@babylonjs/core 7.32.5 → 7.34.0
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/Cameras/arcRotateCamera.d.ts +14 -0
- package/Cameras/arcRotateCamera.js +39 -19
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +2 -0
- package/Decorators/nodeDecorator.js +1 -0
- package/Decorators/nodeDecorator.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +63 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +150 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +3 -47
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -129
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +40 -0
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +98 -0
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +3 -2
- package/FrameGraph/Node/Blocks/index.js +3 -2
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js +1 -1
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +21 -0
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +110 -0
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -0
- package/FrameGraph/frameGraph.d.ts +6 -0
- package/FrameGraph/frameGraph.js +15 -1
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +3 -2
- package/FrameGraph/frameGraphRenderContext.js +9 -4
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.js +5 -1
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +8 -0
- package/FrameGraph/frameGraphTextureManager.js +51 -7
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/frameGraphTypes.d.ts +2 -0
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/FrameGraph/index.d.ts +3 -2
- package/FrameGraph/index.js +3 -2
- package/FrameGraph/index.js.map +1 -1
- package/Layers/layer.d.ts +4 -0
- package/Layers/layer.js +13 -2
- package/Layers/layer.js.map +1 -1
- package/Loading/sceneLoader.d.ts +11 -8
- package/Loading/sceneLoader.js +64 -35
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +12 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.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/GaussianSplatting/gaussianBlock.js +6 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +9 -2
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/index.d.ts +2 -0
- package/Materials/Node/Blocks/GaussianSplatting/index.js +3 -0
- package/Materials/Node/Blocks/GaussianSplatting/index.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +10 -3
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +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/GaussianSplatting/gaussianSplattingMesh.d.ts +2 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +7 -2
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/abstractMesh.hotSpot.js +2 -0
- package/Meshes/abstractMesh.hotSpot.js.map +1 -1
- package/Meshes/csg2.js +0 -3
- package/Meshes/csg2.js.map +1 -1
- package/Misc/webRequest.fetch.d.ts +16 -0
- package/Misc/webRequest.fetch.js +33 -0
- package/Misc/webRequest.fetch.js.map +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/index.d.ts +2 -0
- package/PostProcesses/RenderPipeline/Pipelines/index.js +2 -0
- package/PostProcesses/RenderPipeline/Pipelines/index.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +6 -8
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +32 -49
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
- package/PostProcesses/thinTAAPostProcess.d.ts +72 -0
- package/PostProcesses/thinTAAPostProcess.js +149 -0
- package/PostProcesses/thinTAAPostProcess.js.map +1 -0
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +3 -3
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +7 -7
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +81 -80
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +102 -112
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +8 -6
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Shaders/geometry.vertex.js +1 -1
- package/Shaders/geometry.vertex.js.map +1 -1
- package/Shaders/iblShadowAccumulation.fragment.js +2 -1
- package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
- package/Shaders/layer.fragment.js +3 -1
- package/Shaders/layer.fragment.js.map +1 -1
- package/Shaders/volumetricLightScattering.fragment.js +1 -1
- package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +47 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js +20 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +13 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +10 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/gaussianSplatting.fragment.d.ts +10 -0
- package/ShadersWGSL/gaussianSplatting.fragment.js +23 -0
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -0
- package/ShadersWGSL/gaussianSplatting.vertex.d.ts +14 -0
- package/ShadersWGSL/gaussianSplatting.vertex.js +31 -0
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -0
- package/ShadersWGSL/geometry.vertex.js +1 -1
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js +2 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
- package/ShadersWGSL/layer.fragment.js +4 -2
- package/ShadersWGSL/layer.fragment.js.map +1 -1
- package/ShadersWGSL/taa.fragment.d.ts +5 -0
- package/ShadersWGSL/taa.fragment.js +11 -0
- package/ShadersWGSL/taa.fragment.js.map +1 -0
- package/package.json +1 -1
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@@ -1 +1 @@
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-
{"version":3,"file":"frameGraphTypes.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphTypes.ts"],"names":[],"mappings":"AAQA;;GAEG;AACH,MAAM,CAAC,MAAM,4BAA4B,GAA4B,CAAC,CAAC;AAEvE;;GAEG;AACH,MAAM,CAAC,MAAM,mCAAmC,GAA4B,CAAC,CAAC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, TextureSize, FrameGraphContext, IMultiRenderTargetOptions } from \"core/index\";\r\n\r\n/**\r\n * Represents a texture handle in the frame graph.\r\n */\r\nexport type FrameGraphTextureHandle = number;\r\n\r\n/**\r\n * Represents a texture handle for the backbuffer color texture.\r\n */\r\nexport const backbufferColorTextureHandle: FrameGraphTextureHandle = 0;\r\n\r\n/**\r\n * Represents a texture handle for the backbuffer depth/stencil texture.\r\n */\r\nexport const backbufferDepthStencilTextureHandle: FrameGraphTextureHandle = 1;\r\n\r\n/**\r\n * Options used to create a texture in the frame graph.\r\n */\r\nexport type FrameGraphTextureCreationOptions = {\r\n /** Size of the texture. If sizeIsPercentage is true, these are percentages relative to the screen size */\r\n size: TextureSize;\r\n\r\n /** Options used to create the (multi) render target texture */\r\n options: IMultiRenderTargetOptions;\r\n\r\n /** If true, indicates that \"size\" is percentages relative to the screen size */\r\n sizeIsPercentage: boolean;\r\n};\r\n\r\n/**\r\n * Represents a texture description in the frame graph.\r\n * This is basically the same thing than FrameGraphTextureCreationOptions, but the size is never in percentage and always in pixels.\r\n */\r\nexport type FrameGraphTextureDescription = {\r\n /**\r\n * Size of the texture.\r\n */\r\n size: { width: number; height: number };\r\n\r\n /**\r\n * Options used when the (multi) render target texture had been created.\r\n */\r\n options: IMultiRenderTargetOptions;\r\n};\r\n\r\n/**\r\n * Defines a pass in the frame graph.\r\n */\r\nexport interface IFrameGraphPass {\r\n /**\r\n * The name of the pass.\r\n */\r\n name: string;\r\n\r\n /**\r\n * Sets the function to execute when the pass is executed\r\n * @param func The function to execute when the pass is executed\r\n */\r\n setExecuteFunc(func: (context: FrameGraphContext) => void): void;\r\n\r\n /** @internal */\r\n _execute(): void;\r\n\r\n /** @internal */\r\n _isValid(): Nullable<string>;\r\n}\r\n"]}
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{"version":3,"file":"frameGraphTypes.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphTypes.ts"],"names":[],"mappings":"AAQA;;GAEG;AACH,MAAM,CAAC,MAAM,4BAA4B,GAA4B,CAAC,CAAC;AAEvE;;GAEG;AACH,MAAM,CAAC,MAAM,mCAAmC,GAA4B,CAAC,CAAC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, TextureSize, FrameGraphContext, IMultiRenderTargetOptions } from \"core/index\";\r\n\r\n/**\r\n * Represents a texture handle in the frame graph.\r\n */\r\nexport type FrameGraphTextureHandle = number;\r\n\r\n/**\r\n * Represents a texture handle for the backbuffer color texture.\r\n */\r\nexport const backbufferColorTextureHandle: FrameGraphTextureHandle = 0;\r\n\r\n/**\r\n * Represents a texture handle for the backbuffer depth/stencil texture.\r\n */\r\nexport const backbufferDepthStencilTextureHandle: FrameGraphTextureHandle = 1;\r\n\r\n/**\r\n * Options used to create a texture in the frame graph.\r\n */\r\nexport type FrameGraphTextureCreationOptions = {\r\n /** Size of the texture. If sizeIsPercentage is true, these are percentages relative to the screen size */\r\n size: TextureSize;\r\n\r\n /** Options used to create the (multi) render target texture */\r\n options: IMultiRenderTargetOptions;\r\n\r\n /** If true, indicates that \"size\" is percentages relative to the screen size */\r\n sizeIsPercentage: boolean;\r\n\r\n /** Indicates that the texture is a history texture */\r\n isHistoryTexture?: boolean;\r\n};\r\n\r\n/**\r\n * Represents a texture description in the frame graph.\r\n * This is basically the same thing than FrameGraphTextureCreationOptions, but the size is never in percentage and always in pixels.\r\n */\r\nexport type FrameGraphTextureDescription = {\r\n /**\r\n * Size of the texture.\r\n */\r\n size: { width: number; height: number };\r\n\r\n /**\r\n * Options used when the (multi) render target texture had been created.\r\n */\r\n options: IMultiRenderTargetOptions;\r\n};\r\n\r\n/**\r\n * Defines a pass in the frame graph.\r\n */\r\nexport interface IFrameGraphPass {\r\n /**\r\n * The name of the pass.\r\n */\r\n name: string;\r\n\r\n /**\r\n * Sets the function to execute when the pass is executed\r\n * @param func The function to execute when the pass is executed\r\n */\r\n setExecuteFunc(func: (context: FrameGraphContext) => void): void;\r\n\r\n /** @internal */\r\n _execute(): void;\r\n\r\n /** @internal */\r\n _isValid(): Nullable<string>;\r\n}\r\n"]}
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package/FrameGraph/index.d.ts
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@@ -16,9 +16,10 @@ export * from "./Tasks/PostProcesses/postProcessTask";
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export * from "./Tasks/Texture/clearTextureTask";
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export * from "./Tasks/Texture/copyToBackbufferColorTask";
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export * from "./Tasks/Texture/copyToTextureTask";
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export * from "./Tasks/Rendering/objectRendererTask";
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export * from "./Tasks/Rendering/geometryRendererTask";
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export * from "./Tasks/Rendering/cullObjectsTask";
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export * from "./Tasks/Rendering/geometryRendererTask";
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export * from "./Tasks/Rendering/objectRendererTask";
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export * from "./Tasks/Rendering/taaObjectRendererTask";
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export * from "./frameGraph";
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export * from "./frameGraphContext";
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export * from "./frameGraphObjectList";
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package/FrameGraph/index.js
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export * from "./Tasks/Texture/clearTextureTask.js";
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export * from "./Tasks/Texture/copyToBackbufferColorTask.js";
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export * from "./Tasks/Texture/copyToTextureTask.js";
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export * from "./Tasks/Rendering/objectRendererTask.js";
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export * from "./Tasks/Rendering/geometryRendererTask.js";
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export * from "./Tasks/Rendering/cullObjectsTask.js";
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export * from "./Tasks/Rendering/geometryRendererTask.js";
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export * from "./Tasks/Rendering/objectRendererTask.js";
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export * from "./Tasks/Rendering/taaObjectRendererTask.js";
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export * from "./frameGraph.js";
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export * from "./frameGraphContext.js";
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export * from "./frameGraphObjectList.js";
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package/FrameGraph/index.js.map
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4CAA4C,CAAC;AAC3D,cAAc,kCAAkC,CAAC;AACjD,cAAc,mCAAmC,CAAC;AAClD,cAAc,qBAAqB,CAAC;AAEpC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AAEpC,cAAc,yCAAyC,CAAC;AACxD,cAAc,iCAAiC,CAAC;AAChD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6CAA6C,CAAC;AAC5D,cAAc,wCAAwC,CAAC;AACvD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,uCAAuC,CAAC;AAEtD,cAAc,kCAAkC,CAAC;AACjD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,mCAAmC,CAAC;AAElD,cAAc,
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4CAA4C,CAAC;AAC3D,cAAc,kCAAkC,CAAC;AACjD,cAAc,mCAAmC,CAAC;AAClD,cAAc,qBAAqB,CAAC;AAEpC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AAEpC,cAAc,yCAAyC,CAAC;AACxD,cAAc,iCAAiC,CAAC;AAChD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6CAA6C,CAAC;AAC5D,cAAc,wCAAwC,CAAC;AACvD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,uCAAuC,CAAC;AAEtD,cAAc,kCAAkC,CAAC;AACjD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,mCAAmC,CAAC;AAElD,cAAc,mCAAmC,CAAC;AAClD,cAAc,wCAAwC,CAAC;AACvD,cAAc,sCAAsC,CAAC;AACrD,cAAc,yCAAyC,CAAC;AAExD,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,kBAAkB,CAAC;AACjC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./Node/nodeRenderGraph\";\r\nexport * from \"./Node/nodeRenderGraphBlock\";\r\nexport * from \"./Node/nodeRenderGraphBlockConnectionPoint\";\r\nexport * from \"./Node/nodeRenderGraphBuildState\";\r\nexport * from \"./Node/Types/nodeRenderGraphTypes\";\r\nexport * from \"./Node/Blocks/index\";\r\n\r\nexport * from \"./Passes/pass\";\r\nexport * from \"./Passes/renderPass\";\r\n\r\nexport * from \"./Tasks/PostProcesses/blackAndWhiteTask\";\r\nexport * from \"./Tasks/PostProcesses/bloomTask\";\r\nexport * from \"./Tasks/PostProcesses/blurTask\";\r\nexport * from \"./Tasks/PostProcesses/circleOfConfusionTask\";\r\nexport * from \"./Tasks/PostProcesses/depthOfFieldTask\";\r\nexport * from \"./Tasks/PostProcesses/extractHighlightsTask\";\r\nexport * from \"./Tasks/PostProcesses/postProcessTask\";\r\n\r\nexport * from \"./Tasks/Texture/clearTextureTask\";\r\nexport * from \"./Tasks/Texture/copyToBackbufferColorTask\";\r\nexport * from \"./Tasks/Texture/copyToTextureTask\";\r\n\r\nexport * from \"./Tasks/Rendering/cullObjectsTask\";\r\nexport * from \"./Tasks/Rendering/geometryRendererTask\";\r\nexport * from \"./Tasks/Rendering/objectRendererTask\";\r\nexport * from \"./Tasks/Rendering/taaObjectRendererTask\";\r\n\r\nexport * from \"./frameGraph\";\r\nexport * from \"./frameGraphContext\";\r\nexport * from \"./frameGraphObjectList\";\r\nexport * from \"./frameGraphRenderContext\";\r\nexport * from \"./frameGraphTask\";\r\nexport * from \"./frameGraphTextureManager\";\r\nexport * from \"./frameGraphTypes\";\r\n"]}
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}
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}
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}
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this._previousDefines = defines;
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package/Layers/layer.js.map
CHANGED
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@@ -1 +1 @@
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Force all the layers 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 * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /** Shader language used by the material */\r\n private _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4,\r\n forceGLSL = false\r\n ) {\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = <Scene>(scene || EngineStore.LastCreatedScene);\r\n const engine = this._scene.getEngine();\r\n if (engine.isWebGPU && !forceGLSL && !Layer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be rendered\r\n * @returns true if the layer is ready. False otherwise.\r\n */\r\n public isReady() {\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\n#define LINEAR\";\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\r\n \"layer\",\r\n [VertexBuffer.PositionKind],\r\n [\"textureMatrix\", \"color\", \"scale\", \"offset\"],\r\n [\"textureSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/layer.vertex\"), import(\"../ShadersWGSL/layer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/layer.vertex\"), import(\"../Shaders/layer.fragment\")]);\r\n }\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n return !!currentEffect?.isReady() && (!this.texture || this.texture.isReady());\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect!;\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n if (this.texture) {\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n }\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Force all the layers 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 * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the colors of the layer should be generated in linear space (default: false)\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /** Shader language used by the material */\r\n private _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4,\r\n forceGLSL = false\r\n ) {\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = <Scene>(scene || EngineStore.LastCreatedScene);\r\n const engine = this._scene.getEngine();\r\n if (engine.isWebGPU && !forceGLSL && !Layer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be rendered\r\n * @returns true if the layer is ready. False otherwise.\r\n */\r\n public isReady() {\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture) {\r\n if (this.texture.gammaSpace) {\r\n if (this.convertToLinearSpace) {\r\n defines += \"\\n#define CONVERT_TO_LINEAR\";\r\n }\r\n } else if (!this.convertToLinearSpace) {\r\n defines += \"\\n#define CONVERT_TO_GAMMA\";\r\n }\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\r\n \"layer\",\r\n [VertexBuffer.PositionKind],\r\n [\"textureMatrix\", \"color\", \"scale\", \"offset\"],\r\n [\"textureSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/layer.vertex\"), import(\"../ShadersWGSL/layer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/layer.vertex\"), import(\"../Shaders/layer.fragment\")]);\r\n }\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n return !!currentEffect?.isReady() && (!this.texture || this.texture.isReady());\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect!;\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n if (this.texture) {\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n }\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
|
package/Loading/sceneLoader.d.ts
CHANGED
|
@@ -81,6 +81,7 @@ export interface ISceneLoaderPluginExtensions {
|
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|
81
81
|
*/
|
|
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82
|
readonly [extension: string]: {
|
|
83
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|
readonly isBinary: boolean;
|
|
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|
+
readonly mimeType?: string;
|
|
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|
};
|
|
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|
}
|
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/**
|
|
@@ -259,6 +260,7 @@ interface IRegisteredPlugin {
|
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* Defines if the plugin supports binary data
|
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*/
|
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isBinary: boolean;
|
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+
mimeType?: string;
|
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|
}
|
|
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/**
|
|
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* Defines options for SceneLoader plugins. This interface is extended by specific plugins.
|
|
@@ -463,9 +465,9 @@ export declare class SceneLoader {
|
|
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* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
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|
* @param pluginExtension the extension used to determine the plugin
|
|
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467
|
* @param name defines the name of the file, if the data is binary
|
|
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|
-
* @
|
|
468
|
+
* @deprecated Please use ImportMeshAsync instead
|
|
467
469
|
*/
|
|
468
|
-
static ImportMesh(meshNames: string | readonly string[] | null | undefined, rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<SceneLoaderSuccessCallback>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string):
|
|
470
|
+
static ImportMesh(meshNames: string | readonly string[] | null | undefined, rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<SceneLoaderSuccessCallback>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
|
|
469
471
|
/**
|
|
470
472
|
* Import meshes into a scene
|
|
471
473
|
* @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
|
|
@@ -488,9 +490,9 @@ export declare class SceneLoader {
|
|
|
488
490
|
* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
489
491
|
* @param pluginExtension the extension used to determine the plugin
|
|
490
492
|
* @param name defines the filename, if the data is binary
|
|
491
|
-
* @
|
|
493
|
+
* @deprecated Please use LoadAsync instead
|
|
492
494
|
*/
|
|
493
|
-
static Load(rootUrl: string, sceneFilename?: SceneSource, engine?: Nullable<AbstractEngine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string):
|
|
495
|
+
static Load(rootUrl: string, sceneFilename?: SceneSource, engine?: Nullable<AbstractEngine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
|
|
494
496
|
/**
|
|
495
497
|
* Load a scene
|
|
496
498
|
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
|
|
@@ -512,9 +514,9 @@ export declare class SceneLoader {
|
|
|
512
514
|
* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
513
515
|
* @param pluginExtension the extension used to determine the plugin
|
|
514
516
|
* @param name defines the name of the file, if the data is binary
|
|
515
|
-
* @
|
|
517
|
+
* @deprecated Please use AppendAsync instead
|
|
516
518
|
*/
|
|
517
|
-
static Append(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string):
|
|
519
|
+
static Append(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
|
|
518
520
|
/**
|
|
519
521
|
* Append a scene
|
|
520
522
|
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
|
|
@@ -536,9 +538,9 @@ export declare class SceneLoader {
|
|
|
536
538
|
* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
537
539
|
* @param pluginExtension the extension used to determine the plugin
|
|
538
540
|
* @param name defines the filename, if the data is binary
|
|
539
|
-
* @
|
|
541
|
+
* @deprecated Please use LoadAssetContainerAsync instead
|
|
540
542
|
*/
|
|
541
|
-
static LoadAssetContainer(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string):
|
|
543
|
+
static LoadAssetContainer(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
|
|
542
544
|
/**
|
|
543
545
|
* Load a scene into an asset container
|
|
544
546
|
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
|
|
@@ -563,6 +565,7 @@ export declare class SceneLoader {
|
|
|
563
565
|
* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
564
566
|
* @param pluginExtension the extension used to determine the plugin
|
|
565
567
|
* @param name defines the filename, if the data is binary
|
|
568
|
+
* @deprecated Please use ImportAnimationsAsync instead
|
|
566
569
|
*/
|
|
567
570
|
static ImportAnimations(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
|
|
568
571
|
/**
|
package/Loading/sceneLoader.js
CHANGED
|
@@ -9,6 +9,7 @@ import { IsBase64DataUrl } from "../Misc/fileTools.js";
|
|
|
9
9
|
import { RuntimeError, ErrorCodes } from "../Misc/error.js";
|
|
10
10
|
import { RandomGUID } from "../Misc/guid.js";
|
|
11
11
|
import { AbstractEngine } from "../Engines/abstractEngine.js";
|
|
12
|
+
import { _FetchAsync } from "../Misc/webRequest.fetch.js";
|
|
12
13
|
/**
|
|
13
14
|
* Mode that determines how to handle old animation groups before loading new ones.
|
|
14
15
|
*/
|
|
@@ -43,7 +44,16 @@ let showingLoadingScreen = false;
|
|
|
43
44
|
function getDefaultPlugin() {
|
|
44
45
|
return registeredPlugins[".babylon"];
|
|
45
46
|
}
|
|
46
|
-
function
|
|
47
|
+
function getPluginForMimeType(mimeType) {
|
|
48
|
+
for (const registeredPluginKey in registeredPlugins) {
|
|
49
|
+
const registeredPlugin = registeredPlugins[registeredPluginKey];
|
|
50
|
+
if (registeredPlugin.mimeType === mimeType) {
|
|
51
|
+
return registeredPlugin;
|
|
52
|
+
}
|
|
53
|
+
}
|
|
54
|
+
return undefined;
|
|
55
|
+
}
|
|
56
|
+
function getPluginForExtension(extension, returnDefault) {
|
|
47
57
|
const registeredPlugin = registeredPlugins[extension];
|
|
48
58
|
if (registeredPlugin) {
|
|
49
59
|
return registeredPlugin;
|
|
@@ -51,7 +61,7 @@ function getPluginForExtension(extension) {
|
|
|
51
61
|
Logger.Warn("Unable to find a plugin to load " +
|
|
52
62
|
extension +
|
|
53
63
|
" files. Trying to use .babylon default plugin. To load from a specific filetype (eg. gltf) see: https://doc.babylonjs.com/features/featuresDeepDive/importers/loadingFileTypes");
|
|
54
|
-
return getDefaultPlugin();
|
|
64
|
+
return returnDefault ? getDefaultPlugin() : undefined;
|
|
55
65
|
}
|
|
56
66
|
function isPluginForExtensionAvailable(extension) {
|
|
57
67
|
return !!registeredPlugins[extension];
|
|
@@ -65,14 +75,13 @@ function getPluginForDirectLoad(data) {
|
|
|
65
75
|
}
|
|
66
76
|
return getDefaultPlugin();
|
|
67
77
|
}
|
|
68
|
-
function
|
|
78
|
+
function getFilenameExtension(sceneFilename) {
|
|
69
79
|
const queryStringPosition = sceneFilename.indexOf("?");
|
|
70
80
|
if (queryStringPosition !== -1) {
|
|
71
81
|
sceneFilename = sceneFilename.substring(0, queryStringPosition);
|
|
72
82
|
}
|
|
73
83
|
const dotPosition = sceneFilename.lastIndexOf(".");
|
|
74
|
-
|
|
75
|
-
return getPluginForExtension(extension);
|
|
84
|
+
return sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
|
|
76
85
|
}
|
|
77
86
|
function getDirectLoad(sceneFilename) {
|
|
78
87
|
if (sceneFilename.substring(0, 5) === "data:") {
|
|
@@ -91,13 +100,31 @@ function formatErrorMessage(fileInfo, message, exception) {
|
|
|
91
100
|
}
|
|
92
101
|
return errorMessage;
|
|
93
102
|
}
|
|
94
|
-
function
|
|
103
|
+
async function loadDataAsync(fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension, name, pluginOptions) {
|
|
95
104
|
const directLoad = getDirectLoad(fileInfo.url);
|
|
96
105
|
if (fileInfo.rawData && !pluginExtension) {
|
|
97
106
|
// eslint-disable-next-line no-throw-literal
|
|
98
107
|
throw "When using ArrayBufferView to load data the file extension must be provided.";
|
|
99
108
|
}
|
|
100
|
-
const
|
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|
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const fileExtension = !directLoad && !pluginExtension ? getFilenameExtension(fileInfo.url) : "";
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let registeredPlugin = pluginExtension
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? getPluginForExtension(pluginExtension, true)
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: directLoad
|
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|
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? getPluginForDirectLoad(fileInfo.url)
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|
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: getPluginForExtension(fileExtension, false);
|
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|
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if (!registeredPlugin && fileExtension) {
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if (fileInfo.url && !fileInfo.url.startsWith("blob:")) {
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|
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const response = await _FetchAsync(fileInfo.url, { method: "HEAD", responseHeaders: ["Content-Type"] });
|
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|
+
const mimeType = response.headerValues ? response.headerValues["Content-Type"] : "";
|
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|
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if (mimeType) {
|
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registeredPlugin = getPluginForMimeType(mimeType);
|
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|
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}
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|
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}
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if (!registeredPlugin) {
|
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|
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registeredPlugin = getDefaultPlugin();
|
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|
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}
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|
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}
|
|
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128
|
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|
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129
|
throw new Error(`No plugin or fallback for ${pluginExtension ?? fileInfo.url}`);
|
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|
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@@ -217,7 +244,7 @@ function loadData(fileInfo, scene, onSuccess, onProgress, onError, onDispose, pl
|
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|
}
|
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245
|
});
|
|
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|
}
|
|
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|
-
function
|
|
247
|
+
function _getFileInfo(rootUrl, sceneSource) {
|
|
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248
|
let url;
|
|
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249
|
let name;
|
|
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250
|
let file = null;
|
|
@@ -281,16 +308,17 @@ export function registerSceneLoaderPlugin(plugin) {
|
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|
281
308
|
registeredPlugins[extension.toLowerCase()] = {
|
|
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309
|
plugin: plugin,
|
|
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310
|
isBinary: extensions[extension].isBinary,
|
|
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|
+
mimeType: extensions[extension].mimeType,
|
|
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|
};
|
|
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313
|
});
|
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314
|
}
|
|
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315
|
}
|
|
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|
-
function
|
|
316
|
+
async function importMeshAsync(meshNames, rootUrl, sceneFilename = "", scene = EngineStore.LastCreatedScene, onSuccess = null, onProgress = null, onError = null, pluginExtension = null, name = "", pluginOptions = {}) {
|
|
289
317
|
if (!scene) {
|
|
290
318
|
Logger.Error("No scene available to import mesh to");
|
|
291
319
|
return null;
|
|
292
320
|
}
|
|
293
|
-
const fileInfo =
|
|
321
|
+
const fileInfo = _getFileInfo(rootUrl, sceneFilename);
|
|
294
322
|
if (!fileInfo) {
|
|
295
323
|
return null;
|
|
296
324
|
}
|
|
@@ -332,7 +360,7 @@ function importMesh(meshNames, rootUrl, sceneFilename = "", scene = EngineStore.
|
|
|
332
360
|
}
|
|
333
361
|
scene.removePendingData(loadingToken);
|
|
334
362
|
};
|
|
335
|
-
return
|
|
363
|
+
return await loadDataAsync(fileInfo, scene, (plugin, data, responseURL) => {
|
|
336
364
|
if (plugin.rewriteRootURL) {
|
|
337
365
|
fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
|
|
338
366
|
}
|
|
@@ -363,7 +391,7 @@ function importMesh(meshNames, rootUrl, sceneFilename = "", scene = EngineStore.
|
|
|
363
391
|
}
|
|
364
392
|
function importMeshAsyncCore(meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension, name, pluginOptions) {
|
|
365
393
|
return new Promise((resolve, reject) => {
|
|
366
|
-
|
|
394
|
+
importMeshAsync(meshNames, rootUrl, sceneFilename, scene, (meshes, particleSystems, skeletons, animationGroups, transformNodes, geometries, lights, spriteManagers) => {
|
|
367
395
|
resolve({
|
|
368
396
|
meshes: meshes,
|
|
369
397
|
particleSystems: particleSystems,
|
|
@@ -382,9 +410,9 @@ function importMeshAsyncCore(meshNames, rootUrl, sceneFilename, scene, onProgres
|
|
|
382
410
|
function loadScene(rootUrl, sceneFilename = "", engine = EngineStore.LastCreatedEngine, onSuccess = null, onProgress = null, onError = null, pluginExtension = null, name = "", pluginOptions = {}) {
|
|
383
411
|
if (!engine) {
|
|
384
412
|
Tools.Error("No engine available");
|
|
385
|
-
return
|
|
413
|
+
return;
|
|
386
414
|
}
|
|
387
|
-
|
|
415
|
+
appendAsync(rootUrl, sceneFilename, new Scene(engine), onSuccess, onProgress, onError, pluginExtension, name, pluginOptions);
|
|
388
416
|
}
|
|
389
417
|
/**
|
|
390
418
|
* Load a scene
|
|
@@ -407,12 +435,12 @@ function loadSceneAsyncCore(rootUrl, sceneFilename, engine, onProgress, pluginEx
|
|
|
407
435
|
}, pluginExtension, name, pluginOptions);
|
|
408
436
|
});
|
|
409
437
|
}
|
|
410
|
-
function
|
|
438
|
+
async function appendAsync(rootUrl, sceneFilename = "", scene = EngineStore.LastCreatedScene, onSuccess = null, onProgress = null, onError = null, pluginExtension = null, name = "", pluginOptions = {}) {
|
|
411
439
|
if (!scene) {
|
|
412
440
|
Logger.Error("No scene available to append to");
|
|
413
441
|
return null;
|
|
414
442
|
}
|
|
415
|
-
const fileInfo =
|
|
443
|
+
const fileInfo = _getFileInfo(rootUrl, sceneFilename);
|
|
416
444
|
if (!fileInfo) {
|
|
417
445
|
return null;
|
|
418
446
|
}
|
|
@@ -461,7 +489,7 @@ function append(rootUrl, sceneFilename = "", scene = EngineStore.LastCreatedScen
|
|
|
461
489
|
}
|
|
462
490
|
scene.removePendingData(loadingToken);
|
|
463
491
|
};
|
|
464
|
-
return
|
|
492
|
+
return await loadDataAsync(fileInfo, scene, (plugin, data) => {
|
|
465
493
|
if (plugin.load) {
|
|
466
494
|
const syncedPlugin = plugin;
|
|
467
495
|
if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
|
|
@@ -497,19 +525,19 @@ export async function appendSceneAsync(source, scene, options) {
|
|
|
497
525
|
}
|
|
498
526
|
function appendSceneAsyncCore(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name, pluginOptions) {
|
|
499
527
|
return new Promise((resolve, reject) => {
|
|
500
|
-
|
|
528
|
+
appendAsync(rootUrl, sceneFilename, scene, (scene) => {
|
|
501
529
|
resolve(scene);
|
|
502
530
|
}, onProgress, (scene, message, exception) => {
|
|
503
531
|
reject(exception || new Error(message));
|
|
504
532
|
}, pluginExtension, name, pluginOptions);
|
|
505
533
|
});
|
|
506
534
|
}
|
|
507
|
-
function
|
|
535
|
+
async function loadAssetContainerCoreAsync(rootUrl, sceneFilename = "", scene = EngineStore.LastCreatedScene, onSuccess = null, onProgress = null, onError = null, pluginExtension = null, name = "", pluginOptions = {}) {
|
|
508
536
|
if (!scene) {
|
|
509
537
|
Logger.Error("No scene available to load asset container to");
|
|
510
538
|
return null;
|
|
511
539
|
}
|
|
512
|
-
const fileInfo =
|
|
540
|
+
const fileInfo = _getFileInfo(rootUrl, sceneFilename);
|
|
513
541
|
if (!fileInfo) {
|
|
514
542
|
return null;
|
|
515
543
|
}
|
|
@@ -550,7 +578,7 @@ function loadAssetContainer(rootUrl, sceneFilename = "", scene = EngineStore.Las
|
|
|
550
578
|
}
|
|
551
579
|
scene.removePendingData(loadingToken);
|
|
552
580
|
};
|
|
553
|
-
return
|
|
581
|
+
return await loadDataAsync(fileInfo, scene, (plugin, data) => {
|
|
554
582
|
if (plugin.loadAssetContainer) {
|
|
555
583
|
const syncedPlugin = plugin;
|
|
556
584
|
const assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
|
|
@@ -589,11 +617,11 @@ function loadAssetContainer(rootUrl, sceneFilename = "", scene = EngineStore.Las
|
|
|
589
617
|
*/
|
|
590
618
|
export function loadAssetContainerAsync(source, scene, options) {
|
|
591
619
|
const { rootUrl = "", onProgress, pluginExtension, name, pluginOptions } = options ?? {};
|
|
592
|
-
return
|
|
620
|
+
return internalLoadAssetContainerAsync(rootUrl, source, scene, onProgress, pluginExtension, name, pluginOptions);
|
|
593
621
|
}
|
|
594
|
-
function
|
|
622
|
+
function internalLoadAssetContainerAsync(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name, pluginOptions) {
|
|
595
623
|
return new Promise((resolve, reject) => {
|
|
596
|
-
|
|
624
|
+
loadAssetContainerCoreAsync(rootUrl, sceneFilename, scene, (assets) => {
|
|
597
625
|
resolve(assets);
|
|
598
626
|
}, onProgress, (scene, message, exception) => {
|
|
599
627
|
reject(exception || new Error(message));
|
|
@@ -656,7 +684,7 @@ function importAnimations(rootUrl, sceneFilename = "", scene = EngineStore.LastC
|
|
|
656
684
|
onSuccess(scene);
|
|
657
685
|
}
|
|
658
686
|
};
|
|
659
|
-
|
|
687
|
+
loadAssetContainerCoreAsync(rootUrl, sceneFilename, scene, onAssetContainerLoaded, onProgress, onError, pluginExtension, name, pluginOptions);
|
|
660
688
|
}
|
|
661
689
|
/**
|
|
662
690
|
* Import animations from a file into a scene
|
|
@@ -736,7 +764,7 @@ export class SceneLoader {
|
|
|
736
764
|
* @returns a plugin or null if none works
|
|
737
765
|
*/
|
|
738
766
|
static GetPluginForExtension(extension) {
|
|
739
|
-
return getPluginForExtension(extension)?.plugin;
|
|
767
|
+
return getPluginForExtension(extension, true)?.plugin;
|
|
740
768
|
}
|
|
741
769
|
/**
|
|
742
770
|
* Gets a boolean indicating that the given extension can be loaded
|
|
@@ -764,10 +792,10 @@ export class SceneLoader {
|
|
|
764
792
|
* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
765
793
|
* @param pluginExtension the extension used to determine the plugin
|
|
766
794
|
* @param name defines the name of the file, if the data is binary
|
|
767
|
-
* @
|
|
795
|
+
* @deprecated Please use ImportMeshAsync instead
|
|
768
796
|
*/
|
|
769
797
|
static ImportMesh(meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name) {
|
|
770
|
-
|
|
798
|
+
importMeshAsync(meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name);
|
|
771
799
|
}
|
|
772
800
|
/**
|
|
773
801
|
* Import meshes into a scene
|
|
@@ -793,10 +821,10 @@ export class SceneLoader {
|
|
|
793
821
|
* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
794
822
|
* @param pluginExtension the extension used to determine the plugin
|
|
795
823
|
* @param name defines the filename, if the data is binary
|
|
796
|
-
* @
|
|
824
|
+
* @deprecated Please use LoadAsync instead
|
|
797
825
|
*/
|
|
798
826
|
static Load(rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension, name) {
|
|
799
|
-
|
|
827
|
+
loadScene(rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension, name);
|
|
800
828
|
}
|
|
801
829
|
/**
|
|
802
830
|
* Load a scene
|
|
@@ -821,10 +849,10 @@ export class SceneLoader {
|
|
|
821
849
|
* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
822
850
|
* @param pluginExtension the extension used to determine the plugin
|
|
823
851
|
* @param name defines the name of the file, if the data is binary
|
|
824
|
-
* @
|
|
852
|
+
* @deprecated Please use AppendAsync instead
|
|
825
853
|
*/
|
|
826
854
|
static Append(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name) {
|
|
827
|
-
|
|
855
|
+
appendAsync(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name);
|
|
828
856
|
}
|
|
829
857
|
/**
|
|
830
858
|
* Append a scene
|
|
@@ -849,10 +877,10 @@ export class SceneLoader {
|
|
|
849
877
|
* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
850
878
|
* @param pluginExtension the extension used to determine the plugin
|
|
851
879
|
* @param name defines the filename, if the data is binary
|
|
852
|
-
* @
|
|
880
|
+
* @deprecated Please use LoadAssetContainerAsync instead
|
|
853
881
|
*/
|
|
854
882
|
static LoadAssetContainer(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name) {
|
|
855
|
-
|
|
883
|
+
loadAssetContainerCoreAsync(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name);
|
|
856
884
|
}
|
|
857
885
|
/**
|
|
858
886
|
* Load a scene into an asset container
|
|
@@ -865,7 +893,7 @@ export class SceneLoader {
|
|
|
865
893
|
* @returns The loaded asset container
|
|
866
894
|
*/
|
|
867
895
|
static LoadAssetContainerAsync(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name) {
|
|
868
|
-
return
|
|
896
|
+
return internalLoadAssetContainerAsync(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name);
|
|
869
897
|
}
|
|
870
898
|
/**
|
|
871
899
|
* Import animations from a file into a scene
|
|
@@ -880,6 +908,7 @@ export class SceneLoader {
|
|
|
880
908
|
* @param onError a callback with the scene, a message, and possibly an exception when import fails
|
|
881
909
|
* @param pluginExtension the extension used to determine the plugin
|
|
882
910
|
* @param name defines the filename, if the data is binary
|
|
911
|
+
* @deprecated Please use ImportAnimationsAsync instead
|
|
883
912
|
*/
|
|
884
913
|
static ImportAnimations(rootUrl, sceneFilename, scene, overwriteAnimations, animationGroupLoadingMode, targetConverter, onSuccess, onProgress, onError, pluginExtension, name) {
|
|
885
914
|
importAnimations(rootUrl, sceneFilename, scene, overwriteAnimations, animationGroupLoadingMode, targetConverter, onSuccess, onProgress, onError, pluginExtension, name);
|