.equals(p1)) {\r\n // find the first point\r\n // if it has a sibling of p2 the line already exists\r\n if (ps[i + 1]?.equals(p2) || ps[i - 1]?.equals(p2)) {\r\n return true;\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets mesh triangles as line positions\r\n * @param meshes array of meshes\r\n * @param predicate predicate function which decides whether to include the mesh triangle/face in the ouput\r\n * @returns array of arrays of points\r\n */\r\n public static MeshesToLines(\r\n meshes: AbstractMesh[],\r\n predicate?: (\r\n p1: Vector3,\r\n p2: Vector3,\r\n p3: Vector3,\r\n points: Vector3[][],\r\n indiceIndex: number,\r\n vertexIndex: number,\r\n mesh: AbstractMesh,\r\n meshIndex: number,\r\n vertices: FloatArray,\r\n indices: IndicesArray\r\n ) => Vector3[][]\r\n ) {\r\n const points: Vector3[][] = [];\r\n\r\n meshes.forEach((m, meshIndex) => {\r\n const vertices = m.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = m.getIndices();\r\n if (vertices && indices) {\r\n for (let i = 0, ii = 0; i < indices.length; i++) {\r\n const vi1 = indices[ii++] * 3;\r\n const vi2 = indices[ii++] * 3;\r\n const vi3 = indices[ii++] * 3;\r\n\r\n const p1 = new Vector3(vertices[vi1], vertices[vi1 + 1], vertices[vi1 + 2]);\r\n const p2 = new Vector3(vertices[vi2], vertices[vi2 + 1], vertices[vi2 + 2]);\r\n const p3 = new Vector3(vertices[vi3], vertices[vi3 + 1], vertices[vi3 + 2]);\r\n\r\n if (predicate) {\r\n const pointsFromPredicate = predicate(p1, p2, p3, points, i, vi1, m, meshIndex, vertices, indices);\r\n if (pointsFromPredicate) {\r\n for (const p of pointsFromPredicate) {\r\n points.push(p);\r\n }\r\n }\r\n } else {\r\n points.push([p1, p2], [p2, p3], [p3, p1]);\r\n }\r\n }\r\n }\r\n });\r\n\r\n return points;\r\n }\r\n\r\n /**\r\n * Converts number coordinates to Vector3s\r\n * @param points number array of x, y, z, x, y z, ... coordinates\r\n * @returns Vector3 array\r\n */\r\n public static ToVector3Array(points: number[] | number[][]) {\r\n if (Array.isArray(points[0])) {\r\n const array: Vector3[][] = [];\r\n const inputArray = points as number[][];\r\n for (const subInputArray of inputArray) {\r\n const subArray: Vector3[] = [];\r\n for (let i = 0; i < subInputArray.length; i += 3) {\r\n subArray.push(new Vector3(subInputArray[i], subInputArray[i + 1], subInputArray[i + 2]));\r\n }\r\n array.push(subArray);\r\n }\r\n return array;\r\n }\r\n\r\n const inputArray = points as number[];\r\n const array: Vector3[] = [];\r\n for (let i = 0; i < inputArray.length; i += 3) {\r\n array.push(new Vector3(inputArray[i], inputArray[i + 1], inputArray[i + 2]));\r\n }\r\n return array;\r\n }\r\n\r\n /**\r\n * Gets a number array from a Vector3 array.\r\n * You can you for example to convert your Vector3[] offsets to the required number[] for the offsets option.\r\n * @param points Vector3 array\r\n * @returns an array of x, y, z coordinates as numbers [x, y, z, x, y, z, x, y, z, ....]\r\n */\r\n public static ToNumberArray(points: Vector3[]) {\r\n return points.flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n * Calculates the sum of points of every line and the number of points in each line.\r\n * This function is useful when you are drawing multiple lines in one mesh and you want\r\n * to know the counts. For example for creating an offsets table.\r\n * @param points point array\r\n * @returns points count info\r\n */\r\n public static GetPointsCountInfo(points: number[][]): { total: number; counts: number[] } {\r\n const counts = new Array(points.length);\r\n let total = 0;\r\n for (let n = points.length; n--; ) {\r\n counts[n] = points[n].length / 3;\r\n total += counts[n];\r\n }\r\n return { total, counts };\r\n }\r\n\r\n /**\r\n * Gets the length of the line counting all it's segments length\r\n * @param data array of line points\r\n * @returns length of the line\r\n */\r\n public static GetLineLength(data: Vector3[] | number[]): number {\r\n if (data.length === 0) {\r\n return 0;\r\n }\r\n\r\n let points: Vector3[];\r\n if (typeof data[0] === \"number\") {\r\n points = GreasedLineTools.ToVector3Array(<number[]>data) as Vector3[];\r\n } else {\r\n points = data as Vector3[];\r\n }\r\n\r\n const tmp = TmpVectors.Vector3[0];\r\n let length = 0;\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n length += point2.subtractToRef(point1, tmp).length();\r\n }\r\n return length;\r\n }\r\n\r\n /**\r\n * Gets the the length from the beginning to each point of the line as array.\r\n * @param data array of line points\r\n * @returns length array of the line\r\n */\r\n public static GetLineLengthArray(data: number[]): Float32Array {\r\n const out = new Float32Array(data.length / 3);\r\n let length = 0;\r\n for (let index = 0, pointsLength = data.length / 3 - 1; index < pointsLength; index++) {\r\n let x = data[index * 3 + 0];\r\n let y = data[index * 3 + 1];\r\n let z = data[index * 3 + 2];\r\n x -= data[index * 3 + 3];\r\n y -= data[index * 3 + 4];\r\n z -= data[index * 3 + 5];\r\n const currentLength = Math.sqrt(x * x + y * y + z * z);\r\n length += currentLength;\r\n out[index + 1] = length;\r\n }\r\n return out;\r\n }\r\n\r\n /**\r\n * Divides a segment into smaller segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param point1 first point of the line\r\n * @param point2 second point of the line\r\n * @param segmentCount number of segments we want to have in the divided line\r\n * @returns\r\n */\r\n public static SegmentizeSegmentByCount(point1: Vector3, point2: Vector3, segmentCount: number): Vector3[] {\r\n const dividedLinePoints: Vector3[] = [];\r\n const diff = point2.subtract(point1);\r\n const divisor = TmpVectors.Vector3[0];\r\n divisor.setAll(segmentCount);\r\n const segmentVector = TmpVectors.Vector3[1];\r\n diff.divideToRef(divisor, segmentVector);\r\n\r\n let nextPoint = point1.clone();\r\n dividedLinePoints.push(nextPoint);\r\n for (let index = 0; index < segmentCount; index++) {\r\n nextPoint = nextPoint.clone();\r\n dividedLinePoints.push(nextPoint.addInPlace(segmentVector));\r\n }\r\n\r\n return dividedLinePoints;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentLength length of each segment of the resulting line (distance between two line points)\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentLength(what: Vector3[] | number[] | { point1: Vector3; point2: Vector3; length: number }[], segmentLength: number): Vector3[] {\r\n const subLines =\r\n what[0] instanceof Vector3\r\n ? GreasedLineTools.GetLineSegments(what as Vector3[])\r\n : typeof what[0] === \"number\"\r\n ? GreasedLineTools.GetLineSegments(GreasedLineTools.ToVector3Array(what as number[]) as Vector3[])\r\n : (what as { point1: Vector3; point2: Vector3; length: number }[]);\r\n const points: Vector3[] = [];\r\n subLines.forEach((s) => {\r\n if (s.length > segmentLength) {\r\n const segments = GreasedLineTools.SegmentizeSegmentByCount(s.point1, s.point2, Math.ceil(s.length / segmentLength));\r\n segments.forEach((seg) => {\r\n points.push(seg);\r\n });\r\n } else {\r\n points.push(s.point1);\r\n points.push(s.point2);\r\n }\r\n });\r\n return points;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentCount number of segments\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentCount(what: Vector3[] | number[], segmentCount: number): Vector3[] {\r\n const points = <Vector3[]>(typeof what[0] === \"number\" ? GreasedLineTools.ToVector3Array(<number[]>what) : what);\r\n const segmentLength = GreasedLineTools.GetLineLength(points) / segmentCount;\r\n return GreasedLineTools.SegmentizeLineBySegmentLength(points, segmentLength);\r\n }\r\n /**\r\n * Gets line segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns segments information of the line segment including starting point, ending point and the distance between them\r\n */\r\n public static GetLineSegments(points: Vector3[]): { point1: Vector3; point2: Vector3; length: number }[] {\r\n const segments = [];\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n const length = point2.subtract(point1).length();\r\n segments.push({ point1, point2, length });\r\n }\r\n\r\n return segments;\r\n }\r\n\r\n /**\r\n * Gets the minimum and the maximum length of a line segment in the line.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns\r\n */\r\n public static GetMinMaxSegmentLength(points: Vector3[]): { min: number; max: number } {\r\n const subLines = GreasedLineTools.GetLineSegments(points);\r\n const sorted = subLines.sort((s) => s.length);\r\n return {\r\n min: sorted[0].length,\r\n max: sorted[sorted.length - 1].length,\r\n };\r\n }\r\n\r\n /**\r\n * Finds the last visible position in world space of the line according to the visibility parameter\r\n * @param lineSegments segments of the line\r\n * @param lineLength total length of the line\r\n * @param visbility normalized value of visibility\r\n * @param localSpace if true the result will be in local space (default is false)\r\n * @returns world space coordinate of the last visible piece of the line\r\n */\r\n public static GetPositionOnLineByVisibility(lineSegments: { point1: Vector3; point2: Vector3; length: number }[], lineLength: number, visbility: number, localSpace = false) {\r\n const lengthVisibilityRatio = lineLength * visbility;\r\n let sumSegmentLengths = 0;\r\n let segmentIndex = 0;\r\n\r\n const lineSegmentsLength = lineSegments.length;\r\n for (let i = 0; i < lineSegmentsLength; i++) {\r\n if (lengthVisibilityRatio <= sumSegmentLengths + lineSegments[i].length) {\r\n segmentIndex = i;\r\n break;\r\n }\r\n sumSegmentLengths += lineSegments[i].length;\r\n }\r\n\r\n const s = (lengthVisibilityRatio - sumSegmentLengths) / lineSegments[segmentIndex].length;\r\n\r\n lineSegments[segmentIndex].point2.subtractToRef(lineSegments[segmentIndex].point1, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[1] = TmpVectors.Vector3[0].multiplyByFloats(s, s, s);\r\n if (!localSpace) {\r\n TmpVectors.Vector3[1].addInPlace(lineSegments[segmentIndex].point1);\r\n }\r\n\r\n return TmpVectors.Vector3[1].clone();\r\n }\r\n\r\n /**\r\n * Creates lines in a shape of circle/arc.\r\n * A segment is a part of the line between it's two points.\r\n * @param radiusX radiusX of the circle\r\n * @param segments number of segments in the circle\r\n * @param z z coordinate of the points. Defaults to 0.\r\n * @param radiusY radiusY of the circle - you can draw an oval if using different values\r\n * @param segmentAngle angle offset of the segments. Defaults to Math.PI * 2 / segments. Change this value to draw a part of the circle.\r\n * @returns line points\r\n */\r\n public static GetCircleLinePoints(radiusX: number, segments: number, z = 0, radiusY = radiusX, segmentAngle = (Math.PI * 2) / segments) {\r\n const points: Vector3[] = [];\r\n for (let i = 0; i <= segments; i++) {\r\n points.push(new Vector3(Math.cos(i * segmentAngle) * radiusX, Math.sin(i * segmentAngle) * radiusY, z));\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Gets line points in a shape of a bezier curve\r\n * @param p0 bezier point0\r\n * @param p1 bezier point1\r\n * @param p2 bezier point2\r\n * @param segments number of segments in the curve\r\n * @returns\r\n */\r\n public static GetBezierLinePoints(p0: Vector3, p1: Vector3, p2: Vector3, segments: number) {\r\n return Curve3.CreateQuadraticBezier(p0, p1, p2, segments)\r\n .getPoints()\r\n .flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n *\r\n * @param position position of the arrow cap (mainly you want to create a triangle, set widthUp and widthDown to the same value and omit widthStartUp and widthStartDown)\r\n * @param direction direction which the arrow points to\r\n * @param length length (size) of the arrow cap itself\r\n * @param widthUp the arrow width above the line\r\n * @param widthDown the arrow width belove the line\r\n * @param widthStartUp the arrow width at the start of the arrow above the line. In most scenarios this is 0.\r\n * @param widthStartDown the arrow width at the start of the arrow below the line. In most scenarios this is 0.\r\n * @returns\r\n */\r\n public static GetArrowCap(position: Vector3, direction: Vector3, length: number, widthUp: number, widthDown: number, widthStartUp = 0, widthStartDown = 0) {\r\n const points = [position.clone(), position.add(direction.multiplyByFloats(length, length, length))];\r\n const widths = [widthUp, widthDown, widthStartUp, widthStartDown];\r\n\r\n return {\r\n points,\r\n widths,\r\n };\r\n }\r\n\r\n /**\r\n * Gets 3D positions of points from a text and font\r\n * @param text Text\r\n * @param size Size of the font\r\n * @param resolution Resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param z z coordinate\r\n * @param includeInner include the inner parts of the font in the result. Default true. If false, only the outlines will be returned.\r\n * @returns number[][] of 3D positions\r\n */\r\n public static GetPointsFromText(text: string, size: number, resolution: number, fontData: IFontData, z = 0, includeInner = true) {\r\n const allPoints = [];\r\n const shapePaths = CreateTextShapePaths(text, size, resolution, fontData);\r\n\r\n for (const sp of shapePaths) {\r\n for (const p of sp.paths) {\r\n const points = [];\r\n const points2d = p.getPoints();\r\n for (const p2d of points2d) {\r\n points.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(points);\r\n }\r\n\r\n if (includeInner) {\r\n for (const h of sp.holes) {\r\n const holes = [];\r\n const points2d = h.getPoints();\r\n for (const p2d of points2d) {\r\n holes.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(holes);\r\n }\r\n }\r\n }\r\n\r\n return allPoints;\r\n }\r\n\r\n /**\r\n * Converts an array of Color3 to Uint8Array\r\n * @param colors Arrray of Color3\r\n * @returns Uin8Array of colors [r, g, b, a, r, g, b, a, ...]\r\n */\r\n public static Color3toRGBAUint8(colors: Color3[]) {\r\n const colorTable: Uint8Array = new Uint8Array(colors.length * 4);\r\n for (let i = 0, j = 0; i < colors.length; i++) {\r\n colorTable[j++] = colors[i].r * 255;\r\n colorTable[j++] = colors[i].g * 255;\r\n colorTable[j++] = colors[i].b * 255;\r\n colorTable[j++] = 255;\r\n }\r\n\r\n return colorTable;\r\n }\r\n\r\n /**\r\n * Creates a RawTexture from an RGBA color array and sets it on the plugin material instance.\r\n * @param name name of the texture\r\n * @param colors Uint8Array of colors\r\n * @param colorsSampling sampling mode of the created texture\r\n * @param scene Scene\r\n * @returns the colors texture\r\n */\r\n public static CreateColorsTexture(name: string, colors: Color3[], colorsSampling: number, scene: Scene) {\r\n const colorsArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n const colorsTexture = new RawTexture(colorsArray, colors.length, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, true, colorsSampling);\r\n colorsTexture.name = name;\r\n return colorsTexture;\r\n }\r\n\r\n /**\r\n * A minimum size texture for the colors sampler2D when there is no colors texture defined yet.\r\n * For fast switching using the useColors property without the need to use defines.\r\n * @param scene Scene\r\n * @returns empty colors texture\r\n */\r\n public static PrepareEmptyColorsTexture(scene: Scene) {\r\n if (!GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n const colorsArray = new Uint8Array(4);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = new RawTexture(colorsArray, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, RawTexture.NEAREST_NEAREST);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture.name = \"grlEmptyColorsTexture\";\r\n }\r\n\r\n return GreasedLineMaterialDefaults.EmptyColorsTexture;\r\n }\r\n\r\n /**\r\n * Diposes the shared empty colors texture\r\n */\r\n public static DisposeEmptyColorsTexture() {\r\n GreasedLineMaterialDefaults.EmptyColorsTexture?.dispose();\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = null;\r\n }\r\n\r\n /**\r\n * Converts boolean to number.\r\n * @param bool the bool value\r\n * @returns 1 if true, 0 if false.\r\n */\r\n public static BooleanToNumber(bool?: boolean) {\r\n return bool ? 1 : 0;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"greasedLineTools.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/greasedLineTools.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,oBAAoB,CAAC;AAC5C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAG3D,OAAO,EAAE,oBAAoB,EAAE,MAAM,gCAAgC,CAAC;AAItE,OAAO,EAAE,UAAU,EAAE,MAAM,kCAAkC,CAAC;AAE9D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,2BAA2B,EAAE,MAAM,sDAAsD,CAAC;AAEnG;;GAEG;AACH,MAAM,OAAO,gBAAgB;IACzB;;;;OAIG;IACI,MAAM,CAAC,aAAa,CAAC,MAAyB;QACjD,IAAI,MAAM,CAAC,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,OAAO,MAAM,CAAC,CAAC,CAAC,KAAK,QAAQ,EAAE;YACzE,OAAO,CAAW,MAAM,CAAC,CAAC;SAC7B;aAAM,IAAI,MAAM,CAAC,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,OAAO,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,QAAQ,EAAE;YACtF,OAAmB,MAAM,CAAC;SAC7B;aAAM,IAAI,MAAM,CAAC,MAAM,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,MAAM,CAAC,CAAC,CAAC,YAAY,OAAO,EAAE;YACnF,MAAM,SAAS,GAAa,EAAE,CAAC;YAC/B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACpC,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC,CAAY,CAAC;gBAC/B,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;aACjC;YACD,OAAO,CAAC,SAAS,CAAC,CAAC;SACtB;aAAM,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,OAAO,EAAE;YACjH,MAAM,SAAS,GAAe,EAAE,CAAC;YACjC,MAAM,YAAY,GAAG,MAAqB,CAAC;YAC3C,YAAY,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;gBACvB,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC1D,CAAC,CAAC,CAAC;YACH,OAAO,SAAS,CAAC;SACpB;aAAM,IAAI,MAAM,YAAY,YAAY,EAAE;YACvC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;SAC/B;aAAM,IAAI,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,CAAC,CAAC,YAAY,YAAY,EAAE;YAC3D,MAAM,SAAS,GAAe,EAAE,CAAC;YACjC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;gBACjB,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAiB,CAAC,CAAC,CAAC;YAClD,CAAC,CAAC,CAAC;YACH,OAAO,SAAS,CAAC;SACpB;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,uBAAuB,CAAC,EAAW,EAAE,EAAW,EAAE,EAAW;QACvE,MAAM,aAAa,GAAG,EAAE,CAAC;QACzB,QAAQ;QACR,IAAI,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,aAAa,EAAE,GAAG,CAAC,EAAE;YACrC,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,QAAQ;QACR,IAAI,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,aAAa,EAAE,GAAG,CAAC,EAAE;YACrC,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,QAAQ;QACR,IAAI,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,aAAa,EAAE,GAAG,CAAC,EAAE;YACrC,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,OAAO,aAAa,CAAC,MAAM,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,aAAa,CAAC;IAC7D,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,uBAAuB,CAAC,EAAW,EAAE,EAAW,EAAE,EAAW,EAAE,MAAmB;QAC5F,MAAM,aAAa,GAAG,EAAE,CAAC;QACzB,QAAQ;QACR,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,CAAC,EAAE;YACnD,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,QAAQ;QACR,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,CAAC,EAAE;YACnD,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,QAAQ;QACR,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,CAAC,EAAE;YACnD,aAAa,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;SAChC;QACD,OAAO,aAAa,CAAC,MAAM,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,aAAa,CAAC;IAC7D,CAAC;IAEO,MAAM,CAAC,eAAe,CAAC,EAAW,EAAE,EAAW,EAAE,MAAmB;QACxE,KAAK,MAAM,EAAE,IAAI,MAAM,EAAE;YACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAChC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,EAAE;oBACnB,uBAAuB;oBACvB,oDAAoD;oBACpD,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,EAAE;wBAChD,OAAO,IAAI,CAAC;qBACf;iBACJ;aACJ;SACJ;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,aAAa,CACvB,MAAsB,EACtB,SAWgB;QAEhB,MAAM,MAAM,GAAgB,EAAE,CAAC;QAE/B,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,SAAS,EAAE,EAAE;YAC5B,MAAM,QAAQ,GAAG,CAAC,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;YAC9D,MAAM,OAAO,GAAG,CAAC,CAAC,UAAU,EAAE,CAAC;YAC/B,IAAI,QAAQ,IAAI,OAAO,EAAE;gBACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBAC7C,MAAM,GAAG,GAAG,OAAO,CAAC,EAAE,EAAE,CAAC,GAAG,CAAC,CAAC;oBAC9B,MAAM,GAAG,GAAG,OAAO,CAAC,EAAE,EAAE,CAAC,GAAG,CAAC,CAAC;oBAC9B,MAAM,GAAG,GAAG,OAAO,CAAC,EAAE,EAAE,CAAC,GAAG,CAAC,CAAC;oBAE9B,MAAM,EAAE,GAAG,IAAI,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;oBAC5E,MAAM,EAAE,GAAG,IAAI,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;oBAC5E,MAAM,EAAE,GAAG,IAAI,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;oBAE5E,IAAI,SAAS,EAAE;wBACX,MAAM,mBAAmB,GAAG,SAAS,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,OAAO,CAAC,CAAC;wBACnG,IAAI,mBAAmB,EAAE;4BACrB,KAAK,MAAM,CAAC,IAAI,mBAAmB,EAAE;gCACjC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;6BAClB;yBACJ;qBACJ;yBAAM;wBACH,MAAM,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;qBAC7C;iBACJ;aACJ;QACL,CAAC,CAAC,CAAC;QAEH,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,cAAc,CAAC,MAA6B;QACtD,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE;YAC1B,MAAM,KAAK,GAAgB,EAAE,CAAC;YAC9B,MAAM,UAAU,GAAG,MAAoB,CAAC;YACxC,KAAK,MAAM,aAAa,IAAI,UAAU,EAAE;gBACpC,MAAM,QAAQ,GAAc,EAAE,CAAC;gBAC/B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;oBAC9C,QAAQ,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;iBAC5F;gBACD,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;aACxB;YACD,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,UAAU,GAAG,MAAkB,CAAC;QACtC,MAAM,KAAK,GAAc,EAAE,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;YAC3C,KAAK,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;SAChF;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,aAAa,CAAC,MAAiB;QACzC,OAAO,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAClD,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,kBAAkB,CAAC,MAAkB;QAC/C,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;QACxC,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,KAAK,IAAI,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,GAAI;YAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;YACjC,KAAK,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC;SACtB;QACD,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;IAC7B,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,aAAa,CAAC,IAA0B;QAClD,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE;YACnB,OAAO,CAAC,CAAC;SACZ;QAED,IAAI,MAAiB,CAAC;QACtB,IAAI,OAAO,IAAI,CAAC,CAAC,CAAC,KAAK,QAAQ,EAAE;YAC7B,MAAM,GAAG,gBAAgB,CAAC,cAAc,CAAW,IAAI,CAAc,CAAC;SACzE;aAAM;YACH,MAAM,GAAG,IAAiB,CAAC;SAC9B;QAED,MAAM,GAAG,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAClC,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,KAAK,EAAE,EAAE;YACpD,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC;YAC7B,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACjC,MAAM,IAAI,MAAM,CAAC,aAAa,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC;SACxD;QACD,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,kBAAkB,CAAC,IAAc;QAC3C,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QAC9C,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,YAAY,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,EAAE,KAAK,GAAG,YAAY,EAAE,KAAK,EAAE,EAAE;YACnF,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC5B,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC5B,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC5B,CAAC,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YACzB,CAAC,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YACzB,CAAC,IAAI,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YACzB,MAAM,aAAa,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YACvD,MAAM,IAAI,aAAa,CAAC;YACxB,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC;SAC3B;QACD,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,wBAAwB,CAAC,MAAe,EAAE,MAAe,EAAE,YAAoB;QACzF,MAAM,iBAAiB,GAAc,EAAE,CAAC;QACxC,MAAM,IAAI,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QACrC,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACtC,OAAO,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC;QAC7B,MAAM,aAAa,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC5C,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,aAAa,CAAC,CAAC;QAEzC,IAAI,SAAS,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAC/B,iBAAiB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAClC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,YAAY,EAAE,KAAK,EAAE,EAAE;YAC/C,SAAS,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;YAC9B,iBAAiB,CAAC,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC,CAAC;SAC/D;QAED,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,6BAA6B,CAAC,IAAmF,EAAE,aAAqB;QAClJ,MAAM,QAAQ,GACV,IAAI,CAAC,CAAC,CAAC,YAAY,OAAO;YACtB,CAAC,CAAC,gBAAgB,CAAC,eAAe,CAAC,IAAiB,CAAC;YACrD,CAAC,CAAC,OAAO,IAAI,CAAC,CAAC,CAAC,KAAK,QAAQ;gBAC3B,CAAC,CAAC,gBAAgB,CAAC,eAAe,CAAC,gBAAgB,CAAC,cAAc,CAAC,IAAgB,CAAc,CAAC;gBAClG,CAAC,CAAE,IAA+D,CAAC;QAC7E,MAAM,MAAM,GAAc,EAAE,CAAC;QAC7B,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;YACnB,IAAI,CAAC,CAAC,MAAM,GAAG,aAAa,EAAE;gBAC1B,MAAM,QAAQ,GAAG,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,GAAG,aAAa,CAAC,CAAC,CAAC;gBACpH,QAAQ,CAAC,OAAO,CAAC,CAAC,GAAG,EAAE,EAAE;oBACrB,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;gBACrB,CAAC,CAAC,CAAC;aACN;iBAAM;gBACH,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;gBACtB,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;aACzB;QACL,CAAC,CAAC,CAAC;QACH,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,4BAA4B,CAAC,IAA0B,EAAE,YAAoB;QACvF,MAAM,MAAM,GAAc,CAAC,OAAO,IAAI,CAAC,CAAC,CAAC,KAAK,QAAQ,CAAC,CAAC,CAAC,gBAAgB,CAAC,cAAc,CAAW,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QACjH,MAAM,aAAa,GAAG,gBAAgB,CAAC,aAAa,CAAC,MAAM,CAAC,GAAG,YAAY,CAAC;QAC5E,OAAO,gBAAgB,CAAC,6BAA6B,CAAC,MAAM,EAAE,aAAa,CAAC,CAAC;IACjF,CAAC;IACD;;;;;OAKG;IACI,MAAM,CAAC,eAAe,CAAC,MAAiB;QAC3C,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,KAAK,EAAE,EAAE;YACpD,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC;YAC7B,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACjC,MAAM,MAAM,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,MAAM,EAAE,CAAC;YAChD,QAAQ,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC,CAAC;SAC7C;QAED,OAAO,QAAQ,CAAC;IACpB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,sBAAsB,CAAC,MAAiB;QAClD,MAAM,QAAQ,GAAG,gBAAgB,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;QAC1D,MAAM,MAAM,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;QAC9C,OAAO;YACH,GAAG,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM;YACrB,GAAG,EAAE,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,MAAM;SACxC,CAAC;IACN,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,6BAA6B,CAAC,YAAoE,EAAE,UAAkB,EAAE,SAAiB,EAAE,UAAU,GAAG,KAAK;QACvK,MAAM,qBAAqB,GAAG,UAAU,GAAG,SAAS,CAAC;QACrD,IAAI,iBAAiB,GAAG,CAAC,CAAC;QAC1B,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,MAAM,kBAAkB,GAAG,YAAY,CAAC,MAAM,CAAC;QAC/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,kBAAkB,EAAE,CAAC,EAAE,EAAE;YACzC,IAAI,qBAAqB,IAAI,iBAAiB,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,EAAE;gBACrE,YAAY,GAAG,CAAC,CAAC;gBACjB,MAAM;aACT;YACD,iBAAiB,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;SAC/C;QAED,MAAM,CAAC,GAAG,CAAC,qBAAqB,GAAG,iBAAiB,CAAC,GAAG,YAAY,CAAC,YAAY,CAAC,CAAC,MAAM,CAAC;QAE1F,YAAY,CAAC,YAAY,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC,MAAM,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1G,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACxE,IAAI,CAAC,UAAU,EAAE;YACb,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC,MAAM,CAAC,CAAC;SACvE;QAED,OAAO,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC;IACzC,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,mBAAmB,CAAC,OAAe,EAAE,QAAgB,EAAE,CAAC,GAAG,CAAC,EAAE,OAAO,GAAG,OAAO,EAAE,YAAY,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,QAAQ;QAClI,MAAM,MAAM,GAAc,EAAE,CAAC;QAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,EAAE,EAAE;YAChC,MAAM,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,OAAO,EAAE,CAAC,CAAC,CAAC,CAAC;SAC3G;QACD,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,mBAAmB,CAAC,EAAW,EAAE,EAAW,EAAE,EAAW,EAAE,QAAgB;QACrF,OAAO,MAAM,CAAC,qBAAqB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,QAAQ,CAAC;aACpD,SAAS,EAAE;aACX,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACzC,CAAC;IAED;;;;;;;;;;OAUG;IACI,MAAM,CAAC,WAAW,CAAC,QAAiB,EAAE,SAAkB,EAAE,MAAc,EAAE,OAAe,EAAE,SAAiB,EAAE,YAAY,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC;QACrJ,MAAM,MAAM,GAAG,CAAC,QAAQ,CAAC,KAAK,EAAE,EAAE,QAAQ,CAAC,GAAG,CAAC,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;QACpG,MAAM,MAAM,GAAG,CAAC,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,cAAc,CAAC,CAAC;QAElE,OAAO;YACH,MAAM;YACN,MAAM;SACT,CAAC;IACN,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,iBAAiB,CAAC,IAAY,EAAE,IAAY,EAAE,UAAkB,EAAE,QAAmB,EAAE,CAAC,GAAG,CAAC,EAAE,YAAY,GAAG,IAAI;QAC3H,MAAM,SAAS,GAAG,EAAE,CAAC;QACrB,MAAM,UAAU,GAAG,oBAAoB,CAAC,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC;QAE1E,KAAK,MAAM,EAAE,IAAI,UAAU,EAAE;YACzB,KAAK,MAAM,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE;gBACtB,MAAM,MAAM,GAAG,EAAE,CAAC;gBAClB,MAAM,QAAQ,GAAG,CAAC,CAAC,SAAS,EAAE,CAAC;gBAC/B,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE;oBACxB,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;iBAChC;gBACD,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;aAC1B;YAED,IAAI,YAAY,EAAE;gBACd,KAAK,MAAM,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE;oBACtB,MAAM,KAAK,GAAG,EAAE,CAAC;oBACjB,MAAM,QAAQ,GAAG,CAAC,CAAC,SAAS,EAAE,CAAC;oBAC/B,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE;wBACxB,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;qBAC/B;oBACD,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;iBACzB;aACJ;SACJ;QAED,OAAO,SAAS,CAAC;IACrB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,iBAAiB,CAAC,MAAgB;QAC5C,MAAM,UAAU,GAAe,IAAI,UAAU,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACjE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,UAAU,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,UAAU,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,UAAU,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,UAAU,CAAC,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;SACzB;QAED,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,mBAAmB,CAAC,IAAY,EAAE,MAAgB,EAAE,cAAsB,EAAE,KAAY;QAClG,MAAM,cAAc,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,cAAc,IAAI,CAAC,CAAC;QACvE,MAAM,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,cAAc,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC;QAC9E,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,cAAc,CAAC,CAAC;QACzD,IAAI,MAAM,GAAG,CAAC,EAAE;YACZ,MAAM,GAAG,CAAC,GAAG,MAAM,EAAE,GAAG,KAAK,CAAC,KAAK,GAAG,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAClF;QACD,MAAM,WAAW,GAAG,gBAAgB,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;QAC/D,MAAM,aAAa,GAAG,IAAI,UAAU,CAAC,WAAW,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,cAAc,CAAC,CAAC;QAChI,aAAa,CAAC,IAAI,GAAG,IAAI,CAAC;QAC1B,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,yBAAyB,CAAC,KAAY;QAChD,IAAI,CAAC,2BAA2B,CAAC,kBAAkB,EAAE;YACjD,MAAM,WAAW,GAAG,IAAI,UAAU,CAAC,CAAC,CAAC,CAAC;YACtC,2BAA2B,CAAC,kBAAkB,GAAG,IAAI,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,UAAU,CAAC,eAAe,CAAC,CAAC;YAC/J,2BAA2B,CAAC,kBAAkB,CAAC,IAAI,GAAG,uBAAuB,CAAC;SACjF;QAED,OAAO,2BAA2B,CAAC,kBAAkB,CAAC;IAC1D,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,yBAAyB;QACnC,2BAA2B,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC;QAC1D,2BAA2B,CAAC,kBAAkB,GAAG,IAAI,CAAC;IAC1D,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAe,CAAC,IAAc;QACxC,OAAO,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACxB,CAAC;CACJ","sourcesContent":["import { Curve3 } from \"../Maths/math.path\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { IFontData } from \"../Meshes/Builders/textBuilder\";\r\nimport { CreateTextShapePaths } from \"../Meshes/Builders/textBuilder\";\r\nimport type { FloatArray, IndicesArray } from \"../types\";\r\nimport type { GreasedLinePoints } from \"../Meshes/GreasedLine/greasedLineBaseMesh\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { GreasedLineMaterialDefaults } from \"../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * Tool functions for GreasedLine\r\n */\r\nexport class GreasedLineTools {\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n vectorPoints.forEach((p) => {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n });\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n return [Array.from(points)];\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n points.forEach((p) => {\r\n positions.push(Array.from(p as Float32Array));\r\n });\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Omit zero length lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitZeroLengthPredicate(p1: Vector3, p2: Vector3, p3: Vector3) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (p2.subtract(p1).lengthSquared() > 0) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (p3.subtract(p2).lengthSquared() > 0) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (p1.subtract(p3).lengthSquared() > 0) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n /**\r\n * Omit duplicate lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @param points array of points to search in\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitDuplicatesPredicate(p1: Vector3, p2: Vector3, p3: Vector3, points: Vector3[][]) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (!GreasedLineTools._SearchInPoints(p1, p2, points)) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (!GreasedLineTools._SearchInPoints(p2, p3, points)) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (!GreasedLineTools._SearchInPoints(p3, p1, points)) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n private static _SearchInPoints(p1: Vector3, p2: Vector3, points: Vector3[][]) {\r\n for (const ps of points) {\r\n for (let i = 0; i < ps.length; i++) {\r\n if (ps[i]?.equals(p1)) {\r\n // find the first point\r\n // if it has a sibling of p2 the line already exists\r\n if (ps[i + 1]?.equals(p2) || ps[i - 1]?.equals(p2)) {\r\n return true;\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets mesh triangles as line positions\r\n * @param meshes array of meshes\r\n * @param predicate predicate function which decides whether to include the mesh triangle/face in the ouput\r\n * @returns array of arrays of points\r\n */\r\n public static MeshesToLines(\r\n meshes: AbstractMesh[],\r\n predicate?: (\r\n p1: Vector3,\r\n p2: Vector3,\r\n p3: Vector3,\r\n points: Vector3[][],\r\n indiceIndex: number,\r\n vertexIndex: number,\r\n mesh: AbstractMesh,\r\n meshIndex: number,\r\n vertices: FloatArray,\r\n indices: IndicesArray\r\n ) => Vector3[][]\r\n ) {\r\n const points: Vector3[][] = [];\r\n\r\n meshes.forEach((m, meshIndex) => {\r\n const vertices = m.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = m.getIndices();\r\n if (vertices && indices) {\r\n for (let i = 0, ii = 0; i < indices.length; i++) {\r\n const vi1 = indices[ii++] * 3;\r\n const vi2 = indices[ii++] * 3;\r\n const vi3 = indices[ii++] * 3;\r\n\r\n const p1 = new Vector3(vertices[vi1], vertices[vi1 + 1], vertices[vi1 + 2]);\r\n const p2 = new Vector3(vertices[vi2], vertices[vi2 + 1], vertices[vi2 + 2]);\r\n const p3 = new Vector3(vertices[vi3], vertices[vi3 + 1], vertices[vi3 + 2]);\r\n\r\n if (predicate) {\r\n const pointsFromPredicate = predicate(p1, p2, p3, points, i, vi1, m, meshIndex, vertices, indices);\r\n if (pointsFromPredicate) {\r\n for (const p of pointsFromPredicate) {\r\n points.push(p);\r\n }\r\n }\r\n } else {\r\n points.push([p1, p2], [p2, p3], [p3, p1]);\r\n }\r\n }\r\n }\r\n });\r\n\r\n return points;\r\n }\r\n\r\n /**\r\n * Converts number coordinates to Vector3s\r\n * @param points number array of x, y, z, x, y z, ... coordinates\r\n * @returns Vector3 array\r\n */\r\n public static ToVector3Array(points: number[] | number[][]) {\r\n if (Array.isArray(points[0])) {\r\n const array: Vector3[][] = [];\r\n const inputArray = points as number[][];\r\n for (const subInputArray of inputArray) {\r\n const subArray: Vector3[] = [];\r\n for (let i = 0; i < subInputArray.length; i += 3) {\r\n subArray.push(new Vector3(subInputArray[i], subInputArray[i + 1], subInputArray[i + 2]));\r\n }\r\n array.push(subArray);\r\n }\r\n return array;\r\n }\r\n\r\n const inputArray = points as number[];\r\n const array: Vector3[] = [];\r\n for (let i = 0; i < inputArray.length; i += 3) {\r\n array.push(new Vector3(inputArray[i], inputArray[i + 1], inputArray[i + 2]));\r\n }\r\n return array;\r\n }\r\n\r\n /**\r\n * Gets a number array from a Vector3 array.\r\n * You can you for example to convert your Vector3[] offsets to the required number[] for the offsets option.\r\n * @param points Vector3 array\r\n * @returns an array of x, y, z coordinates as numbers [x, y, z, x, y, z, x, y, z, ....]\r\n */\r\n public static ToNumberArray(points: Vector3[]) {\r\n return points.flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n * Calculates the sum of points of every line and the number of points in each line.\r\n * This function is useful when you are drawing multiple lines in one mesh and you want\r\n * to know the counts. For example for creating an offsets table.\r\n * @param points point array\r\n * @returns points count info\r\n */\r\n public static GetPointsCountInfo(points: number[][]): { total: number; counts: number[] } {\r\n const counts = new Array(points.length);\r\n let total = 0;\r\n for (let n = points.length; n--; ) {\r\n counts[n] = points[n].length / 3;\r\n total += counts[n];\r\n }\r\n return { total, counts };\r\n }\r\n\r\n /**\r\n * Gets the length of the line counting all it's segments length\r\n * @param data array of line points\r\n * @returns length of the line\r\n */\r\n public static GetLineLength(data: Vector3[] | number[]): number {\r\n if (data.length === 0) {\r\n return 0;\r\n }\r\n\r\n let points: Vector3[];\r\n if (typeof data[0] === \"number\") {\r\n points = GreasedLineTools.ToVector3Array(<number[]>data) as Vector3[];\r\n } else {\r\n points = data as Vector3[];\r\n }\r\n\r\n const tmp = TmpVectors.Vector3[0];\r\n let length = 0;\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n length += point2.subtractToRef(point1, tmp).length();\r\n }\r\n return length;\r\n }\r\n\r\n /**\r\n * Gets the the length from the beginning to each point of the line as array.\r\n * @param data array of line points\r\n * @returns length array of the line\r\n */\r\n public static GetLineLengthArray(data: number[]): Float32Array {\r\n const out = new Float32Array(data.length / 3);\r\n let length = 0;\r\n for (let index = 0, pointsLength = data.length / 3 - 1; index < pointsLength; index++) {\r\n let x = data[index * 3 + 0];\r\n let y = data[index * 3 + 1];\r\n let z = data[index * 3 + 2];\r\n x -= data[index * 3 + 3];\r\n y -= data[index * 3 + 4];\r\n z -= data[index * 3 + 5];\r\n const currentLength = Math.sqrt(x * x + y * y + z * z);\r\n length += currentLength;\r\n out[index + 1] = length;\r\n }\r\n return out;\r\n }\r\n\r\n /**\r\n * Divides a segment into smaller segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param point1 first point of the line\r\n * @param point2 second point of the line\r\n * @param segmentCount number of segments we want to have in the divided line\r\n * @returns\r\n */\r\n public static SegmentizeSegmentByCount(point1: Vector3, point2: Vector3, segmentCount: number): Vector3[] {\r\n const dividedLinePoints: Vector3[] = [];\r\n const diff = point2.subtract(point1);\r\n const divisor = TmpVectors.Vector3[0];\r\n divisor.setAll(segmentCount);\r\n const segmentVector = TmpVectors.Vector3[1];\r\n diff.divideToRef(divisor, segmentVector);\r\n\r\n let nextPoint = point1.clone();\r\n dividedLinePoints.push(nextPoint);\r\n for (let index = 0; index < segmentCount; index++) {\r\n nextPoint = nextPoint.clone();\r\n dividedLinePoints.push(nextPoint.addInPlace(segmentVector));\r\n }\r\n\r\n return dividedLinePoints;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentLength length of each segment of the resulting line (distance between two line points)\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentLength(what: Vector3[] | number[] | { point1: Vector3; point2: Vector3; length: number }[], segmentLength: number): Vector3[] {\r\n const subLines =\r\n what[0] instanceof Vector3\r\n ? GreasedLineTools.GetLineSegments(what as Vector3[])\r\n : typeof what[0] === \"number\"\r\n ? GreasedLineTools.GetLineSegments(GreasedLineTools.ToVector3Array(what as number[]) as Vector3[])\r\n : (what as { point1: Vector3; point2: Vector3; length: number }[]);\r\n const points: Vector3[] = [];\r\n subLines.forEach((s) => {\r\n if (s.length > segmentLength) {\r\n const segments = GreasedLineTools.SegmentizeSegmentByCount(s.point1, s.point2, Math.ceil(s.length / segmentLength));\r\n segments.forEach((seg) => {\r\n points.push(seg);\r\n });\r\n } else {\r\n points.push(s.point1);\r\n points.push(s.point2);\r\n }\r\n });\r\n return points;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentCount number of segments\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentCount(what: Vector3[] | number[], segmentCount: number): Vector3[] {\r\n const points = <Vector3[]>(typeof what[0] === \"number\" ? GreasedLineTools.ToVector3Array(<number[]>what) : what);\r\n const segmentLength = GreasedLineTools.GetLineLength(points) / segmentCount;\r\n return GreasedLineTools.SegmentizeLineBySegmentLength(points, segmentLength);\r\n }\r\n /**\r\n * Gets line segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns segments information of the line segment including starting point, ending point and the distance between them\r\n */\r\n public static GetLineSegments(points: Vector3[]): { point1: Vector3; point2: Vector3; length: number }[] {\r\n const segments = [];\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n const length = point2.subtract(point1).length();\r\n segments.push({ point1, point2, length });\r\n }\r\n\r\n return segments;\r\n }\r\n\r\n /**\r\n * Gets the minimum and the maximum length of a line segment in the line.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns\r\n */\r\n public static GetMinMaxSegmentLength(points: Vector3[]): { min: number; max: number } {\r\n const subLines = GreasedLineTools.GetLineSegments(points);\r\n const sorted = subLines.sort((s) => s.length);\r\n return {\r\n min: sorted[0].length,\r\n max: sorted[sorted.length - 1].length,\r\n };\r\n }\r\n\r\n /**\r\n * Finds the last visible position in world space of the line according to the visibility parameter\r\n * @param lineSegments segments of the line\r\n * @param lineLength total length of the line\r\n * @param visbility normalized value of visibility\r\n * @param localSpace if true the result will be in local space (default is false)\r\n * @returns world space coordinate of the last visible piece of the line\r\n */\r\n public static GetPositionOnLineByVisibility(lineSegments: { point1: Vector3; point2: Vector3; length: number }[], lineLength: number, visbility: number, localSpace = false) {\r\n const lengthVisibilityRatio = lineLength * visbility;\r\n let sumSegmentLengths = 0;\r\n let segmentIndex = 0;\r\n\r\n const lineSegmentsLength = lineSegments.length;\r\n for (let i = 0; i < lineSegmentsLength; i++) {\r\n if (lengthVisibilityRatio <= sumSegmentLengths + lineSegments[i].length) {\r\n segmentIndex = i;\r\n break;\r\n }\r\n sumSegmentLengths += lineSegments[i].length;\r\n }\r\n\r\n const s = (lengthVisibilityRatio - sumSegmentLengths) / lineSegments[segmentIndex].length;\r\n\r\n lineSegments[segmentIndex].point2.subtractToRef(lineSegments[segmentIndex].point1, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[1] = TmpVectors.Vector3[0].multiplyByFloats(s, s, s);\r\n if (!localSpace) {\r\n TmpVectors.Vector3[1].addInPlace(lineSegments[segmentIndex].point1);\r\n }\r\n\r\n return TmpVectors.Vector3[1].clone();\r\n }\r\n\r\n /**\r\n * Creates lines in a shape of circle/arc.\r\n * A segment is a part of the line between it's two points.\r\n * @param radiusX radiusX of the circle\r\n * @param segments number of segments in the circle\r\n * @param z z coordinate of the points. Defaults to 0.\r\n * @param radiusY radiusY of the circle - you can draw an oval if using different values\r\n * @param segmentAngle angle offset of the segments. Defaults to Math.PI * 2 / segments. Change this value to draw a part of the circle.\r\n * @returns line points\r\n */\r\n public static GetCircleLinePoints(radiusX: number, segments: number, z = 0, radiusY = radiusX, segmentAngle = (Math.PI * 2) / segments) {\r\n const points: Vector3[] = [];\r\n for (let i = 0; i <= segments; i++) {\r\n points.push(new Vector3(Math.cos(i * segmentAngle) * radiusX, Math.sin(i * segmentAngle) * radiusY, z));\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Gets line points in a shape of a bezier curve\r\n * @param p0 bezier point0\r\n * @param p1 bezier point1\r\n * @param p2 bezier point2\r\n * @param segments number of segments in the curve\r\n * @returns\r\n */\r\n public static GetBezierLinePoints(p0: Vector3, p1: Vector3, p2: Vector3, segments: number) {\r\n return Curve3.CreateQuadraticBezier(p0, p1, p2, segments)\r\n .getPoints()\r\n .flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n *\r\n * @param position position of the arrow cap (mainly you want to create a triangle, set widthUp and widthDown to the same value and omit widthStartUp and widthStartDown)\r\n * @param direction direction which the arrow points to\r\n * @param length length (size) of the arrow cap itself\r\n * @param widthUp the arrow width above the line\r\n * @param widthDown the arrow width belove the line\r\n * @param widthStartUp the arrow width at the start of the arrow above the line. In most scenarios this is 0.\r\n * @param widthStartDown the arrow width at the start of the arrow below the line. In most scenarios this is 0.\r\n * @returns\r\n */\r\n public static GetArrowCap(position: Vector3, direction: Vector3, length: number, widthUp: number, widthDown: number, widthStartUp = 0, widthStartDown = 0) {\r\n const points = [position.clone(), position.add(direction.multiplyByFloats(length, length, length))];\r\n const widths = [widthUp, widthDown, widthStartUp, widthStartDown];\r\n\r\n return {\r\n points,\r\n widths,\r\n };\r\n }\r\n\r\n /**\r\n * Gets 3D positions of points from a text and font\r\n * @param text Text\r\n * @param size Size of the font\r\n * @param resolution Resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param z z coordinate\r\n * @param includeInner include the inner parts of the font in the result. Default true. If false, only the outlines will be returned.\r\n * @returns number[][] of 3D positions\r\n */\r\n public static GetPointsFromText(text: string, size: number, resolution: number, fontData: IFontData, z = 0, includeInner = true) {\r\n const allPoints = [];\r\n const shapePaths = CreateTextShapePaths(text, size, resolution, fontData);\r\n\r\n for (const sp of shapePaths) {\r\n for (const p of sp.paths) {\r\n const points = [];\r\n const points2d = p.getPoints();\r\n for (const p2d of points2d) {\r\n points.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(points);\r\n }\r\n\r\n if (includeInner) {\r\n for (const h of sp.holes) {\r\n const holes = [];\r\n const points2d = h.getPoints();\r\n for (const p2d of points2d) {\r\n holes.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(holes);\r\n }\r\n }\r\n }\r\n\r\n return allPoints;\r\n }\r\n\r\n /**\r\n * Converts an array of Color3 to Uint8Array\r\n * @param colors Arrray of Color3\r\n * @returns Uin8Array of colors [r, g, b, a, r, g, b, a, ...]\r\n */\r\n public static Color3toRGBAUint8(colors: Color3[]) {\r\n const colorTable: Uint8Array = new Uint8Array(colors.length * 4);\r\n for (let i = 0, j = 0; i < colors.length; i++) {\r\n colorTable[j++] = colors[i].r * 255;\r\n colorTable[j++] = colors[i].g * 255;\r\n colorTable[j++] = colors[i].b * 255;\r\n colorTable[j++] = 255;\r\n }\r\n\r\n return colorTable;\r\n }\r\n\r\n /**\r\n * Creates a RawTexture from an RGBA color array and sets it on the plugin material instance.\r\n * @param name name of the texture\r\n * @param colors Uint8Array of colors\r\n * @param colorsSampling sampling mode of the created texture\r\n * @param scene Scene\r\n * @returns the colors texture\r\n */\r\n public static CreateColorsTexture(name: string, colors: Color3[], colorsSampling: number, scene: Scene) {\r\n const maxTextureSize = scene.getEngine().getCaps().maxTextureSize ?? 1;\r\n const width = colors.length > maxTextureSize ? maxTextureSize : colors.length;\r\n const height = Math.ceil(colors.length / maxTextureSize);\r\n if (height > 1) {\r\n colors = [...colors, ...Array(width * height - colors.length).fill(colors[0])];\r\n }\r\n const colorsArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n const colorsTexture = new RawTexture(colorsArray, width, height, Engine.TEXTUREFORMAT_RGBA, scene, false, true, colorsSampling);\r\n colorsTexture.name = name;\r\n return colorsTexture;\r\n }\r\n\r\n /**\r\n * A minimum size texture for the colors sampler2D when there is no colors texture defined yet.\r\n * For fast switching using the useColors property without the need to use defines.\r\n * @param scene Scene\r\n * @returns empty colors texture\r\n */\r\n public static PrepareEmptyColorsTexture(scene: Scene) {\r\n if (!GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n const colorsArray = new Uint8Array(4);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = new RawTexture(colorsArray, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, RawTexture.NEAREST_NEAREST);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture.name = \"grlEmptyColorsTexture\";\r\n }\r\n\r\n return GreasedLineMaterialDefaults.EmptyColorsTexture;\r\n }\r\n\r\n /**\r\n * Diposes the shared empty colors texture\r\n */\r\n public static DisposeEmptyColorsTexture() {\r\n GreasedLineMaterialDefaults.EmptyColorsTexture?.dispose();\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = null;\r\n }\r\n\r\n /**\r\n * Converts boolean to number.\r\n * @param bool the bool value\r\n * @returns 1 if true, 0 if false.\r\n */\r\n public static BooleanToNumber(bool?: boolean) {\r\n return bool ? 1 : 0;\r\n }\r\n}\r\n"]}
@@ -133,11 +133,19 @@ export class SceneSerializer {
133
133
  serializationObject.collisionsEnabled = scene.collisionsEnabled;
134
134
  serializationObject.useRightHandedSystem = scene.useRightHandedSystem;
135
135
  // Fog
136
- if (scene.fogMode && scene.fogMode !== 0) {
136
+ if (scene.fogMode !== undefined && scene.fogMode !== null) {
137
137
  serializationObject.fogMode = scene.fogMode;
138
+ }
139
+ if (scene.fogColor !== undefined && scene.fogColor !== null) {
138
140
  serializationObject.fogColor = scene.fogColor.asArray();
141
+ }
142
+ if (scene.fogStart !== undefined && scene.fogStart !== null) {
139
143
  serializationObject.fogStart = scene.fogStart;
144
+ }
145
+ if (scene.fogEnd !== undefined && scene.fogEnd !== null) {
140
146
  serializationObject.fogEnd = scene.fogEnd;
147
+ }
148
+ if (scene.fogDensity !== undefined && scene.fogDensity !== null) {
141
149
  serializationObject.fogDensity = scene.fogDensity;
142
150
  }
143
151
  //Physics
@@ -1 +1 @@
1
- {"version":3,"file":"sceneSerializer.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/sceneSerializer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AACtC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAI3D,OAAO,EAAE,mBAAmB,EAAE,MAAM,4BAA4B,CAAC;AACjE,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAKxD,OAAO,EAAE,MAAM,EAAE,oBAAyB;AAE1C,IAAI,oBAAoB,GAAe,EAAE,CAAC;AAC1C,MAAM,iBAAiB,GAAG,CAAC,QAAkB,EAAE,uBAA4B,EAAO,EAAE;IAChF,IAAI,QAAQ,CAAC,cAAc,EAAE;QACzB,OAAO;KACV;IAED,uBAAuB,CAAC,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,oBAAoB,EAAE,CAAC,CAAC;IAEnE,oBAAqB,CAAC,QAAQ,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC;AACpD,CAAC,CAAC;AAEF,MAAM,aAAa,GAAG,CAAC,IAAU,EAAE,kBAAuB,EAAO,EAAE;IAC/D,MAAM,mBAAmB,GAAQ,EAAE,CAAC;IAEpC,WAAW;IACX,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;IAChC,IAAI,QAAQ,EAAE;QACV,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE;YAC/C,+IAA+I;YAC/I,iBAAiB,CAAC,QAAQ,EAAE,kBAAkB,CAAC,UAAU,CAAC,CAAC;SAC9D;KACJ;IAED,SAAS;IACT,IAAI,IAAI,CAAC,SAAS,EAAE;QAChB,IAAI,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC;KACvC;IAED,OAAO,mBAAmB,CAAC;AAC/B,CAAC,CAAC;AAEF,MAAM,kBAAkB,GAAG,CAAC,IAAU,EAAE,mBAAwB,EAAE,EAAE;IAChE,IAAK,IAAa,CAAC,OAAO,EAAE;QACxB,MAAM,IAAI,GAAG,IAAY,CAAC;QAC1B,0CAA0C;QAC1C,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,CAAC,qBAAqB,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,CAAC,mBAAmB,EAAE;YAClH,MAAM,iBAAiB,GAAG,CAAC,QAAkB,EAAE,EAAE;gBAC7C,mBAAmB,CAAC,SAAS,GAAG,mBAAmB,CAAC,SAAS,IAAI,EAAE,CAAC;gBACpE,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,GAAa,EAAE,EAAE,CAAC,GAAG,CAAC,EAAE,KAAgB,IAAI,CAAC,QAAS,CAAC,EAAE,CAAC,EAAE;oBAClH,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;iBAC5D;YACL,CAAC,CAAC;YAEF,oBAAoB;YACpB,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE;gBAChD,IAAI,IAAI,CAAC,QAAQ,YAAY,aAAa,EAAE;oBACxC,mBAAmB,CAAC,cAAc,GAAG,mBAAmB,CAAC,cAAc,IAAI,EAAE,CAAC;oBAC9E,IAAI,CAAC,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,GAAa,EAAE,EAAE,CAAC,GAAG,CAAC,EAAE,KAAgB,IAAI,CAAC,QAAS,CAAC,EAAE,CAAC,EAAE;wBACtG,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;wBACnE,KAAK,MAAM,WAAW,IAAI,IAAI,CAAC,QAAQ,CAAC,YAAY,EAAE;4BAClD,IAAI,WAAW,EAAE;gCACb,iBAAiB,CAAC,WAAW,CAAC,CAAC;6BAClC;yBACJ;qBACJ;iBACJ;qBAAM;oBACH,iBAAiB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;iBACpC;aACJ;iBAAM,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBACvB,iBAAiB,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC,CAAC;aACtD;YAED,oBAAoB;YACpB,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;YAChC,IAAI,QAAQ,EAAE;gBACV,IAAI,CAAC,mBAAmB,CAAC,UAAU,EAAE;oBACjC,mBAAmB,CAAC,UAAU,GAAG,EAAE,CAAC;oBAEpC,mBAAmB,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,CAAC;oBAC1C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;oBAC5C,mBAAmB,CAAC,UAAU,CAAC,SAAS,GAAG,EAAE,CAAC;oBAC9C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;oBAC5C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;oBAC5C,mBAAmB,CAAC,UAAU,CAAC,MAAM,GAAG,EAAE,CAAC;oBAC3C,mBAAmB,CAAC,UAAU,CAAC,UAAU,GAAG,EAAE,CAAC;oBAC/C,mBAAmB,CAAC,UAAU,CAAC,UAAU,GAAG,EAAE,CAAC;iBAClD;gBAED,iBAAiB,CAAC,QAAQ,EAAE,mBAAmB,CAAC,UAAU,CAAC,CAAC;aAC/D;YACD,YAAY;YACZ,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE;gBAChD,mBAAmB,CAAC,SAAS,GAAG,mBAAmB,CAAC,SAAS,IAAI,EAAE,CAAC;gBACpE,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;aACjE;YAED,2BAA2B;YAC3B,mBAAmB,CAAC,MAAM,GAAG,mBAAmB,CAAC,MAAM,IAAI,EAAE,CAAC;YAC9D,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC,CAAC;SAC7E;KACJ;SAAM,IAAI,IAAI,CAAC,YAAY,EAAE,KAAK,eAAe,EAAE;QAChD,MAAM,aAAa,GAAG,IAAqB,CAAC;QAC5C,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,CAAC;KACtE;SAAM,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE;QACrD,MAAM,MAAM,GAAG,IAAc,CAAC;QAC9B,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;KACxD;SAAM,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE;QACpD,MAAM,KAAK,GAAG,IAAa,CAAC;QAC5B,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC;KACtD;AACL,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,eAAe;IACxB;;OAEG;IACI,MAAM,CAAC,UAAU;QACpB,oBAAoB,GAAG,EAAE,CAAC;IAC9B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,SAAS,CAAC,KAAY;QAChC,OAAO,eAAe,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IAC7C,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,KAAY,EAAE,sBAAsB,GAAG,IAAI;QACjE,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QAEpC,IAAI,sBAAsB,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,sBAAsB,IAAI,OAAO,CAAC,qBAAqB,EAAE;YAChH,MAAM,CAAC,IAAI,CAAC,oIAAoI,CAAC,CAAC;SACrJ;QAED,eAAe,CAAC,UAAU,EAAE,CAAC;QAE7B,QAAQ;QACR,mBAAmB,CAAC,wBAAwB,GAAG,KAAK,CAAC,wBAAwB,CAAC;QAC9E,mBAAmB,CAAC,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;QAChD,mBAAmB,CAAC,UAAU,GAAG,KAAK,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;QAC5D,mBAAmB,CAAC,YAAY,GAAG,KAAK,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;QAChE,mBAAmB,CAAC,OAAO,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;QACtD,mBAAmB,CAAC,iBAAiB,GAAG,KAAK,CAAC,iBAAiB,CAAC;QAChE,mBAAmB,CAAC,oBAAoB,GAAG,KAAK,CAAC,oBAAoB,CAAC;QAEtE,MAAM;QACN,IAAI,KAAK,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO,KAAK,CAAC,EAAE;YACtC,mBAAmB,CAAC,OAAO,GAAG,KAAK,CAAC,OAAO,CAAC;YAC5C,mBAAmB,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;YACxD,mBAAmB,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;YAC9C,mBAAmB,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;YAC1C,mBAAmB,CAAC,UAAU,GAAG,KAAK,CAAC,UAAU,CAAC;SACrD;QAED,SAAS;QACT,IAAI,KAAK,CAAC,gBAAgB,IAAI,KAAK,CAAC,gBAAgB,EAAE,EAAE;YACpD,MAAM,YAAY,GAAG,KAAK,CAAC,gBAAgB,EAAE,CAAC;YAE9C,IAAI,YAAY,EAAE;gBACd,mBAAmB,CAAC,cAAc,GAAG,IAAI,CAAC;gBAC1C,mBAAmB,CAAC,cAAc,GAAG,YAAY,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;gBACpE,mBAAmB,CAAC,aAAa,GAAG,YAAY,CAAC,oBAAoB,EAAE,CAAC;aAC3E;SACJ;QAED,WAAW;QACX,IAAI,KAAK,CAAC,QAAQ,EAAE;YAChB,mBAAmB,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;SACjD;QAED,gBAAgB;QAChB,mBAAmB,CAAC,mBAAmB,GAAG,EAAE,CAAC;QAC7C,KAAK,MAAM,YAAY,IAAI,KAAK,CAAC,MAAM,EAAE;YACrC,MAAM,OAAO,GAAU,YAAa,CAAC,kBAAkB,CAAC;YAExD,IAAI,OAAO,EAAE;gBACT,mBAAmB,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,CAAC;aACrE;SACJ;QAED,SAAS;QACT,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,IAAI,KAAa,CAAC;QAClB,IAAI,KAAY,CAAC;QACjB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAClD,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAE5B,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;gBACvB,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC;aACtD;SACJ;QAED,UAAU;QACV,mBAAmB,CAAC,OAAO,GAAG,EAAE,CAAC;QACjC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACnD,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;YAEpC,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE;gBACxB,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;aACxD;SACJ;QAED,IAAI,KAAK,CAAC,YAAY,EAAE;YACpB,mBAAmB,CAAC,cAAc,GAAG,KAAK,CAAC,YAAY,CAAC,EAAE,CAAC;SAC9D;QAED,aAAa;QACb,mBAAmB,CAAC,0BAA0B,CAAC,KAAK,EAAE,mBAAmB,CAAC,CAAC;QAE3E,mBAAmB;QACnB,IAAI,KAAK,CAAC,eAAe,IAAI,KAAK,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,EAAE;YAC3D,mBAAmB,CAAC,eAAe,GAAG,EAAE,CAAC;YACzC,KAAK,IAAI,mBAAmB,GAAG,CAAC,EAAE,mBAAmB,GAAG,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,mBAAmB,EAAE,EAAE;gBACzG,MAAM,cAAc,GAAG,KAAK,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;gBAElE,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC,CAAC;aACxE;SACJ;QAED,oBAAoB;QACpB,IAAI,KAAK,CAAC,gBAAgB,IAAI,KAAK,CAAC,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE;YAC7D,mBAAmB,CAAC,gBAAgB,GAAG,EAAE,CAAC;YAE1C,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBAC5D,MAAM,eAAe,GAAG,KAAK,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;gBACtD,mBAAmB,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,CAAC,CAAC;aAC1E;SACJ;QAED,YAAY;QACZ,mBAAmB,CAAC,SAAS,GAAG,EAAE,CAAC;QACnC,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QACxC,IAAI,QAAkB,CAAC;QACvB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACrD,QAAQ,GAAG,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;YAClC,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE;gBAC1B,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;aAC5D;SACJ;QAED,iBAAiB;QACjB,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAC1D,MAAM,aAAa,GAAG,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;YAClD,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,CAAC;SACtE;QAED,sBAAsB;QACtB,IAAI,KAAK,CAAC,kBAAkB,EAAE;YAC1B,IAAK,KAAK,CAAC,kBAAkC,CAAC,MAAM,EAAE;gBAClD,mBAAmB,CAAC,kBAAkB,GAAG,KAAK,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC;aACjF;iBAAM;gBACH,mBAAmB,CAAC,kBAAkB,GAAG,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC;gBACvE,mBAAmB,CAAC,2BAA2B,GAAI,KAAK,CAAC,kBAAkC,CAAC,SAAS,CAAC;aACzG;SACJ;QAED,wBAAwB;QACxB,mBAAmB,CAAC,oBAAoB,GAAG,KAAK,CAAC,oBAAoB,CAAC;QAEtE,YAAY;QACZ,mBAAmB,CAAC,SAAS,GAAG,EAAE,CAAC;QACnC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACrD,MAAM,QAAQ,GAAG,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;YACxC,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE;gBAC1B,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;aAC5D;SACJ;QAED,kBAAkB;QAClB,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAC1D,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,cAAc,EAAE;gBAC7C,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;aACpF;SACJ;QAED,aAAa;QACb,mBAAmB,CAAC,UAAU,GAAG,EAAE,CAAC;QAEpC,mBAAmB,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,CAAC;QAC1C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;QAC5C,mBAAmB,CAAC,UAAU,CAAC,SAAS,GAAG,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;QAC5C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;QAC5C,mBAAmB,CAAC,UAAU,CAAC,MAAM,GAAG,EAAE,CAAC;QAC3C,mBAAmB,CAAC,UAAU,CAAC,UAAU,GAAG,EAAE,CAAC;QAC/C,mBAAmB,CAAC,UAAU,CAAC,UAAU,GAAG,EAAE,CAAC;QAE/C,oBAAoB,GAAG,EAAE,CAAC;QAC1B,MAAM,UAAU,GAAG,KAAK,CAAC,aAAa,EAAE,CAAC;QACzC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAChD,MAAM,QAAQ,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,QAAQ,CAAC,OAAO,EAAE,EAAE;gBACpB,iBAAiB,CAAC,QAAQ,EAAE,mBAAmB,CAAC,UAAU,CAAC,CAAC;aAC/D;SACJ;QAED,SAAS;QACT,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAClD,MAAM,YAAY,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAEzC,IAAI,YAAY,YAAY,IAAI,EAAE;gBAC9B,MAAM,IAAI,GAAG,YAAY,CAAC;gBAC1B,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;oBACtB,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,CAAC,qBAAqB,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,CAAC,mBAAmB,EAAE;wBAClH,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC,CAAC;qBAC7E;iBACJ;aACJ;SACJ;QAED,oBAAoB;QACpB,mBAAmB,CAAC,eAAe,GAAG,EAAE,CAAC;QACzC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAC3D,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC;SAC3F;QAED,iBAAiB;QACjB,mBAAmB,CAAC,aAAa,GAAG,EAAE,CAAC;QACvC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,mBAAmB,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;SAClF;QAED,iBAAiB;QACjB,IAAI,KAAK,CAAC,aAAa,EAAE;YACrB,mBAAmB,CAAC,OAAO,GAAG,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;SACxE;QAED,aAAa;QACb,KAAK,MAAM,SAAS,IAAI,KAAK,CAAC,uBAAuB,EAAE;YACnD,SAAS,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC;SAC5C;QAED,UAAU;QACV,IAAI,KAAK,CAAC,cAAc,EAAE;YACtB,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;YACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBAC1D,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;aACxF;SACJ;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,cAAc,CAAC,KAAY;QACrC,MAAM,mBAAmB,GAAG,eAAe,CAAC,UAAU,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;QAErE,MAAM,QAAQ,GAAwB,EAAE,CAAC;QAEzC,IAAI,CAAC,gBAAgB,CAAC,mBAAmB,EAAE,QAAQ,CAAC,CAAC;QAErD,OAAO,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC;IACjE,CAAC;IAEO,MAAM,CAAC,gBAAgB,CAAC,GAAQ,EAAE,QAA6B;QACnE,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,CAAC,EAAE;YACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACjC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;gBACjB,IAAI,CAAC,YAAY,OAAO,EAAE;oBACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAQ,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;iBACvD;qBAAM,IAAI,CAAC,YAAY,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;oBAChD,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC;iBACtC;aACJ;SACJ;aAAM,IAAI,GAAG,YAAY,MAAM,EAAE;YAC9B,KAAK,MAAM,IAAI,IAAI,GAAG,EAAE;gBACpB,IAAI,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,EAAE;oBACjD,MAAM,CAAC,GAAG,GAAG,CAAC,IAAI,CAAC,CAAC;oBACpB,IAAI,CAAC,YAAY,OAAO,EAAE;wBACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAQ,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;qBAC1D;yBAAM,IAAI,CAAC,YAAY,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;wBAChD,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC;qBACtC;iBACJ;aACJ;SACJ;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,aAAa,CAAC,WAAgB,CAAC,oBAAoB,EAAE,cAAuB,KAAK,EAAE,eAAwB,KAAK;QAC1H,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QACpC,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QACxC,mBAAmB,CAAC,OAAO,GAAG,EAAE,CAAC;QACjC,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAEhC,eAAe,CAAC,UAAU,EAAE,CAAC;QAE7B,WAAW,GAAG,WAAW,YAAY,KAAK,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC;QAEzE,IAAI,WAAW,IAAI,YAAY,EAAE;YAC7B,0EAA0E;YAC1E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACzC,IAAI,YAAY,EAAE;oBACd,WAAW,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,OAAO,CAAC,CAAC,IAAU,EAAE,EAAE;wBACnD,IAAI,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;4BACvD,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;yBAC1B;oBACL,CAAC,CAAC,CAAC;iBACN;gBACD,wDAAwD;gBACxD,IAAI,WAAW,IAAI,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,WAAW,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,EAAE;oBACjI,WAAW,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;iBAC3C;aACJ;SACJ;QAED,WAAW,CAAC,OAAO,CAAC,CAAC,IAAU,EAAE,EAAE;YAC/B,kBAAkB,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC;QAClD,CAAC,CAAC,CAAC;QAEH,OAAO,mBAAmB,CAAC;IAC/B,CAAC;CACJ","sourcesContent":["import type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators.serialization\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport type { Node } from \"../node\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nlet serializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>serializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleNode = (node: Node, serializationObject: any) => {\r\n if ((node as Mesh)._isMesh) {\r\n const mesh = node as Mesh;\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (mesh.material && !serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n } else if (node.getClassName() === \"TransformNode\") {\r\n const transformNode = node as TransformNode;\r\n serializationObject.transformNodes.push(transformNode.serialize());\r\n } else if (node.getClassName().indexOf(\"Camera\") !== -1) {\r\n const camera = node as Camera;\r\n serializationObject.cameras.push(camera.serialize());\r\n } else if (node.getClassName().indexOf(\"Light\") !== -1) {\r\n const light = node as Light;\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n serializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n Logger.Warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode && scene.fogMode !== 0) {\r\n serializationObject.fogMode = scene.fogMode;\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n serializationObject.fogStart = scene.fogStart;\r\n serializationObject.fogEnd = scene.fogEnd;\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled && scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n serializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n serializationObject.particleSystems.push(scene.particleSystems[index].serialize(false));\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n serializationObject.postProcesses.push(scene.postProcesses[index].serialize());\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n // Sprites\r\n if (scene.spriteManagers) {\r\n serializationObject.spriteManagers = [];\r\n for (index = 0; index < scene.spriteManagers.length; index++) {\r\n serializationObject.spriteManagers.push(scene.spriteManagers[index].serialize(true));\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n return Promise.all(promises).then(() => serializationObject);\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n serializationObject.meshes = [];\r\n serializationObject.transformNodes = [];\r\n serializationObject.cameras = [];\r\n serializationObject.lights = [];\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n toSerialize[i].getDescendants().forEach((node: Node) => {\r\n if (toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n });\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n toSerialize.forEach((mesh: Node) => {\r\n FinalizeSingleNode(mesh, serializationObject);\r\n });\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"sceneSerializer.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/sceneSerializer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AACtC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAI3D,OAAO,EAAE,mBAAmB,EAAE,MAAM,4BAA4B,CAAC;AACjE,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAKxD,OAAO,EAAE,MAAM,EAAE,oBAAyB;AAE1C,IAAI,oBAAoB,GAAe,EAAE,CAAC;AAC1C,MAAM,iBAAiB,GAAG,CAAC,QAAkB,EAAE,uBAA4B,EAAO,EAAE;IAChF,IAAI,QAAQ,CAAC,cAAc,EAAE;QACzB,OAAO;KACV;IAED,uBAAuB,CAAC,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,oBAAoB,EAAE,CAAC,CAAC;IAEnE,oBAAqB,CAAC,QAAQ,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC;AACpD,CAAC,CAAC;AAEF,MAAM,aAAa,GAAG,CAAC,IAAU,EAAE,kBAAuB,EAAO,EAAE;IAC/D,MAAM,mBAAmB,GAAQ,EAAE,CAAC;IAEpC,WAAW;IACX,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;IAChC,IAAI,QAAQ,EAAE;QACV,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE;YAC/C,+IAA+I;YAC/I,iBAAiB,CAAC,QAAQ,EAAE,kBAAkB,CAAC,UAAU,CAAC,CAAC;SAC9D;KACJ;IAED,SAAS;IACT,IAAI,IAAI,CAAC,SAAS,EAAE;QAChB,IAAI,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC;KACvC;IAED,OAAO,mBAAmB,CAAC;AAC/B,CAAC,CAAC;AAEF,MAAM,kBAAkB,GAAG,CAAC,IAAU,EAAE,mBAAwB,EAAE,EAAE;IAChE,IAAK,IAAa,CAAC,OAAO,EAAE;QACxB,MAAM,IAAI,GAAG,IAAY,CAAC;QAC1B,0CAA0C;QAC1C,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,CAAC,qBAAqB,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,CAAC,mBAAmB,EAAE;YAClH,MAAM,iBAAiB,GAAG,CAAC,QAAkB,EAAE,EAAE;gBAC7C,mBAAmB,CAAC,SAAS,GAAG,mBAAmB,CAAC,SAAS,IAAI,EAAE,CAAC;gBACpE,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,GAAa,EAAE,EAAE,CAAC,GAAG,CAAC,EAAE,KAAgB,IAAI,CAAC,QAAS,CAAC,EAAE,CAAC,EAAE;oBAClH,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;iBAC5D;YACL,CAAC,CAAC;YAEF,oBAAoB;YACpB,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE;gBAChD,IAAI,IAAI,CAAC,QAAQ,YAAY,aAAa,EAAE;oBACxC,mBAAmB,CAAC,cAAc,GAAG,mBAAmB,CAAC,cAAc,IAAI,EAAE,CAAC;oBAC9E,IAAI,CAAC,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,GAAa,EAAE,EAAE,CAAC,GAAG,CAAC,EAAE,KAAgB,IAAI,CAAC,QAAS,CAAC,EAAE,CAAC,EAAE;wBACtG,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;wBACnE,KAAK,MAAM,WAAW,IAAI,IAAI,CAAC,QAAQ,CAAC,YAAY,EAAE;4BAClD,IAAI,WAAW,EAAE;gCACb,iBAAiB,CAAC,WAAW,CAAC,CAAC;6BAClC;yBACJ;qBACJ;iBACJ;qBAAM;oBACH,iBAAiB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;iBACpC;aACJ;iBAAM,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBACvB,iBAAiB,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC,CAAC;aACtD;YAED,oBAAoB;YACpB,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;YAChC,IAAI,QAAQ,EAAE;gBACV,IAAI,CAAC,mBAAmB,CAAC,UAAU,EAAE;oBACjC,mBAAmB,CAAC,UAAU,GAAG,EAAE,CAAC;oBAEpC,mBAAmB,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,CAAC;oBAC1C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;oBAC5C,mBAAmB,CAAC,UAAU,CAAC,SAAS,GAAG,EAAE,CAAC;oBAC9C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;oBAC5C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;oBAC5C,mBAAmB,CAAC,UAAU,CAAC,MAAM,GAAG,EAAE,CAAC;oBAC3C,mBAAmB,CAAC,UAAU,CAAC,UAAU,GAAG,EAAE,CAAC;oBAC/C,mBAAmB,CAAC,UAAU,CAAC,UAAU,GAAG,EAAE,CAAC;iBAClD;gBAED,iBAAiB,CAAC,QAAQ,EAAE,mBAAmB,CAAC,UAAU,CAAC,CAAC;aAC/D;YACD,YAAY;YACZ,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE;gBAChD,mBAAmB,CAAC,SAAS,GAAG,mBAAmB,CAAC,SAAS,IAAI,EAAE,CAAC;gBACpE,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;aACjE;YAED,2BAA2B;YAC3B,mBAAmB,CAAC,MAAM,GAAG,mBAAmB,CAAC,MAAM,IAAI,EAAE,CAAC;YAC9D,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC,CAAC;SAC7E;KACJ;SAAM,IAAI,IAAI,CAAC,YAAY,EAAE,KAAK,eAAe,EAAE;QAChD,MAAM,aAAa,GAAG,IAAqB,CAAC;QAC5C,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,CAAC;KACtE;SAAM,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE;QACrD,MAAM,MAAM,GAAG,IAAc,CAAC;QAC9B,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;KACxD;SAAM,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE;QACpD,MAAM,KAAK,GAAG,IAAa,CAAC;QAC5B,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC;KACtD;AACL,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,eAAe;IACxB;;OAEG;IACI,MAAM,CAAC,UAAU;QACpB,oBAAoB,GAAG,EAAE,CAAC;IAC9B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,SAAS,CAAC,KAAY;QAChC,OAAO,eAAe,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IAC7C,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,KAAY,EAAE,sBAAsB,GAAG,IAAI;QACjE,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QAEpC,IAAI,sBAAsB,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,sBAAsB,IAAI,OAAO,CAAC,qBAAqB,EAAE;YAChH,MAAM,CAAC,IAAI,CAAC,oIAAoI,CAAC,CAAC;SACrJ;QAED,eAAe,CAAC,UAAU,EAAE,CAAC;QAE7B,QAAQ;QACR,mBAAmB,CAAC,wBAAwB,GAAG,KAAK,CAAC,wBAAwB,CAAC;QAC9E,mBAAmB,CAAC,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;QAChD,mBAAmB,CAAC,UAAU,GAAG,KAAK,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;QAC5D,mBAAmB,CAAC,YAAY,GAAG,KAAK,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;QAChE,mBAAmB,CAAC,OAAO,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;QACtD,mBAAmB,CAAC,iBAAiB,GAAG,KAAK,CAAC,iBAAiB,CAAC;QAChE,mBAAmB,CAAC,oBAAoB,GAAG,KAAK,CAAC,oBAAoB,CAAC;QAEtE,MAAM;QACN,IAAI,KAAK,CAAC,OAAO,KAAK,SAAS,IAAI,KAAK,CAAC,OAAO,KAAK,IAAI,EAAE;YACvD,mBAAmB,CAAC,OAAO,GAAG,KAAK,CAAC,OAAO,CAAC;SAC/C;QACD,IAAI,KAAK,CAAC,QAAQ,KAAK,SAAS,IAAI,KAAK,CAAC,QAAQ,KAAK,IAAI,EAAE;YACzD,mBAAmB,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;SAC3D;QACD,IAAI,KAAK,CAAC,QAAQ,KAAK,SAAS,IAAI,KAAK,CAAC,QAAQ,KAAK,IAAI,EAAE;YACzD,mBAAmB,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;SACjD;QACD,IAAI,KAAK,CAAC,MAAM,KAAK,SAAS,IAAI,KAAK,CAAC,MAAM,KAAK,IAAI,EAAE;YACrD,mBAAmB,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;SAC7C;QACD,IAAI,KAAK,CAAC,UAAU,KAAK,SAAS,IAAI,KAAK,CAAC,UAAU,KAAK,IAAI,EAAE;YAC7D,mBAAmB,CAAC,UAAU,GAAG,KAAK,CAAC,UAAU,CAAC;SACrD;QAED,SAAS;QACT,IAAI,KAAK,CAAC,gBAAgB,IAAI,KAAK,CAAC,gBAAgB,EAAE,EAAE;YACpD,MAAM,YAAY,GAAG,KAAK,CAAC,gBAAgB,EAAE,CAAC;YAE9C,IAAI,YAAY,EAAE;gBACd,mBAAmB,CAAC,cAAc,GAAG,IAAI,CAAC;gBAC1C,mBAAmB,CAAC,cAAc,GAAG,YAAY,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;gBACpE,mBAAmB,CAAC,aAAa,GAAG,YAAY,CAAC,oBAAoB,EAAE,CAAC;aAC3E;SACJ;QAED,WAAW;QACX,IAAI,KAAK,CAAC,QAAQ,EAAE;YAChB,mBAAmB,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;SACjD;QAED,gBAAgB;QAChB,mBAAmB,CAAC,mBAAmB,GAAG,EAAE,CAAC;QAC7C,KAAK,MAAM,YAAY,IAAI,KAAK,CAAC,MAAM,EAAE;YACrC,MAAM,OAAO,GAAU,YAAa,CAAC,kBAAkB,CAAC;YAExD,IAAI,OAAO,EAAE;gBACT,mBAAmB,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,CAAC;aACrE;SACJ;QAED,SAAS;QACT,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,IAAI,KAAa,CAAC;QAClB,IAAI,KAAY,CAAC;QACjB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAClD,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAE5B,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;gBACvB,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC;aACtD;SACJ;QAED,UAAU;QACV,mBAAmB,CAAC,OAAO,GAAG,EAAE,CAAC;QACjC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACnD,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;YAEpC,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE;gBACxB,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;aACxD;SACJ;QAED,IAAI,KAAK,CAAC,YAAY,EAAE;YACpB,mBAAmB,CAAC,cAAc,GAAG,KAAK,CAAC,YAAY,CAAC,EAAE,CAAC;SAC9D;QAED,aAAa;QACb,mBAAmB,CAAC,0BAA0B,CAAC,KAAK,EAAE,mBAAmB,CAAC,CAAC;QAE3E,mBAAmB;QACnB,IAAI,KAAK,CAAC,eAAe,IAAI,KAAK,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,EAAE;YAC3D,mBAAmB,CAAC,eAAe,GAAG,EAAE,CAAC;YACzC,KAAK,IAAI,mBAAmB,GAAG,CAAC,EAAE,mBAAmB,GAAG,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,mBAAmB,EAAE,EAAE;gBACzG,MAAM,cAAc,GAAG,KAAK,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;gBAElE,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC,CAAC;aACxE;SACJ;QAED,oBAAoB;QACpB,IAAI,KAAK,CAAC,gBAAgB,IAAI,KAAK,CAAC,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE;YAC7D,mBAAmB,CAAC,gBAAgB,GAAG,EAAE,CAAC;YAE1C,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBAC5D,MAAM,eAAe,GAAG,KAAK,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;gBACtD,mBAAmB,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,CAAC,CAAC;aAC1E;SACJ;QAED,YAAY;QACZ,mBAAmB,CAAC,SAAS,GAAG,EAAE,CAAC;QACnC,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QACxC,IAAI,QAAkB,CAAC;QACvB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACrD,QAAQ,GAAG,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;YAClC,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE;gBAC1B,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;aAC5D;SACJ;QAED,iBAAiB;QACjB,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAC1D,MAAM,aAAa,GAAG,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;YAClD,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,CAAC;SACtE;QAED,sBAAsB;QACtB,IAAI,KAAK,CAAC,kBAAkB,EAAE;YAC1B,IAAK,KAAK,CAAC,kBAAkC,CAAC,MAAM,EAAE;gBAClD,mBAAmB,CAAC,kBAAkB,GAAG,KAAK,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC;aACjF;iBAAM;gBACH,mBAAmB,CAAC,kBAAkB,GAAG,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC;gBACvE,mBAAmB,CAAC,2BAA2B,GAAI,KAAK,CAAC,kBAAkC,CAAC,SAAS,CAAC;aACzG;SACJ;QAED,wBAAwB;QACxB,mBAAmB,CAAC,oBAAoB,GAAG,KAAK,CAAC,oBAAoB,CAAC;QAEtE,YAAY;QACZ,mBAAmB,CAAC,SAAS,GAAG,EAAE,CAAC;QACnC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACrD,MAAM,QAAQ,GAAG,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;YACxC,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE;gBAC1B,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,CAAC;aAC5D;SACJ;QAED,kBAAkB;QAClB,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAC1D,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,cAAc,EAAE;gBAC7C,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;aACpF;SACJ;QAED,aAAa;QACb,mBAAmB,CAAC,UAAU,GAAG,EAAE,CAAC;QAEpC,mBAAmB,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,CAAC;QAC1C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;QAC5C,mBAAmB,CAAC,UAAU,CAAC,SAAS,GAAG,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;QAC5C,mBAAmB,CAAC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;QAC5C,mBAAmB,CAAC,UAAU,CAAC,MAAM,GAAG,EAAE,CAAC;QAC3C,mBAAmB,CAAC,UAAU,CAAC,UAAU,GAAG,EAAE,CAAC;QAC/C,mBAAmB,CAAC,UAAU,CAAC,UAAU,GAAG,EAAE,CAAC;QAE/C,oBAAoB,GAAG,EAAE,CAAC;QAC1B,MAAM,UAAU,GAAG,KAAK,CAAC,aAAa,EAAE,CAAC;QACzC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAChD,MAAM,QAAQ,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,QAAQ,CAAC,OAAO,EAAE,EAAE;gBACpB,iBAAiB,CAAC,QAAQ,EAAE,mBAAmB,CAAC,UAAU,CAAC,CAAC;aAC/D;SACJ;QAED,SAAS;QACT,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAClD,MAAM,YAAY,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAEzC,IAAI,YAAY,YAAY,IAAI,EAAE;gBAC9B,MAAM,IAAI,GAAG,YAAY,CAAC;gBAC1B,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;oBACtB,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,CAAC,qBAAqB,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,CAAC,mBAAmB,EAAE;wBAClH,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC,CAAC;qBAC7E;iBACJ;aACJ;SACJ;QAED,oBAAoB;QACpB,mBAAmB,CAAC,eAAe,GAAG,EAAE,CAAC;QACzC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAC3D,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC;SAC3F;QAED,iBAAiB;QACjB,mBAAmB,CAAC,aAAa,GAAG,EAAE,CAAC;QACvC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,mBAAmB,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;SAClF;QAED,iBAAiB;QACjB,IAAI,KAAK,CAAC,aAAa,EAAE;YACrB,mBAAmB,CAAC,OAAO,GAAG,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;SACxE;QAED,aAAa;QACb,KAAK,MAAM,SAAS,IAAI,KAAK,CAAC,uBAAuB,EAAE;YACnD,SAAS,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC;SAC5C;QAED,UAAU;QACV,IAAI,KAAK,CAAC,cAAc,EAAE;YACtB,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;YACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBAC1D,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;aACxF;SACJ;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,cAAc,CAAC,KAAY;QACrC,MAAM,mBAAmB,GAAG,eAAe,CAAC,UAAU,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;QAErE,MAAM,QAAQ,GAAwB,EAAE,CAAC;QAEzC,IAAI,CAAC,gBAAgB,CAAC,mBAAmB,EAAE,QAAQ,CAAC,CAAC;QAErD,OAAO,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC;IACjE,CAAC;IAEO,MAAM,CAAC,gBAAgB,CAAC,GAAQ,EAAE,QAA6B;QACnE,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,CAAC,EAAE;YACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACjC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;gBACjB,IAAI,CAAC,YAAY,OAAO,EAAE;oBACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAQ,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;iBACvD;qBAAM,IAAI,CAAC,YAAY,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;oBAChD,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC;iBACtC;aACJ;SACJ;aAAM,IAAI,GAAG,YAAY,MAAM,EAAE;YAC9B,KAAK,MAAM,IAAI,IAAI,GAAG,EAAE;gBACpB,IAAI,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,EAAE;oBACjD,MAAM,CAAC,GAAG,GAAG,CAAC,IAAI,CAAC,CAAC;oBACpB,IAAI,CAAC,YAAY,OAAO,EAAE;wBACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAQ,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;qBAC1D;yBAAM,IAAI,CAAC,YAAY,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;wBAChD,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC;qBACtC;iBACJ;aACJ;SACJ;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,aAAa,CAAC,WAAgB,CAAC,oBAAoB,EAAE,cAAuB,KAAK,EAAE,eAAwB,KAAK;QAC1H,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QACpC,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QACxC,mBAAmB,CAAC,OAAO,GAAG,EAAE,CAAC;QACjC,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAEhC,eAAe,CAAC,UAAU,EAAE,CAAC;QAE7B,WAAW,GAAG,WAAW,YAAY,KAAK,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC;QAEzE,IAAI,WAAW,IAAI,YAAY,EAAE;YAC7B,0EAA0E;YAC1E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACzC,IAAI,YAAY,EAAE;oBACd,WAAW,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,OAAO,CAAC,CAAC,IAAU,EAAE,EAAE;wBACnD,IAAI,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;4BACvD,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;yBAC1B;oBACL,CAAC,CAAC,CAAC;iBACN;gBACD,wDAAwD;gBACxD,IAAI,WAAW,IAAI,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,WAAW,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,EAAE;oBACjI,WAAW,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;iBAC3C;aACJ;SACJ;QAED,WAAW,CAAC,OAAO,CAAC,CAAC,IAAU,EAAE,EAAE;YAC/B,kBAAkB,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC;QAClD,CAAC,CAAC,CAAC;QAEH,OAAO,mBAAmB,CAAC;IAC/B,CAAC;CACJ","sourcesContent":["import type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators.serialization\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport type { Node } from \"../node\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nlet serializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>serializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleNode = (node: Node, serializationObject: any) => {\r\n if ((node as Mesh)._isMesh) {\r\n const mesh = node as Mesh;\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (mesh.material && !serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n } else if (node.getClassName() === \"TransformNode\") {\r\n const transformNode = node as TransformNode;\r\n serializationObject.transformNodes.push(transformNode.serialize());\r\n } else if (node.getClassName().indexOf(\"Camera\") !== -1) {\r\n const camera = node as Camera;\r\n serializationObject.cameras.push(camera.serialize());\r\n } else if (node.getClassName().indexOf(\"Light\") !== -1) {\r\n const light = node as Light;\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n serializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n Logger.Warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode !== undefined && scene.fogMode !== null) {\r\n serializationObject.fogMode = scene.fogMode;\r\n }\r\n if (scene.fogColor !== undefined && scene.fogColor !== null) {\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n }\r\n if (scene.fogStart !== undefined && scene.fogStart !== null) {\r\n serializationObject.fogStart = scene.fogStart;\r\n }\r\n if (scene.fogEnd !== undefined && scene.fogEnd !== null) {\r\n serializationObject.fogEnd = scene.fogEnd;\r\n }\r\n if (scene.fogDensity !== undefined && scene.fogDensity !== null) {\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled && scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n serializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n serializationObject.particleSystems.push(scene.particleSystems[index].serialize(false));\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n serializationObject.postProcesses.push(scene.postProcesses[index].serialize());\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n // Sprites\r\n if (scene.spriteManagers) {\r\n serializationObject.spriteManagers = [];\r\n for (index = 0; index < scene.spriteManagers.length; index++) {\r\n serializationObject.spriteManagers.push(scene.spriteManagers[index].serialize(true));\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n return Promise.all(promises).then(() => serializationObject);\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n serializationObject.meshes = [];\r\n serializationObject.transformNodes = [];\r\n serializationObject.cameras = [];\r\n serializationObject.lights = [];\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n toSerialize[i].getDescendants().forEach((node: Node) => {\r\n if (toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n });\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n toSerialize.forEach((mesh: Node) => {\r\n FinalizeSingleNode(mesh, serializationObject);\r\n });\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
@@ -2,6 +2,8 @@ import type { BaseTexture } from "../Materials/Textures/baseTexture.js";
2
2
  import type { InternalTexture } from "../Materials/Textures/internalTexture";
3
3
  import { Texture } from "../Materials/Textures/texture";
4
4
  import type { Scene } from "../scene";
5
+ import "../Shaders/lod.fragment";
6
+ import "../Shaders/lodCube.fragment";
5
7
  /**
6
8
  * Uses the GPU to create a copy texture rescaled at a given size
7
9
  * @param texture Texture to copy from
@@ -3,6 +3,8 @@ import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.j
3
3
  import { PassPostProcess } from "../PostProcesses/passPostProcess.js";
4
4
 
5
5
  import { PostProcess } from "../PostProcesses/postProcess.js";
6
+ import "../Shaders/lod.fragment.js";
7
+ import "../Shaders/lodCube.fragment.js";
6
8
  /**
7
9
  * Uses the GPU to create a copy texture rescaled at a given size
8
10
  * @param texture Texture to copy from
@@ -1 +1 @@
1
- {"version":3,"file":"textureTools.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/textureTools.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAG3D;;;;;;;GAOG;AACH,MAAM,UAAU,iBAAiB,CAAC,OAAgB,EAAE,KAAa,EAAE,MAAc,EAAE,kBAA2B,IAAI;IAC9G,MAAM,KAAK,GAAU,OAAO,CAAC,QAAQ,EAAE,CAAC;IACxC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;IAEjC,MAAM,GAAG,GAAG,IAAI,mBAAmB,CAC/B,SAAS,GAAG,OAAO,CAAC,IAAI,EACxB,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,EAChC,KAAK,EACL,CAAC,OAAO,CAAC,QAAQ,EACjB,IAAI,EACc,OAAO,CAAC,QAAS,CAAC,IAAI,EACxC,KAAK,EACL,OAAO,CAAC,YAAY,EACpB,KAAK,CACR,CAAC;IAEF,GAAG,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC1B,GAAG,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC1B,GAAG,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAC9B,GAAG,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAC9B,GAAG,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAC5B,GAAG,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAC5B,GAAG,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IACxB,GAAG,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IACxB,GAAG,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IACxB,GAAG,CAAC,gBAAgB,GAAG,OAAO,CAAC,gBAAgB,CAAC;IAChD,GAAG,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC1B,GAAG,CAAC,yBAAyB,GAAG,OAAO,CAAC,yBAAyB,CAAC;IAChD,GAAG,CAAC,QAAS,CAAC,OAAO,GAAG,KAAK,CAAC;IAEhD,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;IAC1C,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;IAE1C,MAAM,eAAe,GAAG,IAAI,eAAe,CACvC,MAAM,EACN,CAAC,EACD,IAAI,EACJ,eAAe,CAAC,CAAC,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,OAAO,CAAC,oBAAoB,EAC9E,MAAM,EACN,KAAK,EACL,SAAS,CAAC,wBAAwB,CACrC,CAAC;IACF,eAAe,CAAC,6BAA6B,GAAG,IAAI,CAAC;IACrD,eAAe,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;QACjD,eAAe,CAAC,OAAO,GAAG,UAAU,MAAM;YACtC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,OAAO,CAAC,CAAC;QACjD,CAAC,CAAC;QAEF,MAAM,eAAe,GAAG,GAAG,CAAC,YAAY,CAAC;QAEzC,IAAI,eAAe,EAAE;YACjB,KAAK,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC,eAAe,CAAC,EAAE,eAAe,CAAC,CAAC;YAE1E,MAAM,CAAC,iBAAiB,CAAC,eAAe,CAAC,CAAC;YAC1C,GAAG,CAAC,yBAAyB,EAAE,CAAC;YAChC,eAAe,CAAC,OAAO,EAAE,CAAC;YAE1B,GAAG,CAAC,kBAAkB,EAAG,CAAC,OAAO,GAAG,IAAI,CAAC;SAC5C;IACL,CAAC,CAAC,CAAC;IAEH,OAAO,GAAG,CAAC;AACf,CAAC;AAED;;;;;;;;;;;GAWG;AACH,MAAM,UAAU,gBAAgB,CAC5B,eAAuB,EACvB,eAAgC,EAChC,KAAY,EACZ,IAAa,EACb,YAAqB,EACrB,MAAe,EACf,KAAc,EACd,MAAe;IAEf,yBAAyB;IACzB,MAAM,MAAM,GAAG,eAAe,CAAC,SAAS,EAAoB,CAAC;IAE7D,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;IAEhC,YAAY,GAAG,YAAY,IAAI,eAAe,CAAC,YAAY,CAAC;IAC5D,IAAI,GAAG,IAAI,IAAI,eAAe,CAAC,IAAI,CAAC;IACpC,MAAM,GAAG,MAAM,IAAI,eAAe,CAAC,MAAM,CAAC;IAC1C,KAAK,GAAG,KAAK,IAAI,eAAe,CAAC,KAAK,CAAC;IACvC,MAAM,GAAG,MAAM,IAAI,eAAe,CAAC,MAAM,CAAC;IAE1C,IAAI,IAAI,KAAK,CAAC,CAAC,EAAE;QACb,IAAI,GAAG,SAAS,CAAC,yBAAyB,CAAC;KAC9C;IAED,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;QAC3B,0BAA0B;QAC1B,MAAM,WAAW,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;QACvK,WAAW,CAAC,6BAA6B,GAAG,IAAI,CAAC;QAEjD,mCAAmC;QACnC,MAAM,cAAc,GAAG,MAAM,CAAC,yBAAyB,CACnD,EAAE,KAAK,EAAE,KAAe,EAAE,MAAM,EAAE,MAAgB,EAAE,EACpD;YACI,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,qBAAqB,EAAE,KAAK;YAC5B,YAAY;YACZ,IAAI;YACJ,MAAM;SACT,CACJ,CAAC;QAEF,WAAW,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;YAC7C,iBAAiB;YACjB,WAAW,CAAC,OAAO,GAAG,CAAC,MAAM,EAAE,EAAE;gBAC7B,MAAM,CAAC,YAAY,CAAC,gBAAgB,EAAE,eAAe,CAAC,CAAC;gBACvD,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACpC,CAAC,CAAC;YACF,KAAK,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC,WAAY,CAAC,EAAE,cAAc,EAAE,IAAI,CAAC,CAAC;YAE5E,UAAU;YACV,MAAM,CAAC,yBAAyB,EAAE,CAAC;YACnC,MAAM,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;YACxC,IAAI,WAAW,EAAE;gBACb,WAAW,CAAC,OAAO,EAAE,CAAC;aACzB;YAED,gBAAgB;YAChB,cAAc,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC;YAE5C,8BAA8B;YAC9B,eAAe,CAAC,IAAI,GAAG,IAAK,CAAC;YAC7B,eAAe,CAAC,MAAM,GAAG,SAAS,CAAC,kBAAkB,CAAC;YACtD,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC;YAE/B,OAAO,CAAC,eAAe,CAAC,CAAC;QAC7B,CAAC,CAAC,CAAC;IACP,CAAC,CAAC,CAAC;AACP,CAAC;AAED,mGAAmG;AACnG,IAAI,SAAuB,CAAC;AAC5B,IAAI,SAAqB,CAAC;AAC1B;;;;GAIG;AACH,MAAM,UAAU,WAAW,CAAC,KAAa;IACrC,IAAI,CAAC,SAAS,EAAE;QACZ,SAAS,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAChC,SAAS,GAAG,IAAI,UAAU,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;KAChD;IAED,SAAS,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;IACrB,MAAM,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;IAEvB,IAAI,IAAI,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,kBAAkB;IACjD,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,qCAAqC;IACjE,MAAM,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,8BAA8B;IAE1D;mCAC+B;IAC/B,IAAI,CAAC,GAAG,GAAG,EAAE;QACT,OAAO,IAAI,CAAC;KACf;IAED,kEAAkE;IAClE,IAAI,CAAC,GAAG,GAAG,EAAE;QACT,IAAI,IAAI,MAAM,CAAC;QACf;gEACwD;QACxD,IAAI,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,UAAU,CAAC;QAC7C,OAAO,IAAI,CAAC;KACf;IAED,gEAAgE;IAChE,IAAI,CAAC,GAAG,GAAG,EAAE;QACT,CAAC,IAAI,MAAM,CAAC;QACZ;gCACwB;QACxB,IAAI,IAAI,CAAC,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QAClD,OAAO,IAAI,CAAC;KACf;IAED,IAAI,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;IACrC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC;IACd,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,aAAa,CAAC,KAAa;IACvC,MAAM,CAAC,GAAG,CAAC,KAAK,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;IACjC,MAAM,CAAC,GAAG,CAAC,KAAK,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;IACjC,MAAM,CAAC,GAAG,KAAK,GAAG,MAAM,CAAC;IAEzB,IAAI,CAAC,KAAK,CAAC,EAAE;QACT,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;KAClE;SAAM,IAAI,CAAC,IAAI,IAAI,EAAE;QAClB,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC;KAC5C;IAED,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;AAC1E,CAAC;AAED,MAAM,YAAY,GAAG,KAAK,EAAE,OAAoB,EAAE,KAAa,EAAE,MAAc,EAAE,IAAY,EAAE,GAAW,EAAuB,EAAE;IAC/H,MAAM,KAAK,GAAG,OAAO,CAAC,QAAQ,EAAG,CAAC;IAClC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;IAEjC,IAAI,cAA2B,CAAC;IAEhC,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;QACjB,cAAc,GAAG,IAAI,WAAW,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,KAAK,EAAE,OAAO,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,0BAA0B,EAAE,MAAM,CAAC,CAAC;KACjI;SAAM;QACH,MAAM,WAAW,GAAG,CAAC,mBAAmB,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,mBAAmB,CAAC,CAAC;QACnJ,cAAc,GAAG,IAAI,WAAW,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,KAAK,EAAE,OAAO,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,0BAA0B,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC;KACnK;IAED,MAAM,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;QAC1B,cAAc,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;YAChD,OAAO,CAAC,CAAC,CAAC,CAAC;QACf,CAAC,CAAC,CAAC;IACP,CAAC,CAAC,CAAC;IAEH,MAAM,GAAG,GAAG,IAAI,mBAAmB,CAAC,MAAM,EAAE,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;IAE5F,cAAc,CAAC,OAAO,GAAG,UAAU,MAAM;QACrC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,OAAO,CAAC,CAAC;QAC7C,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC;QAC5B,MAAM,CAAC,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,UAAU,CAAC,CAAC;IAChD,CAAC,CAAC;IAEF,MAAM,eAAe,GAAG,OAAO,CAAC,kBAAkB,EAAE,CAAC;IAErD,IAAI;QACA,IAAI,GAAG,CAAC,YAAY,IAAI,eAAe,EAAE;YACrC,MAAM,YAAY,GAAG,eAAe,CAAC,YAAY,CAAC;YAClD,IAAI,GAAG,KAAK,CAAC,EAAE;gBACX,OAAO,CAAC,kBAAkB,CAAC,OAAO,CAAC,0BAA0B,CAAC,CAAC;aAClE;iBAAM;gBACH,OAAO,CAAC,kBAAkB,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC;aACvD;YAED,KAAK,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC,cAAc,CAAC,EAAE,GAAG,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YAChF,OAAO,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC;YAEzC,0BAA0B;YAC1B,MAAM,UAAU,GAAG,MAAM,MAAM,CAAC,UAAU,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;YAChE,MAAM,IAAI,GAAG,IAAI,UAAU,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC;YAEzE,SAAS;YACT,MAAM,CAAC,iBAAiB,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;YAE3C,OAAO,IAAI,CAAC;SACf;aAAM;YACH,MAAM,KAAK,CAAC,2BAA2B,CAAC,CAAC;SAC5C;KACJ;YAAS;QACN,GAAG,CAAC,OAAO,EAAE,CAAC;QACd,cAAc,CAAC,OAAO,EAAE,CAAC;KAC5B;AACL,CAAC,CAAC;AAEF;;;;;;;;;GASG;AACH,MAAM,CAAC,KAAK,UAAU,mBAAmB,CAAC,OAAoB,EAAE,KAAa,EAAE,MAAc,EAAE,OAAe,CAAC,EAAE,MAAc,CAAC;IAC5H,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,IAAI,OAAO,CAAC,QAAQ,EAAE;QACxC,MAAM,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAClC,IAAI,OAAO,CAAC,QAAQ,KAAK,IAAI,EAAE;gBAC3B,MAAM,CAAC,CAAC,CAAC,CAAC;gBACV,OAAO;aACV;YACD,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAAC,OAAO,CAAC,GAAG,EAAE;gBAC7C,OAAO,CAAC,CAAC,CAAC,CAAC;YACf,CAAC,CAAC,CAAC;QACP,CAAC,CAAC,CAAC;KACN;IACD,OAAO,MAAM,YAAY,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AACjE,CAAC;AAED;;GAEG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IACxB;;;;;;;OAOG;IACH,iBAAiB;IAEjB;;;;;;;;;OASG;IACH,gBAAgB;IAChB;;;;OAIG;IACH,WAAW;IAEX;;;;OAIG;IACH,aAAa;IAEb;;;;;;;;;;OAUG;IACH,mBAAmB;CACtB,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\n/**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\nexport function CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode: boolean = true): Texture {\r\n const scene = <Scene>texture.getScene();\r\n const engine = scene.getEngine();\r\n\r\n const rtt = new RenderTargetTexture(\r\n \"resized\" + texture.name,\r\n { width: width, height: height },\r\n scene,\r\n !texture.noMipmap,\r\n true,\r\n (<InternalTexture>texture._texture).type,\r\n false,\r\n texture.samplingMode,\r\n false\r\n );\r\n\r\n rtt.wrapU = texture.wrapU;\r\n rtt.wrapV = texture.wrapV;\r\n rtt.uOffset = texture.uOffset;\r\n rtt.vOffset = texture.vOffset;\r\n rtt.uScale = texture.uScale;\r\n rtt.vScale = texture.vScale;\r\n rtt.uAng = texture.uAng;\r\n rtt.vAng = texture.vAng;\r\n rtt.wAng = texture.wAng;\r\n rtt.coordinatesIndex = texture.coordinatesIndex;\r\n rtt.level = texture.level;\r\n rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;\r\n (<InternalTexture>rtt._texture).isReady = false;\r\n\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n const passPostProcess = new PassPostProcess(\r\n \"pass\",\r\n 1,\r\n null,\r\n useBilinearMode ? Texture.BILINEAR_SAMPLINGMODE : Texture.NEAREST_SAMPLINGMODE,\r\n engine,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n passPostProcess.externalTextureSamplerBinding = true;\r\n passPostProcess.getEffect().executeWhenCompiled(() => {\r\n passPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n };\r\n\r\n const internalTexture = rtt.renderTarget;\r\n\r\n if (internalTexture) {\r\n scene.postProcessManager.directRender([passPostProcess], internalTexture);\r\n\r\n engine.unBindFramebuffer(internalTexture);\r\n rtt.disposeFramebufferObjects();\r\n passPostProcess.dispose();\r\n\r\n rtt.getInternalTexture()!.isReady = true;\r\n }\r\n });\r\n\r\n return rtt;\r\n}\r\n\r\n/**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @param width width of the output texture. If not provided, use the one from internalTexture\r\n * @param height height of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\nexport function ApplyPostProcess(\r\n postProcessName: string,\r\n internalTexture: InternalTexture,\r\n scene: Scene,\r\n type?: number,\r\n samplingMode?: number,\r\n format?: number,\r\n width?: number,\r\n height?: number\r\n): Promise<InternalTexture> {\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine() as AbstractEngine;\r\n\r\n internalTexture.isReady = false;\r\n\r\n samplingMode = samplingMode ?? internalTexture.samplingMode;\r\n type = type ?? internalTexture.type;\r\n format = format ?? internalTexture.format;\r\n width = width ?? internalTexture.width;\r\n height = height ?? internalTexture.height;\r\n\r\n if (type === -1) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n // Create the post process\r\n const postProcess = new PostProcess(\"postprocess\", postProcessName, null, null, 1, null, samplingMode, engine, false, undefined, type, undefined, null, false, format);\r\n postProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const encodedTexture = engine.createRenderTargetTexture(\r\n { width: width as number, height: height as number },\r\n {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode,\r\n type,\r\n format,\r\n }\r\n );\r\n\r\n postProcess.getEffect().executeWhenCompiled(() => {\r\n // PP Render Pass\r\n postProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n scene.postProcessManager.directRender([postProcess!], encodedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (postProcess) {\r\n postProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n encodedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.type = type!;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.isReady = true;\r\n\r\n resolve(internalTexture);\r\n });\r\n });\r\n}\r\n\r\n// ref: http://stackoverflow.com/questions/32633585/how-do-you-convert-to-half-floats-in-javascript\r\nlet floatView: Float32Array;\r\nlet int32View: Int32Array;\r\n/**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\nexport function ToHalfFloat(value: number): number {\r\n if (!floatView) {\r\n floatView = new Float32Array(1);\r\n int32View = new Int32Array(floatView.buffer);\r\n }\r\n\r\n floatView[0] = value;\r\n const x = int32View[0];\r\n\r\n let bits = (x >> 16) & 0x8000; /* Get the sign */\r\n let m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */\r\n const e = (x >> 23) & 0xff; /* Using int is faster here */\r\n\r\n /* If zero, or denormal, or exponent underflows too much for a denormal\r\n * half, return signed zero. */\r\n if (e < 103) {\r\n return bits;\r\n }\r\n\r\n /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\r\n if (e > 142) {\r\n bits |= 0x7c00;\r\n /* If exponent was 0xff and one mantissa bit was set, it means NaN,\r\n * not Inf, so make sure we set one mantissa bit too. */\r\n bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;\r\n return bits;\r\n }\r\n\r\n /* If exponent underflows but not too much, return a denormal */\r\n if (e < 113) {\r\n m |= 0x0800;\r\n /* Extra rounding may overflow and set mantissa to 0 and exponent\r\n * to 1, which is OK. */\r\n bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);\r\n return bits;\r\n }\r\n\r\n bits |= ((e - 112) << 10) | (m >> 1);\r\n bits += m & 1;\r\n return bits;\r\n}\r\n\r\n/**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\nexport function FromHalfFloat(value: number): number {\r\n const s = (value & 0x8000) >> 15;\r\n const e = (value & 0x7c00) >> 10;\r\n const f = value & 0x03ff;\r\n\r\n if (e === 0) {\r\n return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));\r\n } else if (e == 0x1f) {\r\n return f ? NaN : (s ? -1 : 1) * Infinity;\r\n }\r\n\r\n return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + f / Math.pow(2, 10));\r\n}\r\n\r\nconst ProcessAsync = async (texture: BaseTexture, width: number, height: number, face: number, lod: number): Promise<Uint8Array> => {\r\n const scene = texture.getScene()!;\r\n const engine = scene.getEngine();\r\n\r\n let lodPostProcess: PostProcess;\r\n\r\n if (!texture.isCube) {\r\n lodPostProcess = new PostProcess(\"lod\", \"lod\", [\"lod\", \"gamma\"], null, 1.0, null, Texture.NEAREST_NEAREST_MIPNEAREST, engine);\r\n } else {\r\n const faceDefines = [\"#define POSITIVEX\", \"#define NEGATIVEX\", \"#define POSITIVEY\", \"#define NEGATIVEY\", \"#define POSITIVEZ\", \"#define NEGATIVEZ\"];\r\n lodPostProcess = new PostProcess(\"lodCube\", \"lodCube\", [\"lod\", \"gamma\"], null, 1.0, null, Texture.NEAREST_NEAREST_MIPNEAREST, engine, false, faceDefines[face]);\r\n }\r\n\r\n await new Promise((resolve) => {\r\n lodPostProcess.getEffect().executeWhenCompiled(() => {\r\n resolve(0);\r\n });\r\n });\r\n\r\n const rtt = new RenderTargetTexture(\"temp\", { width: width, height: height }, scene, false);\r\n\r\n lodPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n effect.setFloat(\"lod\", lod);\r\n effect.setBool(\"gamma\", texture.gammaSpace);\r\n };\r\n\r\n const internalTexture = texture.getInternalTexture();\r\n\r\n try {\r\n if (rtt.renderTarget && internalTexture) {\r\n const samplingMode = internalTexture.samplingMode;\r\n if (lod !== 0) {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST_MIPNEAREST);\r\n } else {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST);\r\n }\r\n\r\n scene.postProcessManager.directRender([lodPostProcess], rtt.renderTarget, true);\r\n texture.updateSamplingMode(samplingMode);\r\n\r\n //Reading datas from WebGL\r\n const bufferView = await engine.readPixels(0, 0, width, height);\r\n const data = new Uint8Array(bufferView.buffer, 0, bufferView.byteLength);\r\n\r\n // Unbind\r\n engine.unBindFramebuffer(rtt.renderTarget);\r\n\r\n return data;\r\n } else {\r\n throw Error(\"Render to texture failed.\");\r\n }\r\n } finally {\r\n rtt.dispose();\r\n lodPostProcess.dispose();\r\n }\r\n};\r\n\r\n/**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the width of the result, which does not have to match the source texture width\r\n * @param height the height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\nexport async function GetTextureDataAsync(texture: BaseTexture, width: number, height: number, face: number = 0, lod: number = 0): Promise<Uint8Array> {\r\n if (!texture.isReady() && texture._texture) {\r\n await new Promise((resolve, reject) => {\r\n if (texture._texture === null) {\r\n reject(0);\r\n return;\r\n }\r\n texture._texture.onLoadedObservable.addOnce(() => {\r\n resolve(0);\r\n });\r\n });\r\n }\r\n return await ProcessAsync(texture, width, height, face, lod);\r\n}\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport const TextureTools = {\r\n /**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\n CreateResizedCopy,\r\n\r\n /**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n ApplyPostProcess,\r\n /**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\n ToHalfFloat,\r\n\r\n /**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\n FromHalfFloat,\r\n\r\n /**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the width of the result, which does not have to match the source texture width\r\n * @param height the height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param channels a filter for which of the RGBA channels to return in the result\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\n GetTextureDataAsync,\r\n};\r\n"]}
1
+ {"version":3,"file":"textureTools.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/textureTools.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAG3D,OAAO,yBAAyB,CAAC;AACjC,OAAO,6BAA6B,CAAC;AAErC;;;;;;;GAOG;AACH,MAAM,UAAU,iBAAiB,CAAC,OAAgB,EAAE,KAAa,EAAE,MAAc,EAAE,kBAA2B,IAAI;IAC9G,MAAM,KAAK,GAAU,OAAO,CAAC,QAAQ,EAAE,CAAC;IACxC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;IAEjC,MAAM,GAAG,GAAG,IAAI,mBAAmB,CAC/B,SAAS,GAAG,OAAO,CAAC,IAAI,EACxB,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,EAChC,KAAK,EACL,CAAC,OAAO,CAAC,QAAQ,EACjB,IAAI,EACc,OAAO,CAAC,QAAS,CAAC,IAAI,EACxC,KAAK,EACL,OAAO,CAAC,YAAY,EACpB,KAAK,CACR,CAAC;IAEF,GAAG,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC1B,GAAG,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC1B,GAAG,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAC9B,GAAG,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAC9B,GAAG,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAC5B,GAAG,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAC5B,GAAG,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IACxB,GAAG,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IACxB,GAAG,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IACxB,GAAG,CAAC,gBAAgB,GAAG,OAAO,CAAC,gBAAgB,CAAC;IAChD,GAAG,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC1B,GAAG,CAAC,yBAAyB,GAAG,OAAO,CAAC,yBAAyB,CAAC;IAChD,GAAG,CAAC,QAAS,CAAC,OAAO,GAAG,KAAK,CAAC;IAEhD,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;IAC1C,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;IAE1C,MAAM,eAAe,GAAG,IAAI,eAAe,CACvC,MAAM,EACN,CAAC,EACD,IAAI,EACJ,eAAe,CAAC,CAAC,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,OAAO,CAAC,oBAAoB,EAC9E,MAAM,EACN,KAAK,EACL,SAAS,CAAC,wBAAwB,CACrC,CAAC;IACF,eAAe,CAAC,6BAA6B,GAAG,IAAI,CAAC;IACrD,eAAe,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;QACjD,eAAe,CAAC,OAAO,GAAG,UAAU,MAAM;YACtC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,OAAO,CAAC,CAAC;QACjD,CAAC,CAAC;QAEF,MAAM,eAAe,GAAG,GAAG,CAAC,YAAY,CAAC;QAEzC,IAAI,eAAe,EAAE;YACjB,KAAK,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC,eAAe,CAAC,EAAE,eAAe,CAAC,CAAC;YAE1E,MAAM,CAAC,iBAAiB,CAAC,eAAe,CAAC,CAAC;YAC1C,GAAG,CAAC,yBAAyB,EAAE,CAAC;YAChC,eAAe,CAAC,OAAO,EAAE,CAAC;YAE1B,GAAG,CAAC,kBAAkB,EAAG,CAAC,OAAO,GAAG,IAAI,CAAC;SAC5C;IACL,CAAC,CAAC,CAAC;IAEH,OAAO,GAAG,CAAC;AACf,CAAC;AAED;;;;;;;;;;;GAWG;AACH,MAAM,UAAU,gBAAgB,CAC5B,eAAuB,EACvB,eAAgC,EAChC,KAAY,EACZ,IAAa,EACb,YAAqB,EACrB,MAAe,EACf,KAAc,EACd,MAAe;IAEf,yBAAyB;IACzB,MAAM,MAAM,GAAG,eAAe,CAAC,SAAS,EAAoB,CAAC;IAE7D,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;IAEhC,YAAY,GAAG,YAAY,IAAI,eAAe,CAAC,YAAY,CAAC;IAC5D,IAAI,GAAG,IAAI,IAAI,eAAe,CAAC,IAAI,CAAC;IACpC,MAAM,GAAG,MAAM,IAAI,eAAe,CAAC,MAAM,CAAC;IAC1C,KAAK,GAAG,KAAK,IAAI,eAAe,CAAC,KAAK,CAAC;IACvC,MAAM,GAAG,MAAM,IAAI,eAAe,CAAC,MAAM,CAAC;IAE1C,IAAI,IAAI,KAAK,CAAC,CAAC,EAAE;QACb,IAAI,GAAG,SAAS,CAAC,yBAAyB,CAAC;KAC9C;IAED,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;QAC3B,0BAA0B;QAC1B,MAAM,WAAW,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;QACvK,WAAW,CAAC,6BAA6B,GAAG,IAAI,CAAC;QAEjD,mCAAmC;QACnC,MAAM,cAAc,GAAG,MAAM,CAAC,yBAAyB,CACnD,EAAE,KAAK,EAAE,KAAe,EAAE,MAAM,EAAE,MAAgB,EAAE,EACpD;YACI,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,qBAAqB,EAAE,KAAK;YAC5B,YAAY;YACZ,IAAI;YACJ,MAAM;SACT,CACJ,CAAC;QAEF,WAAW,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;YAC7C,iBAAiB;YACjB,WAAW,CAAC,OAAO,GAAG,CAAC,MAAM,EAAE,EAAE;gBAC7B,MAAM,CAAC,YAAY,CAAC,gBAAgB,EAAE,eAAe,CAAC,CAAC;gBACvD,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACpC,CAAC,CAAC;YACF,KAAK,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC,WAAY,CAAC,EAAE,cAAc,EAAE,IAAI,CAAC,CAAC;YAE5E,UAAU;YACV,MAAM,CAAC,yBAAyB,EAAE,CAAC;YACnC,MAAM,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;YACxC,IAAI,WAAW,EAAE;gBACb,WAAW,CAAC,OAAO,EAAE,CAAC;aACzB;YAED,gBAAgB;YAChB,cAAc,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC;YAE5C,8BAA8B;YAC9B,eAAe,CAAC,IAAI,GAAG,IAAK,CAAC;YAC7B,eAAe,CAAC,MAAM,GAAG,SAAS,CAAC,kBAAkB,CAAC;YACtD,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC;YAE/B,OAAO,CAAC,eAAe,CAAC,CAAC;QAC7B,CAAC,CAAC,CAAC;IACP,CAAC,CAAC,CAAC;AACP,CAAC;AAED,mGAAmG;AACnG,IAAI,SAAuB,CAAC;AAC5B,IAAI,SAAqB,CAAC;AAC1B;;;;GAIG;AACH,MAAM,UAAU,WAAW,CAAC,KAAa;IACrC,IAAI,CAAC,SAAS,EAAE;QACZ,SAAS,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAChC,SAAS,GAAG,IAAI,UAAU,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;KAChD;IAED,SAAS,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;IACrB,MAAM,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;IAEvB,IAAI,IAAI,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,kBAAkB;IACjD,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,qCAAqC;IACjE,MAAM,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,8BAA8B;IAE1D;mCAC+B;IAC/B,IAAI,CAAC,GAAG,GAAG,EAAE;QACT,OAAO,IAAI,CAAC;KACf;IAED,kEAAkE;IAClE,IAAI,CAAC,GAAG,GAAG,EAAE;QACT,IAAI,IAAI,MAAM,CAAC;QACf;gEACwD;QACxD,IAAI,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,UAAU,CAAC;QAC7C,OAAO,IAAI,CAAC;KACf;IAED,gEAAgE;IAChE,IAAI,CAAC,GAAG,GAAG,EAAE;QACT,CAAC,IAAI,MAAM,CAAC;QACZ;gCACwB;QACxB,IAAI,IAAI,CAAC,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QAClD,OAAO,IAAI,CAAC;KACf;IAED,IAAI,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;IACrC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC;IACd,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,aAAa,CAAC,KAAa;IACvC,MAAM,CAAC,GAAG,CAAC,KAAK,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;IACjC,MAAM,CAAC,GAAG,CAAC,KAAK,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;IACjC,MAAM,CAAC,GAAG,KAAK,GAAG,MAAM,CAAC;IAEzB,IAAI,CAAC,KAAK,CAAC,EAAE;QACT,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;KAClE;SAAM,IAAI,CAAC,IAAI,IAAI,EAAE;QAClB,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC;KAC5C;IAED,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;AAC1E,CAAC;AAED,MAAM,YAAY,GAAG,KAAK,EAAE,OAAoB,EAAE,KAAa,EAAE,MAAc,EAAE,IAAY,EAAE,GAAW,EAAuB,EAAE;IAC/H,MAAM,KAAK,GAAG,OAAO,CAAC,QAAQ,EAAG,CAAC;IAClC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;IAEjC,IAAI,cAA2B,CAAC;IAEhC,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;QACjB,cAAc,GAAG,IAAI,WAAW,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,KAAK,EAAE,OAAO,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,0BAA0B,EAAE,MAAM,CAAC,CAAC;KACjI;SAAM;QACH,MAAM,WAAW,GAAG,CAAC,mBAAmB,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,mBAAmB,CAAC,CAAC;QACnJ,cAAc,GAAG,IAAI,WAAW,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,KAAK,EAAE,OAAO,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,0BAA0B,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC;KACnK;IAED,MAAM,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;QAC1B,cAAc,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;YAChD,OAAO,CAAC,CAAC,CAAC,CAAC;QACf,CAAC,CAAC,CAAC;IACP,CAAC,CAAC,CAAC;IAEH,MAAM,GAAG,GAAG,IAAI,mBAAmB,CAAC,MAAM,EAAE,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;IAE5F,cAAc,CAAC,OAAO,GAAG,UAAU,MAAM;QACrC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,OAAO,CAAC,CAAC;QAC7C,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC;QAC5B,MAAM,CAAC,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,UAAU,CAAC,CAAC;IAChD,CAAC,CAAC;IAEF,MAAM,eAAe,GAAG,OAAO,CAAC,kBAAkB,EAAE,CAAC;IAErD,IAAI;QACA,IAAI,GAAG,CAAC,YAAY,IAAI,eAAe,EAAE;YACrC,MAAM,YAAY,GAAG,eAAe,CAAC,YAAY,CAAC;YAClD,IAAI,GAAG,KAAK,CAAC,EAAE;gBACX,OAAO,CAAC,kBAAkB,CAAC,OAAO,CAAC,0BAA0B,CAAC,CAAC;aAClE;iBAAM;gBACH,OAAO,CAAC,kBAAkB,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC;aACvD;YAED,KAAK,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC,cAAc,CAAC,EAAE,GAAG,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YAChF,OAAO,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC;YAEzC,0BAA0B;YAC1B,MAAM,UAAU,GAAG,MAAM,MAAM,CAAC,UAAU,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;YAChE,MAAM,IAAI,GAAG,IAAI,UAAU,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC;YAEzE,SAAS;YACT,MAAM,CAAC,iBAAiB,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;YAE3C,OAAO,IAAI,CAAC;SACf;aAAM;YACH,MAAM,KAAK,CAAC,2BAA2B,CAAC,CAAC;SAC5C;KACJ;YAAS;QACN,GAAG,CAAC,OAAO,EAAE,CAAC;QACd,cAAc,CAAC,OAAO,EAAE,CAAC;KAC5B;AACL,CAAC,CAAC;AAEF;;;;;;;;;GASG;AACH,MAAM,CAAC,KAAK,UAAU,mBAAmB,CAAC,OAAoB,EAAE,KAAa,EAAE,MAAc,EAAE,OAAe,CAAC,EAAE,MAAc,CAAC;IAC5H,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,IAAI,OAAO,CAAC,QAAQ,EAAE;QACxC,MAAM,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAClC,IAAI,OAAO,CAAC,QAAQ,KAAK,IAAI,EAAE;gBAC3B,MAAM,CAAC,CAAC,CAAC,CAAC;gBACV,OAAO;aACV;YACD,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAAC,OAAO,CAAC,GAAG,EAAE;gBAC7C,OAAO,CAAC,CAAC,CAAC,CAAC;YACf,CAAC,CAAC,CAAC;QACP,CAAC,CAAC,CAAC;KACN;IACD,OAAO,MAAM,YAAY,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AACjE,CAAC;AAED;;GAEG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IACxB;;;;;;;OAOG;IACH,iBAAiB;IAEjB;;;;;;;;;OASG;IACH,gBAAgB;IAChB;;;;OAIG;IACH,WAAW;IAEX;;;;OAIG;IACH,aAAa;IAEb;;;;;;;;;;OAUG;IACH,mBAAmB;CACtB,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport \"../Shaders/lod.fragment\";\r\nimport \"../Shaders/lodCube.fragment\";\r\n\r\n/**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\nexport function CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode: boolean = true): Texture {\r\n const scene = <Scene>texture.getScene();\r\n const engine = scene.getEngine();\r\n\r\n const rtt = new RenderTargetTexture(\r\n \"resized\" + texture.name,\r\n { width: width, height: height },\r\n scene,\r\n !texture.noMipmap,\r\n true,\r\n (<InternalTexture>texture._texture).type,\r\n false,\r\n texture.samplingMode,\r\n false\r\n );\r\n\r\n rtt.wrapU = texture.wrapU;\r\n rtt.wrapV = texture.wrapV;\r\n rtt.uOffset = texture.uOffset;\r\n rtt.vOffset = texture.vOffset;\r\n rtt.uScale = texture.uScale;\r\n rtt.vScale = texture.vScale;\r\n rtt.uAng = texture.uAng;\r\n rtt.vAng = texture.vAng;\r\n rtt.wAng = texture.wAng;\r\n rtt.coordinatesIndex = texture.coordinatesIndex;\r\n rtt.level = texture.level;\r\n rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;\r\n (<InternalTexture>rtt._texture).isReady = false;\r\n\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n const passPostProcess = new PassPostProcess(\r\n \"pass\",\r\n 1,\r\n null,\r\n useBilinearMode ? Texture.BILINEAR_SAMPLINGMODE : Texture.NEAREST_SAMPLINGMODE,\r\n engine,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n passPostProcess.externalTextureSamplerBinding = true;\r\n passPostProcess.getEffect().executeWhenCompiled(() => {\r\n passPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n };\r\n\r\n const internalTexture = rtt.renderTarget;\r\n\r\n if (internalTexture) {\r\n scene.postProcessManager.directRender([passPostProcess], internalTexture);\r\n\r\n engine.unBindFramebuffer(internalTexture);\r\n rtt.disposeFramebufferObjects();\r\n passPostProcess.dispose();\r\n\r\n rtt.getInternalTexture()!.isReady = true;\r\n }\r\n });\r\n\r\n return rtt;\r\n}\r\n\r\n/**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @param width width of the output texture. If not provided, use the one from internalTexture\r\n * @param height height of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\nexport function ApplyPostProcess(\r\n postProcessName: string,\r\n internalTexture: InternalTexture,\r\n scene: Scene,\r\n type?: number,\r\n samplingMode?: number,\r\n format?: number,\r\n width?: number,\r\n height?: number\r\n): Promise<InternalTexture> {\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine() as AbstractEngine;\r\n\r\n internalTexture.isReady = false;\r\n\r\n samplingMode = samplingMode ?? internalTexture.samplingMode;\r\n type = type ?? internalTexture.type;\r\n format = format ?? internalTexture.format;\r\n width = width ?? internalTexture.width;\r\n height = height ?? internalTexture.height;\r\n\r\n if (type === -1) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n // Create the post process\r\n const postProcess = new PostProcess(\"postprocess\", postProcessName, null, null, 1, null, samplingMode, engine, false, undefined, type, undefined, null, false, format);\r\n postProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const encodedTexture = engine.createRenderTargetTexture(\r\n { width: width as number, height: height as number },\r\n {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode,\r\n type,\r\n format,\r\n }\r\n );\r\n\r\n postProcess.getEffect().executeWhenCompiled(() => {\r\n // PP Render Pass\r\n postProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n scene.postProcessManager.directRender([postProcess!], encodedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (postProcess) {\r\n postProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n encodedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.type = type!;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.isReady = true;\r\n\r\n resolve(internalTexture);\r\n });\r\n });\r\n}\r\n\r\n// ref: http://stackoverflow.com/questions/32633585/how-do-you-convert-to-half-floats-in-javascript\r\nlet floatView: Float32Array;\r\nlet int32View: Int32Array;\r\n/**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\nexport function ToHalfFloat(value: number): number {\r\n if (!floatView) {\r\n floatView = new Float32Array(1);\r\n int32View = new Int32Array(floatView.buffer);\r\n }\r\n\r\n floatView[0] = value;\r\n const x = int32View[0];\r\n\r\n let bits = (x >> 16) & 0x8000; /* Get the sign */\r\n let m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */\r\n const e = (x >> 23) & 0xff; /* Using int is faster here */\r\n\r\n /* If zero, or denormal, or exponent underflows too much for a denormal\r\n * half, return signed zero. */\r\n if (e < 103) {\r\n return bits;\r\n }\r\n\r\n /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\r\n if (e > 142) {\r\n bits |= 0x7c00;\r\n /* If exponent was 0xff and one mantissa bit was set, it means NaN,\r\n * not Inf, so make sure we set one mantissa bit too. */\r\n bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;\r\n return bits;\r\n }\r\n\r\n /* If exponent underflows but not too much, return a denormal */\r\n if (e < 113) {\r\n m |= 0x0800;\r\n /* Extra rounding may overflow and set mantissa to 0 and exponent\r\n * to 1, which is OK. */\r\n bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);\r\n return bits;\r\n }\r\n\r\n bits |= ((e - 112) << 10) | (m >> 1);\r\n bits += m & 1;\r\n return bits;\r\n}\r\n\r\n/**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\nexport function FromHalfFloat(value: number): number {\r\n const s = (value & 0x8000) >> 15;\r\n const e = (value & 0x7c00) >> 10;\r\n const f = value & 0x03ff;\r\n\r\n if (e === 0) {\r\n return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));\r\n } else if (e == 0x1f) {\r\n return f ? NaN : (s ? -1 : 1) * Infinity;\r\n }\r\n\r\n return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + f / Math.pow(2, 10));\r\n}\r\n\r\nconst ProcessAsync = async (texture: BaseTexture, width: number, height: number, face: number, lod: number): Promise<Uint8Array> => {\r\n const scene = texture.getScene()!;\r\n const engine = scene.getEngine();\r\n\r\n let lodPostProcess: PostProcess;\r\n\r\n if (!texture.isCube) {\r\n lodPostProcess = new PostProcess(\"lod\", \"lod\", [\"lod\", \"gamma\"], null, 1.0, null, Texture.NEAREST_NEAREST_MIPNEAREST, engine);\r\n } else {\r\n const faceDefines = [\"#define POSITIVEX\", \"#define NEGATIVEX\", \"#define POSITIVEY\", \"#define NEGATIVEY\", \"#define POSITIVEZ\", \"#define NEGATIVEZ\"];\r\n lodPostProcess = new PostProcess(\"lodCube\", \"lodCube\", [\"lod\", \"gamma\"], null, 1.0, null, Texture.NEAREST_NEAREST_MIPNEAREST, engine, false, faceDefines[face]);\r\n }\r\n\r\n await new Promise((resolve) => {\r\n lodPostProcess.getEffect().executeWhenCompiled(() => {\r\n resolve(0);\r\n });\r\n });\r\n\r\n const rtt = new RenderTargetTexture(\"temp\", { width: width, height: height }, scene, false);\r\n\r\n lodPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n effect.setFloat(\"lod\", lod);\r\n effect.setBool(\"gamma\", texture.gammaSpace);\r\n };\r\n\r\n const internalTexture = texture.getInternalTexture();\r\n\r\n try {\r\n if (rtt.renderTarget && internalTexture) {\r\n const samplingMode = internalTexture.samplingMode;\r\n if (lod !== 0) {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST_MIPNEAREST);\r\n } else {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST);\r\n }\r\n\r\n scene.postProcessManager.directRender([lodPostProcess], rtt.renderTarget, true);\r\n texture.updateSamplingMode(samplingMode);\r\n\r\n //Reading datas from WebGL\r\n const bufferView = await engine.readPixels(0, 0, width, height);\r\n const data = new Uint8Array(bufferView.buffer, 0, bufferView.byteLength);\r\n\r\n // Unbind\r\n engine.unBindFramebuffer(rtt.renderTarget);\r\n\r\n return data;\r\n } else {\r\n throw Error(\"Render to texture failed.\");\r\n }\r\n } finally {\r\n rtt.dispose();\r\n lodPostProcess.dispose();\r\n }\r\n};\r\n\r\n/**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the width of the result, which does not have to match the source texture width\r\n * @param height the height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\nexport async function GetTextureDataAsync(texture: BaseTexture, width: number, height: number, face: number = 0, lod: number = 0): Promise<Uint8Array> {\r\n if (!texture.isReady() && texture._texture) {\r\n await new Promise((resolve, reject) => {\r\n if (texture._texture === null) {\r\n reject(0);\r\n return;\r\n }\r\n texture._texture.onLoadedObservable.addOnce(() => {\r\n resolve(0);\r\n });\r\n });\r\n }\r\n return await ProcessAsync(texture, width, height, face, lod);\r\n}\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport const TextureTools = {\r\n /**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\n CreateResizedCopy,\r\n\r\n /**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n ApplyPostProcess,\r\n /**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\n ToHalfFloat,\r\n\r\n /**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\n FromHalfFloat,\r\n\r\n /**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the width of the result, which does not have to match the source texture width\r\n * @param height the height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param channels a filter for which of the RGBA channels to return in the result\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\n GetTextureDataAsync,\r\n};\r\n"]}
package/Misc/tools.d.ts CHANGED
@@ -194,12 +194,6 @@ export declare class Tools {
194
194
  static SetReferrerPolicyBehavior(referrerPolicy: Nullable<ReferrerPolicy>, element: {
195
195
  referrerPolicy: string | null;
196
196
  }): void;
197
- /**
198
- * Removes unwanted characters from an url
199
- * @param url defines the url to clean
200
- * @returns the cleaned url
201
- */
202
- static CleanUrl(url: string): string;
203
197
  /**
204
198
  * Gets or sets a function used to pre-process url before using them to load assets
205
199
  */
package/Misc/tools.js CHANGED
@@ -301,15 +301,6 @@ export class Tools {
301
301
  element.referrerPolicy = referrerPolicy;
302
302
  }
303
303
  // External files
304
- /**
305
- * Removes unwanted characters from an url
306
- * @param url defines the url to clean
307
- * @returns the cleaned url
308
- */
309
- static CleanUrl(url) {
310
- url = url.replace(/#/gm, "%23");
311
- return url;
312
- }
313
304
  /**
314
305
  * Gets or sets a function used to pre-process url before using them to load assets
315
306
  */