@babylonjs/core 7.32.4 → 7.33.0
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.
- package/Decorators/nodeDecorator.d.ts +4 -0
- package/Decorators/nodeDecorator.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +40 -7
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -4
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +2 -2
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +19 -0
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +37 -0
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/loopBlock.js +1 -1
- package/Materials/Node/Blocks/loopBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +1 -0
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.d.ts +6 -0
- package/Materials/Node/Blocks/transformBlock.js +16 -1
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js +29 -0
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.js +13 -0
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/effectRenderer.d.ts +1 -1
- package/Materials/effectRenderer.js +2 -2
- package/Materials/effectRenderer.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/latticeBlock.js +4 -4
- package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.js +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +1 -1
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js +1 -1
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js +2 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js.map +1 -1
- package/Meshes/Node/Blocks/booleanGeometryBlock.d.ts +5 -0
- package/Meshes/Node/Blocks/booleanGeometryBlock.js +43 -13
- package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/cleanGeometryBlock.js +1 -1
- package/Meshes/Node/Blocks/cleanGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/conditionBlock.js +1 -0
- package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryClampBlock.js +2 -2
- package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryCollectionBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryCurveBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryCurveBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js +3 -3
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mappingBlock.js +1 -0
- package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mathBlock.js +1 -0
- package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mergeGeometryBlock.js +1 -1
- package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/randomBlock.js +1 -0
- package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +12 -12
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Shaders/iblShadowAccumulation.fragment.js +2 -1
- package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js +2 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
- package/package.json +1 -1
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@@ -213,7 +213,7 @@ export declare class EffectWrapper {
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get name(): string;
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set name(value: string);
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/**
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* Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE)
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* Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE). Used only if useAsPostProcess is true.
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*/
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alphaMode: number;
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/**
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@@ -188,7 +188,7 @@ export class EffectWrapper {
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*/
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constructor(creationOptions) {
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/**
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* Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE)
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* Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE). Used only if useAsPostProcess is true.
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*/
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this.alphaMode = 0;
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/**
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@@ -377,8 +377,8 @@ export class EffectWrapper {
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* Binds the data to the effect.
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*/
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bind() {
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this.options.engine.setAlphaMode(this.alphaMode);
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if (this.options.useAsPostProcess) {
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this.options.engine.setAlphaMode(this.alphaMode);
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this.drawWrapper.effect.setFloat2("scale", 1, 1);
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}
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EffectWrapper._GetShaderCodeProcessing(this.name)?.bindCustomBindings?.(this.name, this._drawWrapper.effect);
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@@ -1 +1 @@
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1
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-
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type { NonNullableFields, Nullable } from \"../types\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IShaderPath } from \"./effect\";\r\nimport { Effect } from \"./effect\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\n// Prevents ES6 issue if not imported.\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Effect Render Options\r\n */\r\nexport interface IEffectRendererOptions {\r\n /**\r\n * Defines the vertices positions.\r\n */\r\n positions?: number[];\r\n /**\r\n * Defines the indices.\r\n */\r\n indices?: number[];\r\n}\r\n\r\n// Fullscreen quad buffers by default.\r\nconst defaultOptions = {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 1, 2, 0, 2, 3],\r\n};\r\n\r\n/**\r\n * Helper class to render one or more effects.\r\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\r\n */\r\nexport class EffectRenderer {\r\n /**\r\n * The engine the effect renderer has been created for.\r\n */\r\n public readonly engine: AbstractEngine;\r\n\r\n private _vertexBuffers: { [key: string]: VertexBuffer };\r\n private _indexBuffer: DataBuffer;\r\n\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n private _savedStateDepthTest: boolean;\r\n private _savedStateStencilTest: boolean;\r\n\r\n /**\r\n * Creates an effect renderer\r\n * @param engine the engine to use for rendering\r\n * @param options defines the options of the effect renderer\r\n */\r\n constructor(engine: AbstractEngine, options: IEffectRendererOptions = defaultOptions) {\r\n const positions = options.positions ?? defaultOptions.positions;\r\n const indices = options.indices ?? defaultOptions.indices;\r\n\r\n this.engine = engine;\r\n this._vertexBuffers = {\r\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, positions, VertexBuffer.PositionKind, false, false, 2),\r\n };\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Sets the current viewport in normalized coordinates 0-1\r\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\r\n */\r\n public setViewport(viewport = this._fullscreenViewport): void {\r\n this.engine.setViewport(viewport);\r\n }\r\n\r\n /**\r\n * Binds the embedded attributes buffer to the effect.\r\n * @param effect Defines the effect to bind the attributes for\r\n */\r\n public bindBuffers(effect: Effect): void {\r\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n /**\r\n * Sets the current effect wrapper to use during draw.\r\n * The effect needs to be ready before calling this api.\r\n * This also sets the default full screen position attribute.\r\n * @param effectWrapper Defines the effect to draw with\r\n */\r\n public applyEffectWrapper(effectWrapper: EffectWrapper): void {\r\n this.engine.setState(true);\r\n this.engine.depthCullingState.depthTest = false;\r\n this.engine.stencilState.stencilTest = false;\r\n this.engine.enableEffect(effectWrapper.drawWrapper);\r\n this.bindBuffers(effectWrapper.effect);\r\n effectWrapper.onApplyObservable.notifyObservers({});\r\n }\r\n\r\n /**\r\n * Saves engine states\r\n */\r\n public saveStates(): void {\r\n this._savedStateDepthTest = this.engine.depthCullingState.depthTest;\r\n this._savedStateStencilTest = this.engine.stencilState.stencilTest;\r\n }\r\n\r\n /**\r\n * Restores engine states\r\n */\r\n public restoreStates(): void {\r\n this.engine.depthCullingState.depthTest = this._savedStateDepthTest;\r\n this.engine.stencilState.stencilTest = this._savedStateStencilTest;\r\n }\r\n\r\n /**\r\n * Draws a full screen quad.\r\n */\r\n public draw(): void {\r\n this.engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n }\r\n\r\n private _isRenderTargetTexture(texture: RenderTargetWrapper | IRenderTargetTexture): texture is IRenderTargetTexture {\r\n return (texture as IRenderTargetTexture).renderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * renders one or more effects to a specified texture\r\n * @param effectWrapper the effect to renderer\r\n * @param outputTexture texture to draw to, if null it will render to the currently bound frame buffer\r\n */\r\n public render(effectWrapper: EffectWrapper, outputTexture: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null) {\r\n // Ensure effect is ready\r\n if (!effectWrapper.effect.isReady()) {\r\n return;\r\n }\r\n\r\n this.saveStates();\r\n\r\n // Reset state\r\n this.setViewport();\r\n\r\n const out = outputTexture === null ? null : this._isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget! : outputTexture;\r\n\r\n if (out) {\r\n this.engine.bindFramebuffer(out);\r\n }\r\n\r\n this.applyEffectWrapper(effectWrapper);\r\n\r\n this.draw();\r\n\r\n if (out) {\r\n this.engine.unBindFramebuffer(out);\r\n }\r\n\r\n this.restoreStates();\r\n }\r\n\r\n /**\r\n * Disposes of the effect renderer\r\n */\r\n dispose() {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n delete this._vertexBuffers[VertexBuffer.PositionKind];\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this.engine._releaseBuffer(this._indexBuffer);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Allows for custom processing of the shader code used by an effect wrapper\r\n */\r\nexport type EffectWrapperCustomShaderCodeProcessing = {\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated after the #include have been processed\r\n */\r\n processCodeAfterIncludes?: (postProcessName: string, shaderType: string, code: string) => string;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: (postProcessName: string, shaderType: string, code: string) => string;\r\n /**\r\n * If provided, will be called before creating the effect to collect additional custom bindings (defines, uniforms, samplers)\r\n */\r\n defineCustomBindings?: (postProcessName: string, defines: Nullable<string>, uniforms: string[], samplers: string[]) => Nullable<string>;\r\n /**\r\n * If provided, will be called when binding inputs to the shader code to allow the user to add custom bindings\r\n */\r\n bindCustomBindings?: (postProcessName: string, effect: Effect) => void;\r\n};\r\n\r\n/**\r\n * Options to create an EffectWrapper\r\n */\r\nexport interface EffectWrapperCreationOptions {\r\n /**\r\n * Engine to use to create the effect\r\n */\r\n engine?: AbstractEngine;\r\n /**\r\n * Fragment shader for the effect\r\n */\r\n fragmentShader?: string;\r\n /**\r\n * Use the shader store instead of direct source code\r\n */\r\n useShaderStore?: boolean;\r\n /**\r\n * Vertex shader for the effect (default: \"postprocess\")\r\n */\r\n vertexShader?: string;\r\n /**\r\n * Alias for vertexShader\r\n */\r\n vertexUrl?: string;\r\n /**\r\n * Attributes to use in the shader (default: [\"position\"])\r\n */\r\n attributeNames?: Array<string>;\r\n /**\r\n * Uniforms to use in the shader\r\n */\r\n uniformNames?: Array<string>;\r\n /**\r\n * Alias for uniformNames. Note that if it is provided, it takes precedence over uniformNames.\r\n */\r\n uniforms?: Nullable<string[]>;\r\n /**\r\n * Texture sampler names to use in the shader\r\n */\r\n samplerNames?: Array<string>;\r\n /**\r\n * Alias for samplerNames. Note that if it is provided, it takes precedence over samplerNames.\r\n */\r\n samplers?: Nullable<string[]>;\r\n /**\r\n * The list of uniform buffers used in the shader (if any)\r\n */\r\n uniformBuffers?: Nullable<string[]>;\r\n /**\r\n * Defines to use in the shader\r\n */\r\n defines?: Nullable<string | Array<string>>;\r\n /**\r\n * The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined)\r\n * See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n */\r\n indexParameters?: any;\r\n /**\r\n * If the shader should not be compiled immediately. (default: false)\r\n */\r\n blockCompilation?: boolean;\r\n /**\r\n * Callback when effect is compiled\r\n */\r\n onCompiled?: Nullable<(effect: Effect) => void>;\r\n /**\r\n * The friendly name of the effect (default: \"effectWrapper\")\r\n */\r\n name?: string;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Defines additional code to call to prepare the shader code\r\n */\r\n extraInitializations?: (useWebGPU: boolean, list: Promise<any>[]) => void;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n /**\r\n * If the effect should be used as a post process (default: false). If true, the effect will be created with a \"scale\" uniform and a \"textureSampler\" sampler\r\n */\r\n useAsPostProcess?: boolean;\r\n}\r\n\r\n/**\r\n * Wraps an effect to be used for rendering\r\n */\r\nexport class EffectWrapper {\r\n /**\r\n * Force code to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n private static _CustomShaderCodeProcessing: { [effectWrapperName: string]: EffectWrapperCustomShaderCodeProcessing } = {};\r\n\r\n /**\r\n * Registers a shader code processing with an effect wrapper name.\r\n * @param effectWrapperName name of the effect wrapper. Use null for the fallback shader code processing. This is the shader code processing that will be used in case no specific shader code processing has been associated to an effect wrapper name\r\n * @param customShaderCodeProcessing shader code processing to associate to the effect wrapper name\r\n */\r\n public static RegisterShaderCodeProcessing(effectWrapperName: Nullable<string>, customShaderCodeProcessing?: EffectWrapperCustomShaderCodeProcessing) {\r\n if (!customShaderCodeProcessing) {\r\n delete EffectWrapper._CustomShaderCodeProcessing[effectWrapperName ?? \"\"];\r\n return;\r\n }\r\n\r\n EffectWrapper._CustomShaderCodeProcessing[effectWrapperName ?? \"\"] = customShaderCodeProcessing;\r\n }\r\n\r\n private static _GetShaderCodeProcessing(effectWrapperName: string) {\r\n return EffectWrapper._CustomShaderCodeProcessing[effectWrapperName] ?? EffectWrapper._CustomShaderCodeProcessing[\"\"];\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the effect wrapper\r\n */\r\n public get name() {\r\n return this.options.name;\r\n }\r\n\r\n public set name(value: string) {\r\n this.options.name = value;\r\n }\r\n\r\n /**\r\n * Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE)\r\n */\r\n public alphaMode = Constants.ALPHA_DISABLE;\r\n\r\n /**\r\n * Executed when the effect is created\r\n * @returns effect that was created for this effect wrapper\r\n */\r\n public onEffectCreatedObservable = new Observable<Effect>(undefined, true);\r\n\r\n /**\r\n * Options used to create the effect wrapper\r\n */\r\n public readonly options: Required<NonNullableFields<EffectWrapperCreationOptions>>;\r\n\r\n /**\r\n * Get a value indicating if the effect is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public isReady() {\r\n return this._drawWrapper.effect?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Get the draw wrapper associated with the effect wrapper\r\n * @returns the draw wrapper associated with the effect wrapper\r\n */\r\n public get drawWrapper() {\r\n return this._drawWrapper;\r\n }\r\n\r\n /**\r\n * Event that is fired (only when the EffectWrapper is used with an EffectRenderer) right before the effect is drawn (should be used to update uniforms)\r\n */\r\n public onApplyObservable = new Observable<{}>();\r\n\r\n /**\r\n * The underlying effect\r\n */\r\n public get effect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n public set effect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n protected readonly _drawWrapper: DrawWrapper;\r\n protected _shadersLoaded = false;\r\n protected readonly _shaderPath: IShaderPath;\r\n /** @internal */\r\n public _webGPUReady = false;\r\n\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * Creates an effect to be rendered\r\n * @param creationOptions options to create the effect\r\n */\r\n constructor(creationOptions: EffectWrapperCreationOptions) {\r\n this.options = {\r\n ...creationOptions,\r\n name: creationOptions.name || \"effectWrapper\",\r\n engine: creationOptions.engine!,\r\n uniforms: creationOptions.uniforms || creationOptions.uniformNames || [],\r\n uniformNames: undefined as any,\r\n samplers: creationOptions.samplers || creationOptions.samplerNames || [],\r\n samplerNames: undefined as any,\r\n attributeNames: creationOptions.attributeNames || [\"position\"],\r\n uniformBuffers: creationOptions.uniformBuffers || [],\r\n defines: creationOptions.defines || \"\",\r\n useShaderStore: creationOptions.useShaderStore || false,\r\n vertexUrl: creationOptions.vertexUrl || creationOptions.vertexShader || \"postprocess\",\r\n vertexShader: undefined as any,\r\n fragmentShader: creationOptions.fragmentShader || \"pass\",\r\n indexParameters: creationOptions.indexParameters,\r\n blockCompilation: creationOptions.blockCompilation || false,\r\n shaderLanguage: creationOptions.shaderLanguage || ShaderLanguage.GLSL,\r\n onCompiled: creationOptions.onCompiled || (undefined as any),\r\n extraInitializations: creationOptions.extraInitializations || (undefined as any),\r\n extraInitializationsAsync: creationOptions.extraInitializationsAsync || (undefined as any),\r\n useAsPostProcess: creationOptions.useAsPostProcess ?? false,\r\n };\r\n\r\n this.options.uniformNames = this.options.uniforms;\r\n this.options.samplerNames = this.options.samplers;\r\n this.options.vertexShader = this.options.vertexUrl;\r\n\r\n if (this.options.useAsPostProcess) {\r\n if (this.options.samplers.indexOf(\"textureSampler\") === -1) {\r\n this.options.samplers.push(\"textureSampler\");\r\n }\r\n if (this.options.uniforms.indexOf(\"scale\") === -1) {\r\n this.options.uniforms.push(\"scale\");\r\n }\r\n }\r\n\r\n if (creationOptions.vertexUrl || creationOptions.vertexShader) {\r\n this._shaderPath = {\r\n vertexSource: this.options.vertexShader,\r\n };\r\n } else {\r\n if (!this.options.useAsPostProcess) {\r\n this.options.uniforms.push(\"scale\");\r\n\r\n this.onApplyObservable.add(() => {\r\n this.effect.setFloat2(\"scale\", 1, 1);\r\n });\r\n }\r\n\r\n this._shaderPath = {\r\n vertex: this.options.vertexShader,\r\n };\r\n }\r\n\r\n this._shaderPath.fragmentSource = this.options.fragmentShader;\r\n this._shaderPath.spectorName = this.options.name;\r\n\r\n if (this.options.useShaderStore) {\r\n this._shaderPath.fragment = this._shaderPath.fragmentSource;\r\n if (!this._shaderPath.vertex) {\r\n this._shaderPath.vertex = this._shaderPath.vertexSource;\r\n }\r\n\r\n delete this._shaderPath.fragmentSource;\r\n delete this._shaderPath.vertexSource;\r\n }\r\n\r\n this.onApplyObservable.add(() => {\r\n this.bind();\r\n });\r\n\r\n if (!this.options.useShaderStore) {\r\n this._onContextRestoredObserver = this.options.engine.onContextRestoredObservable.add(() => {\r\n this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors\r\n this.effect._prepareEffect();\r\n });\r\n }\r\n\r\n this._drawWrapper = new DrawWrapper(this.options.engine);\r\n this._webGPUReady = this.options.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n const defines = Array.isArray(this.options.defines) ? this.options.defines.join(\"\\n\") : this.options.defines;\r\n\r\n this._postConstructor(this.options.blockCompilation, defines, this.options.extraInitializations);\r\n }\r\n\r\n protected _gatherImports(useWebGPU = false, list: Promise<any>[]) {\r\n if (!this.options.useAsPostProcess) {\r\n return;\r\n }\r\n\r\n // this._webGPUReady is used to detect when an effect wrapper is intended to be used with WebGPU\r\n if (useWebGPU && this._webGPUReady) {\r\n list.push(Promise.all([import(\"../ShadersWGSL/postprocess.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/postprocess.vertex\")]));\r\n }\r\n }\r\n\r\n private _importPromises: Array<Promise<any>> = [];\r\n\r\n /** @internal */\r\n public _postConstructor(\r\n blockCompilation: boolean,\r\n defines: Nullable<string> = null,\r\n extraInitializations?: (useWebGPU: boolean, list: Promise<any>[]) => void,\r\n importPromises?: Array<Promise<any>>\r\n ) {\r\n this._importPromises.length = 0;\r\n\r\n if (importPromises) {\r\n this._importPromises.push(...importPromises);\r\n }\r\n\r\n const useWebGPU = this.options.engine.isWebGPU && !EffectWrapper.ForceGLSL;\r\n\r\n this._gatherImports(useWebGPU, this._importPromises);\r\n if (extraInitializations !== undefined) {\r\n extraInitializations(useWebGPU, this._importPromises);\r\n }\r\n\r\n if (useWebGPU && this._webGPUReady) {\r\n this.options.shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Updates the effect with the current effect wrapper compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\r\n * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n vertexUrl?: string,\r\n fragmentUrl?: string\r\n ) {\r\n const customShaderCodeProcessing = EffectWrapper._GetShaderCodeProcessing(this.name);\r\n if (customShaderCodeProcessing?.defineCustomBindings) {\r\n const newUniforms = uniforms?.slice() ?? [];\r\n newUniforms.push(...this.options.uniforms);\r\n\r\n const newSamplers = samplers?.slice() ?? [];\r\n newSamplers.push(...this.options.samplers);\r\n\r\n defines = customShaderCodeProcessing.defineCustomBindings(this.name, defines, newUniforms, newSamplers);\r\n uniforms = newUniforms;\r\n samplers = newSamplers;\r\n }\r\n\r\n this.options.defines = defines || \"\";\r\n\r\n const waitImportsLoaded =\r\n this._shadersLoaded || this._importPromises.length === 0\r\n ? undefined\r\n : async () => {\r\n await Promise.all(this._importPromises);\r\n this._shadersLoaded = true;\r\n };\r\n\r\n let extraInitializationsAsync: (() => Promise<void>) | undefined;\r\n if (this.options.extraInitializationsAsync) {\r\n extraInitializationsAsync = async () => {\r\n waitImportsLoaded?.();\r\n await this.options.extraInitializationsAsync;\r\n };\r\n } else {\r\n extraInitializationsAsync = waitImportsLoaded;\r\n }\r\n\r\n if (this.options.useShaderStore) {\r\n this._drawWrapper.effect = this.options.engine.createEffect(\r\n { vertex: vertexUrl ?? this._shaderPath.vertex, fragment: fragmentUrl ?? this._shaderPath.fragment },\r\n {\r\n attributes: this.options.attributeNames,\r\n uniformsNames: uniforms || this.options.uniforms,\r\n uniformBuffersNames: this.options.uniformBuffers,\r\n samplers: samplers || this.options.samplers,\r\n defines: defines !== null ? defines : \"\",\r\n fallbacks: null,\r\n onCompiled: onCompiled ?? this.options.onCompiled,\r\n onError: onError ?? null,\r\n indexParameters: indexParameters || this.options.indexParameters,\r\n processCodeAfterIncludes: customShaderCodeProcessing?.processCodeAfterIncludes\r\n ? (shaderType: string, code: string) => customShaderCodeProcessing!.processCodeAfterIncludes!(this.name, shaderType, code)\r\n : null,\r\n processFinalCode: customShaderCodeProcessing?.processFinalCode\r\n ? (shaderType: string, code: string) => customShaderCodeProcessing!.processFinalCode!(this.name, shaderType, code)\r\n : null,\r\n shaderLanguage: this.options.shaderLanguage,\r\n extraInitializationsAsync,\r\n },\r\n this.options.engine\r\n );\r\n } else {\r\n this._drawWrapper.effect = new Effect(\r\n this._shaderPath,\r\n this.options.attributeNames,\r\n uniforms || this.options.uniforms,\r\n samplers || this.options.samplerNames,\r\n this.options.engine,\r\n defines,\r\n undefined,\r\n onCompiled || this.options.onCompiled,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this.options.shaderLanguage,\r\n extraInitializationsAsync\r\n );\r\n }\r\n\r\n this.onEffectCreatedObservable.notifyObservers(this._drawWrapper.effect);\r\n }\r\n\r\n /**\r\n * Binds the data to the effect.\r\n */\r\n public bind() {\r\n this.options.engine.setAlphaMode(this.alphaMode);\r\n\r\n if (this.options.useAsPostProcess) {\r\n this.drawWrapper.effect!.setFloat2(\"scale\", 1, 1);\r\n }\r\n\r\n EffectWrapper._GetShaderCodeProcessing(this.name)?.bindCustomBindings?.(this.name, this._drawWrapper.effect!);\r\n }\r\n\r\n /**\r\n * Disposes of the effect wrapper\r\n * @param _ignored kept for backward compatibility\r\n */\r\n public dispose(_ignored: boolean = false) {\r\n if (this._onContextRestoredObserver) {\r\n this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n this.onEffectCreatedObservable.clear();\r\n this.effect.dispose();\r\n }\r\n}\r\n"]}
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1
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+
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type { NonNullableFields, Nullable } from \"../types\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IShaderPath } from \"./effect\";\r\nimport { Effect } from \"./effect\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\n// Prevents ES6 issue if not imported.\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Effect Render Options\r\n */\r\nexport interface IEffectRendererOptions {\r\n /**\r\n * Defines the vertices positions.\r\n */\r\n positions?: number[];\r\n /**\r\n * Defines the indices.\r\n */\r\n indices?: number[];\r\n}\r\n\r\n// Fullscreen quad buffers by default.\r\nconst defaultOptions = {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 1, 2, 0, 2, 3],\r\n};\r\n\r\n/**\r\n * Helper class to render one or more effects.\r\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\r\n */\r\nexport class EffectRenderer {\r\n /**\r\n * The engine the effect renderer has been created for.\r\n */\r\n public readonly engine: AbstractEngine;\r\n\r\n private _vertexBuffers: { [key: string]: VertexBuffer };\r\n private _indexBuffer: DataBuffer;\r\n\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n private _savedStateDepthTest: boolean;\r\n private _savedStateStencilTest: boolean;\r\n\r\n /**\r\n * Creates an effect renderer\r\n * @param engine the engine to use for rendering\r\n * @param options defines the options of the effect renderer\r\n */\r\n constructor(engine: AbstractEngine, options: IEffectRendererOptions = defaultOptions) {\r\n const positions = options.positions ?? defaultOptions.positions;\r\n const indices = options.indices ?? defaultOptions.indices;\r\n\r\n this.engine = engine;\r\n this._vertexBuffers = {\r\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, positions, VertexBuffer.PositionKind, false, false, 2),\r\n };\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Sets the current viewport in normalized coordinates 0-1\r\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\r\n */\r\n public setViewport(viewport = this._fullscreenViewport): void {\r\n this.engine.setViewport(viewport);\r\n }\r\n\r\n /**\r\n * Binds the embedded attributes buffer to the effect.\r\n * @param effect Defines the effect to bind the attributes for\r\n */\r\n public bindBuffers(effect: Effect): void {\r\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n /**\r\n * Sets the current effect wrapper to use during draw.\r\n * The effect needs to be ready before calling this api.\r\n * This also sets the default full screen position attribute.\r\n * @param effectWrapper Defines the effect to draw with\r\n */\r\n public applyEffectWrapper(effectWrapper: EffectWrapper): void {\r\n this.engine.setState(true);\r\n this.engine.depthCullingState.depthTest = false;\r\n this.engine.stencilState.stencilTest = false;\r\n this.engine.enableEffect(effectWrapper.drawWrapper);\r\n this.bindBuffers(effectWrapper.effect);\r\n effectWrapper.onApplyObservable.notifyObservers({});\r\n }\r\n\r\n /**\r\n * Saves engine states\r\n */\r\n public saveStates(): void {\r\n this._savedStateDepthTest = this.engine.depthCullingState.depthTest;\r\n this._savedStateStencilTest = this.engine.stencilState.stencilTest;\r\n }\r\n\r\n /**\r\n * Restores engine states\r\n */\r\n public restoreStates(): void {\r\n this.engine.depthCullingState.depthTest = this._savedStateDepthTest;\r\n this.engine.stencilState.stencilTest = this._savedStateStencilTest;\r\n }\r\n\r\n /**\r\n * Draws a full screen quad.\r\n */\r\n public draw(): void {\r\n this.engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n }\r\n\r\n private _isRenderTargetTexture(texture: RenderTargetWrapper | IRenderTargetTexture): texture is IRenderTargetTexture {\r\n return (texture as IRenderTargetTexture).renderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * renders one or more effects to a specified texture\r\n * @param effectWrapper the effect to renderer\r\n * @param outputTexture texture to draw to, if null it will render to the currently bound frame buffer\r\n */\r\n public render(effectWrapper: EffectWrapper, outputTexture: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null) {\r\n // Ensure effect is ready\r\n if (!effectWrapper.effect.isReady()) {\r\n return;\r\n }\r\n\r\n this.saveStates();\r\n\r\n // Reset state\r\n this.setViewport();\r\n\r\n const out = outputTexture === null ? null : this._isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget! : outputTexture;\r\n\r\n if (out) {\r\n this.engine.bindFramebuffer(out);\r\n }\r\n\r\n this.applyEffectWrapper(effectWrapper);\r\n\r\n this.draw();\r\n\r\n if (out) {\r\n this.engine.unBindFramebuffer(out);\r\n }\r\n\r\n this.restoreStates();\r\n }\r\n\r\n /**\r\n * Disposes of the effect renderer\r\n */\r\n dispose() {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n delete this._vertexBuffers[VertexBuffer.PositionKind];\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this.engine._releaseBuffer(this._indexBuffer);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Allows for custom processing of the shader code used by an effect wrapper\r\n */\r\nexport type EffectWrapperCustomShaderCodeProcessing = {\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated after the #include have been processed\r\n */\r\n processCodeAfterIncludes?: (postProcessName: string, shaderType: string, code: string) => string;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: (postProcessName: string, shaderType: string, code: string) => string;\r\n /**\r\n * If provided, will be called before creating the effect to collect additional custom bindings (defines, uniforms, samplers)\r\n */\r\n defineCustomBindings?: (postProcessName: string, defines: Nullable<string>, uniforms: string[], samplers: string[]) => Nullable<string>;\r\n /**\r\n * If provided, will be called when binding inputs to the shader code to allow the user to add custom bindings\r\n */\r\n bindCustomBindings?: (postProcessName: string, effect: Effect) => void;\r\n};\r\n\r\n/**\r\n * Options to create an EffectWrapper\r\n */\r\nexport interface EffectWrapperCreationOptions {\r\n /**\r\n * Engine to use to create the effect\r\n */\r\n engine?: AbstractEngine;\r\n /**\r\n * Fragment shader for the effect\r\n */\r\n fragmentShader?: string;\r\n /**\r\n * Use the shader store instead of direct source code\r\n */\r\n useShaderStore?: boolean;\r\n /**\r\n * Vertex shader for the effect (default: \"postprocess\")\r\n */\r\n vertexShader?: string;\r\n /**\r\n * Alias for vertexShader\r\n */\r\n vertexUrl?: string;\r\n /**\r\n * Attributes to use in the shader (default: [\"position\"])\r\n */\r\n attributeNames?: Array<string>;\r\n /**\r\n * Uniforms to use in the shader\r\n */\r\n uniformNames?: Array<string>;\r\n /**\r\n * Alias for uniformNames. Note that if it is provided, it takes precedence over uniformNames.\r\n */\r\n uniforms?: Nullable<string[]>;\r\n /**\r\n * Texture sampler names to use in the shader\r\n */\r\n samplerNames?: Array<string>;\r\n /**\r\n * Alias for samplerNames. Note that if it is provided, it takes precedence over samplerNames.\r\n */\r\n samplers?: Nullable<string[]>;\r\n /**\r\n * The list of uniform buffers used in the shader (if any)\r\n */\r\n uniformBuffers?: Nullable<string[]>;\r\n /**\r\n * Defines to use in the shader\r\n */\r\n defines?: Nullable<string | Array<string>>;\r\n /**\r\n * The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined)\r\n * See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n */\r\n indexParameters?: any;\r\n /**\r\n * If the shader should not be compiled immediately. (default: false)\r\n */\r\n blockCompilation?: boolean;\r\n /**\r\n * Callback when effect is compiled\r\n */\r\n onCompiled?: Nullable<(effect: Effect) => void>;\r\n /**\r\n * The friendly name of the effect (default: \"effectWrapper\")\r\n */\r\n name?: string;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Defines additional code to call to prepare the shader code\r\n */\r\n extraInitializations?: (useWebGPU: boolean, list: Promise<any>[]) => void;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n /**\r\n * If the effect should be used as a post process (default: false). If true, the effect will be created with a \"scale\" uniform and a \"textureSampler\" sampler\r\n */\r\n useAsPostProcess?: boolean;\r\n}\r\n\r\n/**\r\n * Wraps an effect to be used for rendering\r\n */\r\nexport class EffectWrapper {\r\n /**\r\n * Force code to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n private static _CustomShaderCodeProcessing: { [effectWrapperName: string]: EffectWrapperCustomShaderCodeProcessing } = {};\r\n\r\n /**\r\n * Registers a shader code processing with an effect wrapper name.\r\n * @param effectWrapperName name of the effect wrapper. Use null for the fallback shader code processing. This is the shader code processing that will be used in case no specific shader code processing has been associated to an effect wrapper name\r\n * @param customShaderCodeProcessing shader code processing to associate to the effect wrapper name\r\n */\r\n public static RegisterShaderCodeProcessing(effectWrapperName: Nullable<string>, customShaderCodeProcessing?: EffectWrapperCustomShaderCodeProcessing) {\r\n if (!customShaderCodeProcessing) {\r\n delete EffectWrapper._CustomShaderCodeProcessing[effectWrapperName ?? \"\"];\r\n return;\r\n }\r\n\r\n EffectWrapper._CustomShaderCodeProcessing[effectWrapperName ?? \"\"] = customShaderCodeProcessing;\r\n }\r\n\r\n private static _GetShaderCodeProcessing(effectWrapperName: string) {\r\n return EffectWrapper._CustomShaderCodeProcessing[effectWrapperName] ?? EffectWrapper._CustomShaderCodeProcessing[\"\"];\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the effect wrapper\r\n */\r\n public get name() {\r\n return this.options.name;\r\n }\r\n\r\n public set name(value: string) {\r\n this.options.name = value;\r\n }\r\n\r\n /**\r\n * Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE). Used only if useAsPostProcess is true.\r\n */\r\n public alphaMode = Constants.ALPHA_DISABLE;\r\n\r\n /**\r\n * Executed when the effect is created\r\n * @returns effect that was created for this effect wrapper\r\n */\r\n public onEffectCreatedObservable = new Observable<Effect>(undefined, true);\r\n\r\n /**\r\n * Options used to create the effect wrapper\r\n */\r\n public readonly options: Required<NonNullableFields<EffectWrapperCreationOptions>>;\r\n\r\n /**\r\n * Get a value indicating if the effect is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public isReady() {\r\n return this._drawWrapper.effect?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Get the draw wrapper associated with the effect wrapper\r\n * @returns the draw wrapper associated with the effect wrapper\r\n */\r\n public get drawWrapper() {\r\n return this._drawWrapper;\r\n }\r\n\r\n /**\r\n * Event that is fired (only when the EffectWrapper is used with an EffectRenderer) right before the effect is drawn (should be used to update uniforms)\r\n */\r\n public onApplyObservable = new Observable<{}>();\r\n\r\n /**\r\n * The underlying effect\r\n */\r\n public get effect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n public set effect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n protected readonly _drawWrapper: DrawWrapper;\r\n protected _shadersLoaded = false;\r\n protected readonly _shaderPath: IShaderPath;\r\n /** @internal */\r\n public _webGPUReady = false;\r\n\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * Creates an effect to be rendered\r\n * @param creationOptions options to create the effect\r\n */\r\n constructor(creationOptions: EffectWrapperCreationOptions) {\r\n this.options = {\r\n ...creationOptions,\r\n name: creationOptions.name || \"effectWrapper\",\r\n engine: creationOptions.engine!,\r\n uniforms: creationOptions.uniforms || creationOptions.uniformNames || [],\r\n uniformNames: undefined as any,\r\n samplers: creationOptions.samplers || creationOptions.samplerNames || [],\r\n samplerNames: undefined as any,\r\n attributeNames: creationOptions.attributeNames || [\"position\"],\r\n uniformBuffers: creationOptions.uniformBuffers || [],\r\n defines: creationOptions.defines || \"\",\r\n useShaderStore: creationOptions.useShaderStore || false,\r\n vertexUrl: creationOptions.vertexUrl || creationOptions.vertexShader || \"postprocess\",\r\n vertexShader: undefined as any,\r\n fragmentShader: creationOptions.fragmentShader || \"pass\",\r\n indexParameters: creationOptions.indexParameters,\r\n blockCompilation: creationOptions.blockCompilation || false,\r\n shaderLanguage: creationOptions.shaderLanguage || ShaderLanguage.GLSL,\r\n onCompiled: creationOptions.onCompiled || (undefined as any),\r\n extraInitializations: creationOptions.extraInitializations || (undefined as any),\r\n extraInitializationsAsync: creationOptions.extraInitializationsAsync || (undefined as any),\r\n useAsPostProcess: creationOptions.useAsPostProcess ?? false,\r\n };\r\n\r\n this.options.uniformNames = this.options.uniforms;\r\n this.options.samplerNames = this.options.samplers;\r\n this.options.vertexShader = this.options.vertexUrl;\r\n\r\n if (this.options.useAsPostProcess) {\r\n if (this.options.samplers.indexOf(\"textureSampler\") === -1) {\r\n this.options.samplers.push(\"textureSampler\");\r\n }\r\n if (this.options.uniforms.indexOf(\"scale\") === -1) {\r\n this.options.uniforms.push(\"scale\");\r\n }\r\n }\r\n\r\n if (creationOptions.vertexUrl || creationOptions.vertexShader) {\r\n this._shaderPath = {\r\n vertexSource: this.options.vertexShader,\r\n };\r\n } else {\r\n if (!this.options.useAsPostProcess) {\r\n this.options.uniforms.push(\"scale\");\r\n\r\n this.onApplyObservable.add(() => {\r\n this.effect.setFloat2(\"scale\", 1, 1);\r\n });\r\n }\r\n\r\n this._shaderPath = {\r\n vertex: this.options.vertexShader,\r\n };\r\n }\r\n\r\n this._shaderPath.fragmentSource = this.options.fragmentShader;\r\n this._shaderPath.spectorName = this.options.name;\r\n\r\n if (this.options.useShaderStore) {\r\n this._shaderPath.fragment = this._shaderPath.fragmentSource;\r\n if (!this._shaderPath.vertex) {\r\n this._shaderPath.vertex = this._shaderPath.vertexSource;\r\n }\r\n\r\n delete this._shaderPath.fragmentSource;\r\n delete this._shaderPath.vertexSource;\r\n }\r\n\r\n this.onApplyObservable.add(() => {\r\n this.bind();\r\n });\r\n\r\n if (!this.options.useShaderStore) {\r\n this._onContextRestoredObserver = this.options.engine.onContextRestoredObservable.add(() => {\r\n this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors\r\n this.effect._prepareEffect();\r\n });\r\n }\r\n\r\n this._drawWrapper = new DrawWrapper(this.options.engine);\r\n this._webGPUReady = this.options.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n const defines = Array.isArray(this.options.defines) ? this.options.defines.join(\"\\n\") : this.options.defines;\r\n\r\n this._postConstructor(this.options.blockCompilation, defines, this.options.extraInitializations);\r\n }\r\n\r\n protected _gatherImports(useWebGPU = false, list: Promise<any>[]) {\r\n if (!this.options.useAsPostProcess) {\r\n return;\r\n }\r\n\r\n // this._webGPUReady is used to detect when an effect wrapper is intended to be used with WebGPU\r\n if (useWebGPU && this._webGPUReady) {\r\n list.push(Promise.all([import(\"../ShadersWGSL/postprocess.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/postprocess.vertex\")]));\r\n }\r\n }\r\n\r\n private _importPromises: Array<Promise<any>> = [];\r\n\r\n /** @internal */\r\n public _postConstructor(\r\n blockCompilation: boolean,\r\n defines: Nullable<string> = null,\r\n extraInitializations?: (useWebGPU: boolean, list: Promise<any>[]) => void,\r\n importPromises?: Array<Promise<any>>\r\n ) {\r\n this._importPromises.length = 0;\r\n\r\n if (importPromises) {\r\n this._importPromises.push(...importPromises);\r\n }\r\n\r\n const useWebGPU = this.options.engine.isWebGPU && !EffectWrapper.ForceGLSL;\r\n\r\n this._gatherImports(useWebGPU, this._importPromises);\r\n if (extraInitializations !== undefined) {\r\n extraInitializations(useWebGPU, this._importPromises);\r\n }\r\n\r\n if (useWebGPU && this._webGPUReady) {\r\n this.options.shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Updates the effect with the current effect wrapper compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\r\n * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n vertexUrl?: string,\r\n fragmentUrl?: string\r\n ) {\r\n const customShaderCodeProcessing = EffectWrapper._GetShaderCodeProcessing(this.name);\r\n if (customShaderCodeProcessing?.defineCustomBindings) {\r\n const newUniforms = uniforms?.slice() ?? [];\r\n newUniforms.push(...this.options.uniforms);\r\n\r\n const newSamplers = samplers?.slice() ?? [];\r\n newSamplers.push(...this.options.samplers);\r\n\r\n defines = customShaderCodeProcessing.defineCustomBindings(this.name, defines, newUniforms, newSamplers);\r\n uniforms = newUniforms;\r\n samplers = newSamplers;\r\n }\r\n\r\n this.options.defines = defines || \"\";\r\n\r\n const waitImportsLoaded =\r\n this._shadersLoaded || this._importPromises.length === 0\r\n ? undefined\r\n : async () => {\r\n await Promise.all(this._importPromises);\r\n this._shadersLoaded = true;\r\n };\r\n\r\n let extraInitializationsAsync: (() => Promise<void>) | undefined;\r\n if (this.options.extraInitializationsAsync) {\r\n extraInitializationsAsync = async () => {\r\n waitImportsLoaded?.();\r\n await this.options.extraInitializationsAsync;\r\n };\r\n } else {\r\n extraInitializationsAsync = waitImportsLoaded;\r\n }\r\n\r\n if (this.options.useShaderStore) {\r\n this._drawWrapper.effect = this.options.engine.createEffect(\r\n { vertex: vertexUrl ?? this._shaderPath.vertex, fragment: fragmentUrl ?? this._shaderPath.fragment },\r\n {\r\n attributes: this.options.attributeNames,\r\n uniformsNames: uniforms || this.options.uniforms,\r\n uniformBuffersNames: this.options.uniformBuffers,\r\n samplers: samplers || this.options.samplers,\r\n defines: defines !== null ? defines : \"\",\r\n fallbacks: null,\r\n onCompiled: onCompiled ?? this.options.onCompiled,\r\n onError: onError ?? null,\r\n indexParameters: indexParameters || this.options.indexParameters,\r\n processCodeAfterIncludes: customShaderCodeProcessing?.processCodeAfterIncludes\r\n ? (shaderType: string, code: string) => customShaderCodeProcessing!.processCodeAfterIncludes!(this.name, shaderType, code)\r\n : null,\r\n processFinalCode: customShaderCodeProcessing?.processFinalCode\r\n ? (shaderType: string, code: string) => customShaderCodeProcessing!.processFinalCode!(this.name, shaderType, code)\r\n : null,\r\n shaderLanguage: this.options.shaderLanguage,\r\n extraInitializationsAsync,\r\n },\r\n this.options.engine\r\n );\r\n } else {\r\n this._drawWrapper.effect = new Effect(\r\n this._shaderPath,\r\n this.options.attributeNames,\r\n uniforms || this.options.uniforms,\r\n samplers || this.options.samplerNames,\r\n this.options.engine,\r\n defines,\r\n undefined,\r\n onCompiled || this.options.onCompiled,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this.options.shaderLanguage,\r\n extraInitializationsAsync\r\n );\r\n }\r\n\r\n this.onEffectCreatedObservable.notifyObservers(this._drawWrapper.effect);\r\n }\r\n\r\n /**\r\n * Binds the data to the effect.\r\n */\r\n public bind() {\r\n if (this.options.useAsPostProcess) {\r\n this.options.engine.setAlphaMode(this.alphaMode);\r\n this.drawWrapper.effect!.setFloat2(\"scale\", 1, 1);\r\n }\r\n\r\n EffectWrapper._GetShaderCodeProcessing(this.name)?.bindCustomBindings?.(this.name, this._drawWrapper.effect!);\r\n }\r\n\r\n /**\r\n * Disposes of the effect wrapper\r\n * @param _ignored kept for backward compatibility\r\n */\r\n public dispose(_ignored: boolean = false) {\r\n if (this._onContextRestoredObserver) {\r\n this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n this.onEffectCreatedObservable.clear();\r\n this.effect.dispose();\r\n }\r\n}\r\n"]}
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@@ -95,6 +95,6 @@ export class InstantiateBaseBlock extends NodeGeometryBlock {
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__decorate([
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editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { notifiers: { rebuild: true } })
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editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
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], InstantiateBaseBlock.prototype, "evaluateContext", void 0);
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//# sourceMappingURL=instantiateBaseBlock.js.map
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@@ -1 +1 @@
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1
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+
{"version":3,"file":"instantiateBaseBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Instances/instantiateBaseBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AAGrG,OAAO,EAA0B,sBAAsB,EAAE,gDAAsC;AAG/F;;GAEG;AACH,MAAM,OAAgB,oBAAqB,SAAQ,iBAAiB;IAWhE;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAZhB;;;WAGG;QAEI,oBAAe,GAAG,IAAI,CAAC;QAS1B,IAAI,CAAC,aAAa,CAAC,UAAU,EAAE,qCAAqC,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC;QACrF,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;QAEhF,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;IAClF,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACI,iBAAiB;QACpB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACI,qBAAqB;QACxB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACI,qBAAqB;QACxB,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,sBAAsB,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,mBAAmB;QAClC,MAAM,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,GAAG,GAAG,IAAI,CAAC,iBAAiB,sBAAsB,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,KAAK,CAAC;QAC7I,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;QAE3D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB;QACjD,KAAK,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;QAExC,IAAI,mBAAmB,CAAC,eAAe,KAAK,SAAS,EAAE;YACnD,IAAI,CAAC,eAAe,GAAG,mBAAmB,CAAC,eAAe,CAAC;SAC9D;IACL,CAAC;CACJ;AApGU;IADN,sBAAsB,CAAC,kBAAkB,0CAAkC,UAAU,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC;6DAC3G","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport type { INodeGeometryInstancingContext } from \"../../Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Block used as a base for InstantiateXXX blocks\r\n */\r\nexport abstract class InstantiateBaseBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext, INodeGeometryInstancingContext {\r\n protected _vertexData: VertexData;\r\n protected _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new InstantiateBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 1);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current instance index in the current flow\r\n * @returns the current index\r\n */\r\n public getInstanceIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"InstantiateBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get instance(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the count input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n"]}
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@@ -196,6 +196,7 @@ export class AggregatorBlock extends NodeGeometryBlock {
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196
196
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__decorate([
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197
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editableInPropertyPage("Aggregation", 4 /* PropertyTypeForEdition.List */, "ADVANCED", {
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198
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notifiers: { rebuild: true },
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199
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+
embedded: true,
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options: [
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201
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{ label: "Max", value: Aggregations.Max },
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{ label: "Min", value: Aggregations.Min },
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@@ -1 +1 @@
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1
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-
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport { Vector2, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Conditions supported by the condition block\r\n */\r\nexport enum Aggregations {\r\n /** Max */\r\n Max,\r\n /** Min */\r\n Min,\r\n /** Sum */\r\n Sum,\r\n}\r\n\r\n/**\r\n * Block used to extract a valuefrom a geometry\r\n */\r\nexport class AggregatorBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets the test used by the block\r\n */\r\n @editableInPropertyPage(\"Aggregation\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n options: [\r\n { label: \"Max\", value: Aggregations.Max },\r\n { label: \"Min\", value: Aggregations.Min },\r\n { label: \"Sum\", value: Aggregations.Sum },\r\n ],\r\n })\r\n public aggregation = Aggregations.Sum;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetPositionsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"source\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.BasedOnInput);\r\n this._outputs[0]._typeConnectionSource = this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"AggregatorBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this.source.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n const context: any[] = [];\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n context.push(this.source.getConnectedValue(state));\r\n }\r\n\r\n // Aggregation\r\n let func: Nullable<(a: number, b: number) => number> = null;\r\n\r\n switch (this.aggregation) {\r\n case Aggregations.Max: {\r\n func = (a: number, b: number) => Math.max(a, b);\r\n break;\r\n }\r\n case Aggregations.Min: {\r\n func = (a: number, b: number) => Math.min(a, b);\r\n break;\r\n }\r\n case Aggregations.Sum: {\r\n func = (a: number, b: number) => a + b;\r\n break;\r\n }\r\n }\r\n\r\n if (!func) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedFunction = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n let returnValue: any;\r\n\r\n switch (this.source.type) {\r\n case NodeGeometryBlockConnectionPointTypes.Int:\r\n case NodeGeometryBlockConnectionPointTypes.Float: {\r\n returnValue = (context as number[]).reduce(func!);\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector2: {\r\n const x = (context as Vector2[]).map((v) => v.x).reduce(func!);\r\n const y = (context as Vector2[]).map((v) => v.y).reduce(func!);\r\n returnValue = new Vector2(x, y);\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector3: {\r\n const x = (context as Vector3[]).map((v) => v.x).reduce(func!);\r\n const y = (context as Vector3[]).map((v) => v.y).reduce(func!);\r\n const z = (context as Vector3[]).map((v) => v.z).reduce(func!);\r\n returnValue = new Vector3(x, y, z);\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector4: {\r\n const x = (context as Vector4[]).map((v) => v.x).reduce(func!);\r\n const y = (context as Vector4[]).map((v) => v.y).reduce(func!);\r\n const z = (context as Vector4[]).map((v) => v.z).reduce(func!);\r\n const w = (context as Vector4[]).map((v) => v.w).reduce(func!);\r\n returnValue = new Vector4(x, y, z, w);\r\n break;\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return returnValue;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n codeString += `${this._codeVariableName}.aggregation = BABYLON.Aggregations.${Aggregations[this.aggregation]};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.aggregation = this.aggregation;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n if (serializationObject.aggregation !== undefined) {\r\n this.aggregation = serializationObject.aggregation;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AggregatorBlock\", AggregatorBlock);\r\n"]}
|
|
1
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+
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport { Vector2, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Conditions supported by the condition block\r\n */\r\nexport enum Aggregations {\r\n /** Max */\r\n Max,\r\n /** Min */\r\n Min,\r\n /** Sum */\r\n Sum,\r\n}\r\n\r\n/**\r\n * Block used to extract a valuefrom a geometry\r\n */\r\nexport class AggregatorBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets the test used by the block\r\n */\r\n @editableInPropertyPage(\"Aggregation\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"Max\", value: Aggregations.Max },\r\n { label: \"Min\", value: Aggregations.Min },\r\n { label: \"Sum\", value: Aggregations.Sum },\r\n ],\r\n })\r\n public aggregation = Aggregations.Sum;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetPositionsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"source\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.BasedOnInput);\r\n this._outputs[0]._typeConnectionSource = this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"AggregatorBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this.source.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n const context: any[] = [];\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n context.push(this.source.getConnectedValue(state));\r\n }\r\n\r\n // Aggregation\r\n let func: Nullable<(a: number, b: number) => number> = null;\r\n\r\n switch (this.aggregation) {\r\n case Aggregations.Max: {\r\n func = (a: number, b: number) => Math.max(a, b);\r\n break;\r\n }\r\n case Aggregations.Min: {\r\n func = (a: number, b: number) => Math.min(a, b);\r\n break;\r\n }\r\n case Aggregations.Sum: {\r\n func = (a: number, b: number) => a + b;\r\n break;\r\n }\r\n }\r\n\r\n if (!func) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedFunction = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n let returnValue: any;\r\n\r\n switch (this.source.type) {\r\n case NodeGeometryBlockConnectionPointTypes.Int:\r\n case NodeGeometryBlockConnectionPointTypes.Float: {\r\n returnValue = (context as number[]).reduce(func!);\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector2: {\r\n const x = (context as Vector2[]).map((v) => v.x).reduce(func!);\r\n const y = (context as Vector2[]).map((v) => v.y).reduce(func!);\r\n returnValue = new Vector2(x, y);\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector3: {\r\n const x = (context as Vector3[]).map((v) => v.x).reduce(func!);\r\n const y = (context as Vector3[]).map((v) => v.y).reduce(func!);\r\n const z = (context as Vector3[]).map((v) => v.z).reduce(func!);\r\n returnValue = new Vector3(x, y, z);\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector4: {\r\n const x = (context as Vector4[]).map((v) => v.x).reduce(func!);\r\n const y = (context as Vector4[]).map((v) => v.y).reduce(func!);\r\n const z = (context as Vector4[]).map((v) => v.z).reduce(func!);\r\n const w = (context as Vector4[]).map((v) => v.w).reduce(func!);\r\n returnValue = new Vector4(x, y, z, w);\r\n break;\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return returnValue;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n codeString += `${this._codeVariableName}.aggregation = BABYLON.Aggregations.${Aggregations[this.aggregation]};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.aggregation = this.aggregation;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n if (serializationObject.aggregation !== undefined) {\r\n this.aggregation = serializationObject.aggregation;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AggregatorBlock\", AggregatorBlock);\r\n"]}
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], LatticeBlock.prototype, "evaluateContext", void 0);
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editableInPropertyPage("resolutionX", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 1, max: 10 })
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], LatticeBlock.prototype, "resolutionX", void 0);
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editableInPropertyPage("resolutionY", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { notifiers: { rebuild: true }, min: 1, max: 10 })
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editableInPropertyPage("resolutionY", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 1, max: 10 })
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], LatticeBlock.prototype, "resolutionY", void 0);
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editableInPropertyPage("resolutionZ", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { notifiers: { rebuild: true }, min: 1, max: 10 })
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editableInPropertyPage("resolutionZ", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 1, max: 10 })
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], LatticeBlock.prototype, "resolutionZ", void 0);
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RegisterClass("BABYLON.LatticeBlock", LatticeBlock);
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//# sourceMappingURL=latticeBlock.js.map
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-
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport { Lattice } from \"core/Meshes/lattice\";\r\nimport { extractMinAndMax } from \"core/Maths/math.functions\";\r\n\r\n/**\r\n * Block used to apply Lattice on geometry\r\n */\r\nexport class LatticeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndexX: number;\r\n private _currentIndexY: number;\r\n private _currentIndexZ: number;\r\n private _lattice: Lattice;\r\n private _indexVector3 = new Vector3();\r\n private _currentControl = new Vector3();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Resolution on x axis\r\n */\r\n @editableInPropertyPage(\"resolutionX\", PropertyTypeForEdition.Int, \"ADVANCED\", { notifiers: { rebuild: true }, min: 1, max: 10 })\r\n public resolutionX = 3;\r\n\r\n /**\r\n * Resolution on y axis\r\n */\r\n @editableInPropertyPage(\"resolutionY\", PropertyTypeForEdition.Int, \"ADVANCED\", { notifiers: { rebuild: true }, min: 1, max: 10 })\r\n public resolutionY = 3;\r\n\r\n /**\r\n * Resolution on z axis\r\n */\r\n @editableInPropertyPage(\"resolutionZ\", PropertyTypeForEdition.Int, \"ADVANCED\", { notifiers: { rebuild: true }, min: 1, max: 10 })\r\n public resolutionZ = 3;\r\n\r\n /**\r\n * Create a new LatticeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"controls\", NodeGeometryBlockConnectionPointTypes.Vector3);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndexX + this.resolutionX * (this._currentIndexY + this.resolutionY * this._currentIndexZ);\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this.getExecutionIndex();\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LatticeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the controls input component\r\n */\r\n public get controls(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual positions\r\n * In this case it will be the current position in the lattice\r\n * @returns the current position in the lattice\r\n */\r\n public getOverridePositionsContextualValue() {\r\n return this._indexVector3;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual normals\r\n * In this case it will be the current control point being processed\r\n * @returns the current control point being processed\r\n */\r\n public getOverrideNormalsContextualValue() {\r\n return this._currentControl;\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n const positions = this._vertexData.positions;\r\n const boundingInfo = extractMinAndMax(positions!, 0, positions!.length / 3);\r\n\r\n // Building the lattice\r\n this._lattice = new Lattice({\r\n resolutionX: this.resolutionX,\r\n resolutionY: this.resolutionY,\r\n resolutionZ: this.resolutionZ,\r\n size: boundingInfo.maximum.subtract(boundingInfo.minimum),\r\n });\r\n\r\n for (this._currentIndexX = 0; this._currentIndexX < this.resolutionX; this._currentIndexX++) {\r\n for (this._currentIndexY = 0; this._currentIndexY < this.resolutionY; this._currentIndexY++) {\r\n for (this._currentIndexZ = 0; this._currentIndexZ < this.resolutionZ; this._currentIndexZ++) {\r\n this._indexVector3.set(this._currentIndexX, this._currentIndexY, this._currentIndexZ);\r\n const latticeControl = this._lattice.data[this._currentIndexX][this._currentIndexY][this._currentIndexZ];\r\n this._currentControl.copyFrom(latticeControl);\r\n const tempVector3 = this.controls.getConnectedValue(state) as Vector3;\r\n\r\n if (tempVector3) {\r\n latticeControl.set(tempVector3.x, tempVector3.y, tempVector3.z);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Apply lattice\r\n this._lattice.deform(positions);\r\n\r\n // Storage\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.resolutionX = ${this.resolutionX};\\n`;\r\n codeString += `${this._codeVariableName}.resolutionY = ${this.resolutionY};\\n`;\r\n codeString += `${this._codeVariableName}.resolutionZ = ${this.resolutionZ};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.resolutionX = this.resolutionX;\r\n serializationObject.resolutionY = this.resolutionY;\r\n serializationObject.resolutionZ = this.resolutionZ;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n this.resolutionX = serializationObject.resolutionX;\r\n this.resolutionY = serializationObject.resolutionY;\r\n this.resolutionZ = serializationObject.resolutionZ;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LatticeBlock\", LatticeBlock);\r\n"]}
|
|
1
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+
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport { Lattice } from \"core/Meshes/lattice\";\r\nimport { extractMinAndMax } from \"core/Maths/math.functions\";\r\n\r\n/**\r\n * Block used to apply Lattice on geometry\r\n */\r\nexport class LatticeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndexX: number;\r\n private _currentIndexY: number;\r\n private _currentIndexZ: number;\r\n private _lattice: Lattice;\r\n private _indexVector3 = new Vector3();\r\n private _currentControl = new Vector3();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Resolution on x axis\r\n */\r\n @editableInPropertyPage(\"resolutionX\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 1, max: 10 })\r\n public resolutionX = 3;\r\n\r\n /**\r\n * Resolution on y axis\r\n */\r\n @editableInPropertyPage(\"resolutionY\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 1, max: 10 })\r\n public resolutionY = 3;\r\n\r\n /**\r\n * Resolution on z axis\r\n */\r\n @editableInPropertyPage(\"resolutionZ\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 1, max: 10 })\r\n public resolutionZ = 3;\r\n\r\n /**\r\n * Create a new LatticeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"controls\", NodeGeometryBlockConnectionPointTypes.Vector3);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndexX + this.resolutionX * (this._currentIndexY + this.resolutionY * this._currentIndexZ);\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this.getExecutionIndex();\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LatticeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the controls input component\r\n */\r\n public get controls(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual positions\r\n * In this case it will be the current position in the lattice\r\n * @returns the current position in the lattice\r\n */\r\n public getOverridePositionsContextualValue() {\r\n return this._indexVector3;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual normals\r\n * In this case it will be the current control point being processed\r\n * @returns the current control point being processed\r\n */\r\n public getOverrideNormalsContextualValue() {\r\n return this._currentControl;\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n const positions = this._vertexData.positions;\r\n const boundingInfo = extractMinAndMax(positions!, 0, positions!.length / 3);\r\n\r\n // Building the lattice\r\n this._lattice = new Lattice({\r\n resolutionX: this.resolutionX,\r\n resolutionY: this.resolutionY,\r\n resolutionZ: this.resolutionZ,\r\n size: boundingInfo.maximum.subtract(boundingInfo.minimum),\r\n });\r\n\r\n for (this._currentIndexX = 0; this._currentIndexX < this.resolutionX; this._currentIndexX++) {\r\n for (this._currentIndexY = 0; this._currentIndexY < this.resolutionY; this._currentIndexY++) {\r\n for (this._currentIndexZ = 0; this._currentIndexZ < this.resolutionZ; this._currentIndexZ++) {\r\n this._indexVector3.set(this._currentIndexX, this._currentIndexY, this._currentIndexZ);\r\n const latticeControl = this._lattice.data[this._currentIndexX][this._currentIndexY][this._currentIndexZ];\r\n this._currentControl.copyFrom(latticeControl);\r\n const tempVector3 = this.controls.getConnectedValue(state) as Vector3;\r\n\r\n if (tempVector3) {\r\n latticeControl.set(tempVector3.x, tempVector3.y, tempVector3.z);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Apply lattice\r\n this._lattice.deform(positions);\r\n\r\n // Storage\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.resolutionX = ${this.resolutionX};\\n`;\r\n codeString += `${this._codeVariableName}.resolutionY = ${this.resolutionY};\\n`;\r\n codeString += `${this._codeVariableName}.resolutionZ = ${this.resolutionZ};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.resolutionX = this.resolutionX;\r\n serializationObject.resolutionY = this.resolutionY;\r\n serializationObject.resolutionZ = this.resolutionZ;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n this.resolutionX = serializationObject.resolutionX;\r\n this.resolutionY = serializationObject.resolutionY;\r\n this.resolutionZ = serializationObject.resolutionZ;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LatticeBlock\", LatticeBlock);\r\n"]}
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@@ -149,7 +149,7 @@ export class SetColorsBlock extends NodeGeometryBlock {
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149
149
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}
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150
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}
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151
151
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__decorate([
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-
editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { notifiers: { rebuild: true } })
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editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
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], SetColorsBlock.prototype, "evaluateContext", void 0);
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RegisterClass("BABYLON.SetColorsBlock", SetColorsBlock);
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//# sourceMappingURL=setColorsBlock.js.map
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector3, Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set colors for a geometry\r\n */\r\nexport class SetColorsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetColorsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"colors\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Int);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Vector2);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetColorsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the colors input component\r\n */\r\n public get colors(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.colors.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.colors) {\r\n this._vertexData.colors = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n if (this.colors.connectedPoint?.type === NodeGeometryBlockConnectionPointTypes.Vector3) {\r\n const tempVector3 = this.colors.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n this._vertexData.colors[this._currentIndex * 4 + 3] = 1; // Alpha\r\n this._vertexData.hasVertexAlpha = false;\r\n }\r\n } else {\r\n const tempVector4 = this.colors.getConnectedValue(state) as Vector4;\r\n if (tempVector4) {\r\n tempVector4.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n this._vertexData.hasVertexAlpha = true;\r\n }\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetColorsBlock\", SetColorsBlock);\r\n"]}
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1
|
+
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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport type { Vector3, Vector4 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to set colors for a geometry\r\n */\r\nexport class SetColorsBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentIndex: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetColorsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"colors\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Int);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Vector2);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetColorsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the colors input component\r\n */\r\n public get colors(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n state.pushExecutionContext(this);\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n\r\n if (this._vertexData) {\r\n this._vertexData = this._vertexData.clone(); // Preserve source data\r\n }\r\n\r\n state.pushGeometryContext(this._vertexData);\r\n\r\n if (!this._vertexData || !this._vertexData.positions) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n if (!this.colors.isConnected) {\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n this.output._storedValue = this._vertexData;\r\n return;\r\n }\r\n\r\n if (!this._vertexData.colors) {\r\n this._vertexData.colors = [];\r\n }\r\n\r\n // Processing\r\n const vertexCount = this._vertexData.positions.length / 3;\r\n for (this._currentIndex = 0; this._currentIndex < vertexCount; this._currentIndex++) {\r\n if (this.colors.connectedPoint?.type === NodeGeometryBlockConnectionPointTypes.Vector3) {\r\n const tempVector3 = this.colors.getConnectedValue(state) as Vector3;\r\n if (tempVector3) {\r\n tempVector3.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n this._vertexData.colors[this._currentIndex * 4 + 3] = 1; // Alpha\r\n this._vertexData.hasVertexAlpha = false;\r\n }\r\n } else {\r\n const tempVector4 = this.colors.getConnectedValue(state) as Vector4;\r\n if (tempVector4) {\r\n tempVector4.toArray(this._vertexData.colors, this._currentIndex * 4);\r\n this._vertexData.hasVertexAlpha = true;\r\n }\r\n }\r\n }\r\n\r\n // Storage\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n return this._vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetColorsBlock\", SetColorsBlock);\r\n"]}
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@@ -98,7 +98,7 @@ export class SetMaterialIDBlock extends NodeGeometryBlock {
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98
98
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}
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99
99
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}
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100
100
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__decorate([
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101
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-
editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { notifiers: { rebuild: true } })
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101
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+
editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
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102
102
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], SetMaterialIDBlock.prototype, "evaluateContext", void 0);
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103
103
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RegisterClass("BABYLON.SetMaterialIDBlock", SetMaterialIDBlock);
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104
104
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//# sourceMappingURL=setMaterialIDBlock.js.map
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@@ -1 +1 @@
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1
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-
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|
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1
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+
{"version":3,"file":"setMaterialIDBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Meshes/Node/Blocks/Set/setMaterialIDBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,8CAA8C,CAAC;AACrG,OAAO,EAAE,sBAAsB,EAAmB,MAAM,oCAAoC,CAAC;AAC7F,OAAO,EAA0B,sBAAsB,EAAE,MAAM,sCAAsC,CAAC;AAGtG;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,iBAAiB;IAQrD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAZhB;;;WAGG;QAEI,oBAAe,GAAG,IAAI,CAAC;QAS1B,IAAI,CAAC,aAAa,CAAC,UAAU,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;QAC/E,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,qCAAqC,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;QAE7E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;QAC9E,IAAI,CAAC,EAAE,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,KAAK,CAAC,CAAC;IAC3F,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE;YAC5B,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,IAAI,CAAC;YACnC,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC;YAChC,OAAO;SACV;QAED,MAAM,IAAI,GAAG,CAAC,KAA6B,EAAE,EAAE;YAC3C,MAAM,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAe,CAAC;YACxE,IAAI,CAAC,UAAU,IAAI,CAAC,UAAU,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,SAAS,EAAE;gBAC7D,OAAO,UAAU,CAAC;aACrB;YAED,MAAM,YAAY,GAAG,IAAI,sBAAsB,EAAE,CAAC;YAClD,YAAY,CAAC,aAAa,GAAG,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;YAClE,YAAY,CAAC,UAAU,GAAG,CAAC,CAAC;YAC5B,YAAY,CAAC,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC;YACpD,YAAY,CAAC,aAAa,GAAG,CAAC,CAAC;YAC/B,YAAY,CAAC,aAAa,GAAG,UAAU,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;YAE7D,UAAU,CAAC,aAAa,GAAG,CAAC,YAAY,CAAC,CAAC;YAE1C,OAAO,UAAU,CAAC;QACtB,CAAC,CAAC;QAEF,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,IAAI,CAAC;SACtC;aAAM;YACH,IAAI,CAAC,MAAM,CAAC,eAAe,GAAG,IAAI,CAAC;YACnC,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;SAC1C;IACL,CAAC;IAEkB,mBAAmB;QAClC,MAAM,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,GAAG,GAAG,IAAI,CAAC,iBAAiB,sBAAsB,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,KAAK,CAAC;QAC7I,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;QAE3D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB;QACjD,KAAK,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;QAExC,IAAI,mBAAmB,CAAC,eAAe,KAAK,SAAS,EAAE;YACnD,IAAI,CAAC,eAAe,GAAG,mBAAmB,CAAC,eAAe,CAAC;SAC9D;IACL,CAAC;CACJ;AAtGU;IADN,sBAAsB,CAAC,kBAAkB,0CAAkC,UAAU,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC;2DAC3G;AAwGlC,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC","sourcesContent":["import { NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { VertexDataMaterialInfo, type VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\n\r\n/**\r\n * Block used to affect a material ID to a geometry\r\n */\r\nexport class SetMaterialIDBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new SetMaterialIDBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"id\", NodeGeometryBlockConnectionPointTypes.Int, true, 0);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.id.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SetMaterialIDBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the id input component\r\n */\r\n public get id(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n if (!this.geometry.isConnected) {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n const func = (state: NodeGeometryBuildState) => {\r\n const vertexData = this.geometry.getConnectedValue(state) as VertexData;\r\n if (!vertexData || !vertexData.indices || !vertexData.positions) {\r\n return vertexData;\r\n }\r\n\r\n const materialInfo = new VertexDataMaterialInfo();\r\n materialInfo.materialIndex = this.id.getConnectedValue(state) | 0;\r\n materialInfo.indexStart = 0;\r\n materialInfo.indexCount = vertexData.indices.length;\r\n materialInfo.verticesStart = 0;\r\n materialInfo.verticesCount = vertexData.positions.length / 3;\r\n\r\n vertexData.materialInfos = [materialInfo];\r\n\r\n return vertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SetMaterialIDBlock\", SetMaterialIDBlock);\r\n"]}
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@@ -133,7 +133,7 @@ export class SetNormalsBlock extends NodeGeometryBlock {
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}
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}
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__decorate([
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136
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-
editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { notifiers: { rebuild: true } })
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136
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+
editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
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], SetNormalsBlock.prototype, "evaluateContext", void 0);
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RegisterClass("BABYLON.SetNormalsBlock", SetNormalsBlock);
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//# sourceMappingURL=setNormalsBlock.js.map
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