@babylonjs/core 7.37.0 → 7.37.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (222) hide show
  1. package/Buffers/buffer.d.ts +3 -1
  2. package/Buffers/buffer.js +20 -122
  3. package/Buffers/buffer.js.map +1 -1
  4. package/Buffers/bufferUtils.d.ts +32 -1
  5. package/Buffers/bufferUtils.js +221 -10
  6. package/Buffers/bufferUtils.js.map +1 -1
  7. package/Cameras/arcRotateCamera.d.ts +3 -1
  8. package/Cameras/arcRotateCamera.js +14 -3
  9. package/Cameras/arcRotateCamera.js.map +1 -1
  10. package/Engines/abstractEngine.js +2 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Engines/engine.js +0 -4
  13. package/Engines/engine.js.map +1 -1
  14. package/Engines/thinEngine.js +2 -2
  15. package/Engines/thinEngine.js.map +1 -1
  16. package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -0
  17. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  18. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +2 -0
  19. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +3 -1
  20. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  21. package/Inputs/scene.inputManager.js +2 -0
  22. package/Inputs/scene.inputManager.js.map +1 -1
  23. package/Lights/IES/iesLoader.d.ts +19 -0
  24. package/Lights/IES/iesLoader.js +150 -0
  25. package/Lights/IES/iesLoader.js.map +1 -0
  26. package/Lights/index.d.ts +1 -0
  27. package/Lights/index.js +1 -0
  28. package/Lights/index.js.map +1 -1
  29. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +12 -2
  30. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  31. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +5 -0
  32. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  33. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +21 -5
  34. package/Materials/GreasedLine/greasedLinePluginMaterial.js +52 -176
  35. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  36. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.d.ts +11 -0
  37. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +158 -0
  38. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -0
  39. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.d.ts +11 -0
  40. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +177 -0
  41. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -0
  42. package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +4 -2
  43. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +45 -25
  44. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  45. package/Materials/Node/Blocks/PBR/reflectionBlock.js +6 -0
  46. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  47. package/Materials/Node/Blocks/index.d.ts +1 -0
  48. package/Materials/Node/Blocks/index.js +1 -0
  49. package/Materials/Node/Blocks/index.js.map +1 -1
  50. package/Materials/Node/Blocks/matrixSplitterBlock.d.ts +56 -0
  51. package/Materials/Node/Blocks/matrixSplitterBlock.js +130 -0
  52. package/Materials/Node/Blocks/matrixSplitterBlock.js.map +1 -0
  53. package/Materials/Node/nodeMaterialBlock.js +1 -0
  54. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  55. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -0
  56. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +4 -1
  57. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  58. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  59. package/Materials/PBR/pbrBaseMaterial.js +12 -0
  60. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  61. package/Materials/Textures/Loaders/iesTextureLoader.d.ts +23 -0
  62. package/Materials/Textures/Loaders/iesTextureLoader.js +40 -0
  63. package/Materials/Textures/Loaders/iesTextureLoader.js.map +1 -0
  64. package/Materials/Textures/Loaders/index.d.ts +1 -0
  65. package/Materials/Textures/Loaders/index.js +1 -0
  66. package/Materials/Textures/Loaders/index.js.map +1 -1
  67. package/Materials/Textures/Loaders/textureLoaderManager.js +3 -0
  68. package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
  69. package/Materials/effectRenderer.js +1 -1
  70. package/Materials/effectRenderer.js.map +1 -1
  71. package/Materials/index.d.ts +4 -0
  72. package/Materials/index.js +5 -0
  73. package/Materials/index.js.map +1 -1
  74. package/Maths/math.scalar.d.ts +0 -1
  75. package/Maths/math.scalar.js +1 -2
  76. package/Maths/math.scalar.js.map +1 -1
  77. package/Meshes/Builders/greasedLineBuilder.js +2 -2
  78. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  79. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +15 -2
  80. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +68 -20
  81. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  82. package/Meshes/Node/Blocks/geometryInputBlock.d.ts +4 -0
  83. package/Meshes/Node/Blocks/geometryInputBlock.js +8 -0
  84. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  85. package/Meshes/Node/nodeGeometryBlock.js +1 -0
  86. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  87. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +2 -0
  88. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +3 -1
  89. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  90. package/Meshes/abstractMesh.hotSpot.d.ts +8 -1
  91. package/Meshes/abstractMesh.hotSpot.js +17 -0
  92. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  93. package/Meshes/linesMesh.js +1 -1
  94. package/Meshes/linesMesh.js.map +1 -1
  95. package/Misc/deepMerger.d.ts +6 -0
  96. package/Misc/deepMerger.js +26 -0
  97. package/Misc/deepMerger.js.map +1 -0
  98. package/Misc/index.d.ts +1 -0
  99. package/Misc/index.js +1 -0
  100. package/Misc/index.js.map +1 -1
  101. package/Misc/virtualJoystick.js +2 -0
  102. package/Misc/virtualJoystick.js.map +1 -1
  103. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +3 -23
  104. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +30 -67
  105. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  106. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +1 -1
  107. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +8 -4
  108. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  109. package/Rendering/boundingBoxRenderer.d.ts +63 -1
  110. package/Rendering/boundingBoxRenderer.js +224 -3
  111. package/Rendering/boundingBoxRenderer.js.map +1 -1
  112. package/Rendering/edgesRenderer.js +4 -1
  113. package/Rendering/edgesRenderer.js.map +1 -1
  114. package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts → iblCdfGenerator.d.ts} +15 -12
  115. package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.js → iblCdfGenerator.js} +37 -27
  116. package/Rendering/iblCdfGenerator.js.map +1 -0
  117. package/Rendering/iblCdfGeneratorSceneComponent.d.ts +59 -0
  118. package/Rendering/iblCdfGeneratorSceneComponent.js +83 -0
  119. package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -0
  120. package/Rendering/index.d.ts +12 -10
  121. package/Rendering/index.js +12 -10
  122. package/Rendering/index.js.map +1 -1
  123. package/Shaders/ShadersInclude/gaussianSplatting.js +72 -2
  124. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  125. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
  126. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  127. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +29 -4
  128. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  129. package/Shaders/ShadersInclude/pbrBlockReflection.js +9 -1
  130. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  131. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +9 -1
  132. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  133. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
  134. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  135. package/Shaders/boundingBoxRenderer.vertex.js +7 -0
  136. package/Shaders/boundingBoxRenderer.vertex.js.map +1 -1
  137. package/Shaders/gaussianSplatting.vertex.js +16 -2
  138. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  139. package/Shaders/{iblShadowsCdfy.fragment.d.ts → iblCdfx.fragment.d.ts} +1 -1
  140. package/Shaders/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
  141. package/Shaders/iblCdfx.fragment.js.map +1 -0
  142. package/Shaders/{iblShadowsCdfx.fragment.d.ts → iblCdfy.fragment.d.ts} +1 -1
  143. package/Shaders/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
  144. package/Shaders/iblCdfy.fragment.js.map +1 -0
  145. package/Shaders/{iblShadowsIcdfx.fragment.d.ts → iblIcdfx.fragment.d.ts} +1 -1
  146. package/Shaders/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
  147. package/Shaders/iblIcdfx.fragment.js.map +1 -0
  148. package/Shaders/{iblShadowsIcdfy.fragment.d.ts → iblIcdfy.fragment.d.ts} +1 -1
  149. package/Shaders/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
  150. package/Shaders/iblIcdfy.fragment.js.map +1 -0
  151. package/Shaders/importanceSamplingDebug.fragment.d.ts +5 -0
  152. package/Shaders/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
  153. package/Shaders/importanceSamplingDebug.fragment.js.map +1 -0
  154. package/Shaders/pbr.fragment.js +8 -0
  155. package/Shaders/pbr.fragment.js.map +1 -1
  156. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +77 -1
  157. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  158. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -4
  159. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  160. package/ShadersWGSL/ShadersInclude/lightFragment.js +1 -1
  161. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  162. package/ShadersWGSL/ShadersInclude/oitFragment.js +1 -1
  163. package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -1
  164. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +14 -1
  165. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  166. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +14 -1
  167. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  168. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
  169. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  170. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  171. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  172. package/ShadersWGSL/boundingBoxRenderer.vertex.js +9 -1
  173. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
  174. package/ShadersWGSL/gaussianSplatting.vertex.js +18 -2
  175. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  176. package/ShadersWGSL/greasedLine.fragment.d.ts +5 -0
  177. package/ShadersWGSL/greasedLine.fragment.js +25 -0
  178. package/ShadersWGSL/greasedLine.fragment.js.map +1 -0
  179. package/ShadersWGSL/greasedLine.vertex.d.ts +9 -0
  180. package/ShadersWGSL/greasedLine.vertex.js +43 -0
  181. package/ShadersWGSL/greasedLine.vertex.js.map +1 -0
  182. package/ShadersWGSL/iblCdfx.fragment.d.ts +5 -0
  183. package/ShadersWGSL/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
  184. package/ShadersWGSL/iblCdfx.fragment.js.map +1 -0
  185. package/ShadersWGSL/iblCdfy.fragment.d.ts +5 -0
  186. package/ShadersWGSL/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
  187. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -0
  188. package/ShadersWGSL/iblIcdfx.fragment.d.ts +5 -0
  189. package/ShadersWGSL/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
  190. package/ShadersWGSL/iblIcdfx.fragment.js.map +1 -0
  191. package/ShadersWGSL/iblIcdfy.fragment.d.ts +5 -0
  192. package/ShadersWGSL/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
  193. package/ShadersWGSL/iblIcdfy.fragment.js.map +1 -0
  194. package/ShadersWGSL/importanceSamplingDebug.fragment.d.ts +5 -0
  195. package/ShadersWGSL/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
  196. package/ShadersWGSL/importanceSamplingDebug.fragment.js.map +1 -0
  197. package/ShadersWGSL/pbr.fragment.js +12 -0
  198. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  199. package/package.json +1 -1
  200. package/scene.d.ts +4 -0
  201. package/scene.js +6 -0
  202. package/scene.js.map +1 -1
  203. package/sceneComponent.d.ts +1 -1
  204. package/sceneComponent.js +1 -1
  205. package/sceneComponent.js.map +1 -1
  206. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +0 -1
  207. package/Shaders/iblShadowsCdfx.fragment.js.map +0 -1
  208. package/Shaders/iblShadowsCdfy.fragment.js.map +0 -1
  209. package/Shaders/iblShadowsIcdfx.fragment.js.map +0 -1
  210. package/Shaders/iblShadowsIcdfy.fragment.js.map +0 -1
  211. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
  212. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
  213. package/ShadersWGSL/iblShadowsCdfx.fragment.d.ts +0 -5
  214. package/ShadersWGSL/iblShadowsCdfx.fragment.js.map +0 -1
  215. package/ShadersWGSL/iblShadowsCdfy.fragment.d.ts +0 -5
  216. package/ShadersWGSL/iblShadowsCdfy.fragment.js.map +0 -1
  217. package/ShadersWGSL/iblShadowsIcdfx.fragment.d.ts +0 -5
  218. package/ShadersWGSL/iblShadowsIcdfx.fragment.js.map +0 -1
  219. package/ShadersWGSL/iblShadowsIcdfy.fragment.d.ts +0 -5
  220. package/ShadersWGSL/iblShadowsIcdfy.fragment.js.map +0 -1
  221. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
  222. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
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{ GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport type { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryConnectionPoint, NodeGeometryConnectionPointDirection } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { NodeGeometry } from \"./nodeGeometry\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node based geometry\r\n */\r\nexport class NodeGeometryBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n private _buildExecutionTime: number = 0;\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeGeometryBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeGeometryConnectionPoint>();\r\n /** @internal */\r\n public _outputs = new Array<NodeGeometryConnectionPoint>();\r\n /** @internal */\r\n public _preparationId: number;\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /**\r\n * Gets the time spent to build this block (in ms)\r\n */\r\n public get buildExecutionTime() {\r\n return this._buildExecutionTime;\r\n }\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeGeometryConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeGeometryConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per NodeGeometry\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeGeometryBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeGeometryBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeGeometryBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeGeometryBlock) => boolean): Nullable<NodeGeometryBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get _isReadyState(): Nullable<Promise<void>> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeGeometryBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n this._name = name;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param value value to return if there is no connection\r\n * @param valueMin min value accepted for value\r\n * @param valueMax max value accepted for value\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeGeometryBlockConnectionPointTypes, isOptional: boolean = false, value?: any, valueMin?: any, valueMax?: any) {\r\n const point = new NodeGeometryConnectionPoint(name, this, NodeGeometryConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n point.defaultValue = value;\r\n point.value = value;\r\n point.valueMin = valueMin;\r\n point.valueMax = valueMax;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeGeometryBlockConnectionPointTypes, point?: NodeGeometryConnectionPoint) {\r\n point = point ?? new NodeGeometryConnectionPoint(name, this, NodeGeometryConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _customBuildStep(state: NodeGeometryBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeGeometryBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n if (this._outputs.length > 0) {\r\n if (!this._outputs.some((o) => o.hasEndpoints) && !this.isDebug) {\r\n return false;\r\n }\r\n\r\n this.outputs.forEach((o) => o._resetCounters());\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state.notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n const now = PrecisionDate.Now;\r\n this._buildBlock(state);\r\n this._buildExecutionTime = PrecisionDate.Now - now;\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n }\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n * @param _nodeGeometry defines the node geometry to use for auto connection\r\n */\r\n public autoConfigure(_nodeGeometry: NodeGeometry) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = !!serializationObject.visibleOnFrame;\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n if (serializedInputs) {\r\n serializedInputs.forEach((port: any) => {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n\r\n if (!input) {\r\n return;\r\n }\r\n\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n if (port.value !== undefined && port.value !== null) {\r\n if (port.valueType === \"number\") {\r\n input.value = port.value;\r\n } else {\r\n const valueType = GetClass(port.valueType);\r\n\r\n if (valueType) {\r\n input.value = valueType.FromArray(port.value);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n if (serializedOutputs) {\r\n serializedOutputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeGeometryBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeGeometryBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"GeometryInputBlock\") {\r\n const block = this as unknown as GeometryInputBlock;\r\n const blockType = block.type;\r\n codeString += `var ${this._codeVariableName} = new BABYLON.GeometryInputBlock(\"${this.name}\", ${blockType});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\");\\n`;\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode();\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n\r\n const blockType = GetClass(serializationObject.customType);\r\n if (blockType) {\r\n const block: NodeGeometryBlock = new blockType();\r\n block._deserialize(serializationObject);\r\n\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
1
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{ GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport type { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryConnectionPoint, NodeGeometryConnectionPointDirection } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { NodeGeometry } from \"./nodeGeometry\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node based geometry\r\n */\r\nexport class NodeGeometryBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n private _buildExecutionTime: number = 0;\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeGeometryBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeGeometryConnectionPoint>();\r\n /** @internal */\r\n public _outputs = new Array<NodeGeometryConnectionPoint>();\r\n /** @internal */\r\n public _preparationId: number;\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /**\r\n * Gets the time spent to build this block (in ms)\r\n */\r\n public get buildExecutionTime() {\r\n return this._buildExecutionTime;\r\n }\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeGeometryConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeGeometryConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per NodeGeometry\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeGeometryBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeGeometryBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeGeometryBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeGeometryBlock) => boolean): Nullable<NodeGeometryBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get _isReadyState(): Nullable<Promise<void>> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeGeometryBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n this._name = name;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param value value to return if there is no connection\r\n * @param valueMin min value accepted for value\r\n * @param valueMax max value accepted for value\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeGeometryBlockConnectionPointTypes, isOptional: boolean = false, value?: any, valueMin?: any, valueMax?: any) {\r\n const point = new NodeGeometryConnectionPoint(name, this, NodeGeometryConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n point.defaultValue = value;\r\n point.value = value;\r\n point.valueMin = valueMin;\r\n point.valueMax = valueMax;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeGeometryBlockConnectionPointTypes, point?: NodeGeometryConnectionPoint) {\r\n point = point ?? new NodeGeometryConnectionPoint(name, this, NodeGeometryConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _customBuildStep(state: NodeGeometryBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeGeometryBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n if (this._outputs.length > 0) {\r\n if (!this._outputs.some((o) => o.hasEndpoints) && !this.isDebug) {\r\n return false;\r\n }\r\n\r\n this.outputs.forEach((o) => o._resetCounters());\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state.notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n const now = PrecisionDate.Now;\r\n this._buildBlock(state);\r\n this._buildExecutionTime = PrecisionDate.Now - now;\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex0]._isMainLinkSource = true;\r\n }\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n * @param _nodeGeometry defines the node geometry to use for auto connection\r\n */\r\n public autoConfigure(_nodeGeometry: NodeGeometry) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = !!serializationObject.visibleOnFrame;\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n if (serializedInputs) {\r\n serializedInputs.forEach((port: any) => {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n\r\n if (!input) {\r\n return;\r\n }\r\n\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n if (port.value !== undefined && port.value !== null) {\r\n if (port.valueType === \"number\") {\r\n input.value = port.value;\r\n } else {\r\n const valueType = GetClass(port.valueType);\r\n\r\n if (valueType) {\r\n input.value = valueType.FromArray(port.value);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n if (serializedOutputs) {\r\n serializedOutputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeGeometryBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeGeometryBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"GeometryInputBlock\") {\r\n const block = this as unknown as GeometryInputBlock;\r\n const blockType = block.type;\r\n codeString += `var ${this._codeVariableName} = new BABYLON.GeometryInputBlock(\"${this.name}\", ${blockType});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\");\\n`;\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode();\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n\r\n const blockType = GetClass(serializationObject.customType);\r\n if (blockType) {\r\n const block: NodeGeometryBlock = new blockType();\r\n block._deserialize(serializationObject);\r\n\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
@@ -46,6 +46,8 @@ export declare class NodeGeometryConnectionPoint {
46
46
  _typeConnectionSource: Nullable<NodeGeometryConnectionPoint>;
47
47
  /** @internal */
48
48
  _defaultConnectionPointType: Nullable<NodeGeometryBlockConnectionPointTypes>;
49
+ /** @internal */
50
+ _isMainLinkSource: boolean;
49
51
  /** Gets the direction of the point */
50
52
  get direction(): NodeGeometryConnectionPointDirection;
51
53
  /**
@@ -107,7 +107,7 @@ export class NodeGeometryConnectionPoint {
107
107
  }
108
108
  /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */
109
109
  get innerType() {
110
- if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {
110
+ if (this._linkedConnectionSource && !this._isMainLinkSource && this._linkedConnectionSource.isConnected) {
111
111
  return this.type;
112
112
  }
113
113
  return this._type;
@@ -172,6 +172,8 @@ export class NodeGeometryConnectionPoint {
172
172
  this._typeConnectionSource = null;
173
173
  /** @internal */
174
174
  this._defaultConnectionPointType = null;
175
+ /** @internal */
176
+ this._isMainLinkSource = false;
175
177
  /**
176
178
  * Gets or sets the additional types supported by this connection point
177
179
  */
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { NodeGeometryBlock } from \"./nodeGeometryBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport type { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport const enum NodeGeometryConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport const enum NodeGeometryConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeGeometryConnectionPoint {\r\n /** @internal */\r\n public _ownerBlock: NodeGeometryBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeGeometryConnectionPoint> = null;\r\n /** @internal */\r\n public _storedValue: any = null;\r\n /** @internal */\r\n public _storedFunction: Nullable<(state: NodeGeometryBuildState) => any> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeGeometryConnectionPoint>();\r\n private _direction: NodeGeometryConnectionPointDirection;\r\n private _type = NodeGeometryBlockConnectionPointTypes.Geometry;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeGeometryBlockConnectionPointTypes> = null;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeGeometryBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeGeometryBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeGeometryConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public onDisconnectionObservable = new Observable<NodeGeometryConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets the default value used for this point at creation time\r\n */\r\n public defaultValue: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the default value used for this point if nothing is connected\r\n */\r\n public value: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the min value accepted for this point if nothing is connected\r\n */\r\n public valueMin: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the max value accepted for this point if nothing is connected\r\n */\r\n public valueMax: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeGeometryBlockConnectionPointTypes {\r\n if (this._type === NodeGeometryBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as GeometryInputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource) {\r\n if (this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n if (this._linkedConnectionSource._defaultConnectionPointType) {\r\n return this._linkedConnectionSource._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._type === NodeGeometryBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeGeometryBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point display name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeGeometryConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeGeometryBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeGeometryBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeGeometryBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /** @internal */\r\n public _callCount = 0;\r\n\r\n /** @internal */\r\n public _executionCount = 0;\r\n\r\n /** @internal */\r\n public _resetCounters() {\r\n this._callCount = 0;\r\n this._executionCount = 0;\r\n }\r\n\r\n /**\r\n * Gets the number of times this point was called\r\n */\r\n public get callCount() {\r\n return this._callCount;\r\n }\r\n\r\n /**\r\n * Gets the number of times this point was executed\r\n */\r\n public get executionCount() {\r\n return this._executionCount;\r\n }\r\n\r\n /**\r\n * Gets the value represented by this connection point\r\n * @param state current evaluation state\r\n * @returns the connected value or the value if nothing is connected\r\n */\r\n public getConnectedValue(state: NodeGeometryBuildState) {\r\n if (this.isConnected) {\r\n if (this._connectedPoint?._storedFunction) {\r\n this._connectedPoint!._callCount++;\r\n this._connectedPoint!._executionCount++;\r\n return this._connectedPoint!._storedFunction(state);\r\n }\r\n this._connectedPoint!._callCount++;\r\n this._connectedPoint!._executionCount = 1;\r\n return this._connectedPoint!._storedValue;\r\n }\r\n this._callCount++;\r\n this._executionCount = 1;\r\n return this.value;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeGeometryBlock, direction: NodeGeometryConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeGeometryConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeGeometryConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeGeometryConnectionPoint): NodeGeometryConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeGeometryBlockConnectionPointTypes.AutoDetect) {\r\n // Accepted types\r\n if (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeGeometryConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeGeometryConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeGeometryConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeGeometryConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeGeometryConnectionPoint, ignoreConstraints = false): NodeGeometryConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeGeometryConnectionPoint): NodeGeometryConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeGeometryBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n if (this.value !== undefined && this.value !== null) {\r\n if (this.value.asArray) {\r\n serializationObject.valueType = \"BABYLON.\" + this.value.getClassName();\r\n serializationObject.value = this.value.asArray();\r\n } else {\r\n serializationObject.valueType = \"number\";\r\n serializationObject.value = this.value;\r\n }\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport type { NodeGeometryBlock } from \"./nodeGeometryBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport type { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport const enum NodeGeometryConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport const enum NodeGeometryConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeGeometryConnectionPoint {\r\n /** @internal */\r\n public _ownerBlock: NodeGeometryBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeGeometryConnectionPoint> = null;\r\n /** @internal */\r\n public _storedValue: any = null;\r\n /** @internal */\r\n public _storedFunction: Nullable<(state: NodeGeometryBuildState) => any> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeGeometryConnectionPoint>();\r\n private _direction: NodeGeometryConnectionPointDirection;\r\n private _type = NodeGeometryBlockConnectionPointTypes.Geometry;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeGeometryBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public _isMainLinkSource = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeGeometryBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeGeometryBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeGeometryConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public onDisconnectionObservable = new Observable<NodeGeometryConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets the default value used for this point at creation time\r\n */\r\n public defaultValue: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the default value used for this point if nothing is connected\r\n */\r\n public value: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the min value accepted for this point if nothing is connected\r\n */\r\n public valueMin: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the max value accepted for this point if nothing is connected\r\n */\r\n public valueMax: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeGeometryBlockConnectionPointTypes {\r\n if (this._type === NodeGeometryBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as GeometryInputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource) {\r\n if (this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n if (this._linkedConnectionSource._defaultConnectionPointType) {\r\n return this._linkedConnectionSource._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._type === NodeGeometryBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeGeometryBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point display name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeGeometryConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeGeometryBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeGeometryBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeGeometryBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && !this._isMainLinkSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /** @internal */\r\n public _callCount = 0;\r\n\r\n /** @internal */\r\n public _executionCount = 0;\r\n\r\n /** @internal */\r\n public _resetCounters() {\r\n this._callCount = 0;\r\n this._executionCount = 0;\r\n }\r\n\r\n /**\r\n * Gets the number of times this point was called\r\n */\r\n public get callCount() {\r\n return this._callCount;\r\n }\r\n\r\n /**\r\n * Gets the number of times this point was executed\r\n */\r\n public get executionCount() {\r\n return this._executionCount;\r\n }\r\n\r\n /**\r\n * Gets the value represented by this connection point\r\n * @param state current evaluation state\r\n * @returns the connected value or the value if nothing is connected\r\n */\r\n public getConnectedValue(state: NodeGeometryBuildState) {\r\n if (this.isConnected) {\r\n if (this._connectedPoint?._storedFunction) {\r\n this._connectedPoint!._callCount++;\r\n this._connectedPoint!._executionCount++;\r\n return this._connectedPoint!._storedFunction(state);\r\n }\r\n this._connectedPoint!._callCount++;\r\n this._connectedPoint!._executionCount = 1;\r\n return this._connectedPoint!._storedValue;\r\n }\r\n this._callCount++;\r\n this._executionCount = 1;\r\n return this.value;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeGeometryBlock, direction: NodeGeometryConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeGeometryConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeGeometryConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeGeometryConnectionPoint): NodeGeometryConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeGeometryBlockConnectionPointTypes.AutoDetect) {\r\n // Accepted types\r\n if (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeGeometryConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeGeometryConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeGeometryConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeGeometryConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeGeometryConnectionPoint, ignoreConstraints = false): NodeGeometryConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeGeometryConnectionPoint): NodeGeometryConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeGeometryBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n if (this.value !== undefined && this.value !== null) {\r\n if (this.value.asArray) {\r\n serializationObject.valueType = \"BABYLON.\" + this.value.getClassName();\r\n serializationObject.value = this.value.asArray();\r\n } else {\r\n serializationObject.valueType = \"number\";\r\n serializationObject.value = this.value;\r\n }\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
+ import type { AbstractMesh, Nullable, PickingInfo } from "../index.js";
1
2
  import { Vector3 } from "../Maths/math.vector";
2
- import type { AbstractMesh } from "./abstractMesh";
3
3
  /**
4
4
  * Data for mesh hotspot computation
5
5
  */
@@ -13,6 +13,13 @@ export type HotSpotQuery = {
13
13
  */
14
14
  barycentric: [number, number, number];
15
15
  };
16
+ /**
17
+ * Create a HotSpotQuery from a picking info
18
+ * @remarks If there is no pickedMesh or the pickedMesh has no indices, null will be returned
19
+ * @param pickingInfo picking info to use
20
+ * @returns HotSpotQuery or null if it was not possible to create one
21
+ */
22
+ export declare function CreateHotSpotQueryForPickingInfo(pickingInfo: PickingInfo): Nullable<HotSpotQuery>;
16
23
  /**
17
24
  * Return a transformed local position from a mesh and vertex index
18
25
  * @param mesh mesh used to get vertex array from
@@ -1,6 +1,23 @@
1
1
  import { Vector3, TmpVectors, Matrix } from "../Maths/math.vector.js";
2
2
  import { VertexBuffer } from "../Buffers/buffer.js";
3
3
 
4
+ /**
5
+ * Create a HotSpotQuery from a picking info
6
+ * @remarks If there is no pickedMesh or the pickedMesh has no indices, null will be returned
7
+ * @param pickingInfo picking info to use
8
+ * @returns HotSpotQuery or null if it was not possible to create one
9
+ */
10
+ export function CreateHotSpotQueryForPickingInfo(pickingInfo) {
11
+ const indices = pickingInfo.pickedMesh?.getIndices();
12
+ if (indices) {
13
+ const base = pickingInfo.faceId * 3;
14
+ return {
15
+ pointIndex: [indices[base], indices[base + 1], indices[base + 2]],
16
+ barycentric: [pickingInfo.bu, pickingInfo.bv, 1 - pickingInfo.bu - pickingInfo.bv],
17
+ };
18
+ }
19
+ return null;
20
+ }
4
21
  /**
5
22
  * Return a transformed local position from a mesh and vertex index
6
23
  * @param mesh mesh used to get vertex array from
@@ -1 +1 @@
1
- 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{ Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Data for mesh hotspot computation\r\n */\r\nexport type HotSpotQuery = {\r\n /**\r\n * 3 point indices\r\n */\r\n pointIndex: [number, number, number];\r\n /**\r\n * 3 barycentric coordinates\r\n */\r\n barycentric: [number, number, number];\r\n};\r\n\r\n/**\r\n * Return a transformed local position from a mesh and vertex index\r\n * @param mesh mesh used to get vertex array from\r\n * @param index vertex index\r\n * @param res resulting local position\r\n * @returns false if it was not possible to compute the position for that vertex\r\n */\r\nexport function GetTransformedPosition(mesh: AbstractMesh, index: number, res: Vector3): boolean {\r\n const data = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n if (!data) {\r\n return false;\r\n }\r\n const base = index * 3;\r\n const values = [data[base + 0], data[base + 1], data[base + 2]];\r\n if (values.some((value) => isNaN(value ?? Number.NaN))) {\r\n return false;\r\n }\r\n\r\n if (mesh.morphTargetManager) {\r\n for (let component = 0; component < 3; component++) {\r\n let value = values[component];\r\n for (let targetCount = 0; targetCount < mesh.morphTargetManager.numTargets; targetCount++) {\r\n const target = mesh.morphTargetManager.getTarget(targetCount);\r\n const influence = target.influence;\r\n if (influence !== 0) {\r\n const targetData = target.getPositions();\r\n if (targetData) {\r\n value += (targetData[base + component] - data[base + component]) * influence;\r\n }\r\n }\r\n }\r\n values[component] = value;\r\n }\r\n }\r\n res.fromArray(values);\r\n if (mesh.skeleton) {\r\n const matricesIndicesData = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const matricesWeightsData = mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeightsData && matricesIndicesData) {\r\n const needExtras = mesh.numBoneInfluencers > 4;\r\n const matricesIndicesExtraData = needExtras ? mesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n const matricesWeightsExtraData = needExtras ? mesh.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n const skeletonMatrices = mesh.skeleton.getTransformMatrices(mesh);\r\n\r\n const finalMatrix = TmpVectors.Matrix[0];\r\n const tempMatrix = TmpVectors.Matrix[1];\r\n\r\n finalMatrix.reset();\r\n const matWeightIdx = index * 4;\r\n\r\n let inf: number;\r\n let weight: number;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (matricesIndicesExtraData && matricesWeightsExtraData) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(values[0], values[1], values[2], finalMatrix, res);\r\n }\r\n }\r\n\r\n return true;\r\n}\r\n\r\n/**\r\n * Compute a world space hotspot position\r\n * TmpVectors.Vector3[0..4] are modified by this function. Do not use them as result output.\r\n * @param mesh mesh used to get hotspot from\r\n * @param hotSpotQuery point indices and barycentric\r\n * @param resPosition output world position\r\n * @param resNormal optional output world normal\r\n * @returns false if it was not possible to compute the hotspot position\r\n */\r\nexport function GetHotSpotToRef(mesh: AbstractMesh, hotSpotQuery: HotSpotQuery, resPosition: Vector3, resNormal?: Vector3): boolean {\r\n resPosition.set(0, 0, 0);\r\n for (let i = 0; i < 3; i++) {\r\n const index = hotSpotQuery.pointIndex[i];\r\n if (!GetTransformedPosition(mesh, index, TmpVectors.Vector3[i])) {\r\n return false;\r\n }\r\n TmpVectors.Vector3[i].scaleAndAddToRef(hotSpotQuery.barycentric[i], resPosition);\r\n }\r\n\r\n // Convert the result to world space\r\n Vector3.TransformCoordinatesToRef(resPosition, mesh.getWorldMatrix(), resPosition);\r\n\r\n // compute normal in world space\r\n if (resNormal) {\r\n const pointA = TmpVectors.Vector3[0];\r\n const pointB = TmpVectors.Vector3[1];\r\n const pointC = TmpVectors.Vector3[2];\r\n const segmentA = TmpVectors.Vector3[3];\r\n const segmentB = TmpVectors.Vector3[4];\r\n segmentA.copyFrom(pointB);\r\n segmentA.subtractInPlace(pointA);\r\n segmentB.copyFrom(pointC);\r\n segmentB.subtractInPlace(pointA);\r\n segmentA.normalize();\r\n segmentB.normalize();\r\n Vector3.CrossToRef(segmentA, segmentB, resNormal);\r\n\r\n // flip normal when face culling is changed\r\n const flipNormal =\r\n mesh.material &&\r\n mesh.material.sideOrientation ===\r\n (mesh.getScene().useRightHandedSystem ? Constants.MATERIAL_ClockWiseSideOrientation : Constants.MATERIAL_CounterClockWiseSideOrientation);\r\n\r\n if (flipNormal) {\r\n resNormal.scaleInPlace(-1);\r\n }\r\n\r\n // Convert the result to world space\r\n Vector3.TransformNormalToRef(resNormal, mesh.getWorldMatrix(), resNormal);\r\n resNormal.normalize();\r\n }\r\n\r\n return true;\r\n}\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { AbstractMesh, Nullable, PickingInfo } from \"core/index\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Data for mesh hotspot computation\r\n */\r\nexport type HotSpotQuery = {\r\n /**\r\n * 3 point indices\r\n */\r\n pointIndex: [number, number, number];\r\n /**\r\n * 3 barycentric coordinates\r\n */\r\n barycentric: [number, number, number];\r\n};\r\n\r\n/**\r\n * Create a HotSpotQuery from a picking info\r\n * @remarks If there is no pickedMesh or the pickedMesh has no indices, null will be returned\r\n * @param pickingInfo picking info to use\r\n * @returns HotSpotQuery or null if it was not possible to create one\r\n */\r\nexport function CreateHotSpotQueryForPickingInfo(pickingInfo: PickingInfo): Nullable<HotSpotQuery> {\r\n const indices = pickingInfo.pickedMesh?.getIndices();\r\n if (indices) {\r\n const base = pickingInfo.faceId * 3;\r\n return {\r\n pointIndex: [indices[base], indices[base + 1], indices[base + 2]],\r\n barycentric: [pickingInfo.bu, pickingInfo.bv, 1 - pickingInfo.bu - pickingInfo.bv],\r\n };\r\n }\r\n\r\n return null;\r\n}\r\n\r\n/**\r\n * Return a transformed local position from a mesh and vertex index\r\n * @param mesh mesh used to get vertex array from\r\n * @param index vertex index\r\n * @param res resulting local position\r\n * @returns false if it was not possible to compute the position for that vertex\r\n */\r\nexport function GetTransformedPosition(mesh: AbstractMesh, index: number, res: Vector3): boolean {\r\n const data = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n if (!data) {\r\n return false;\r\n }\r\n const base = index * 3;\r\n const values = [data[base + 0], data[base + 1], data[base + 2]];\r\n if (values.some((value) => isNaN(value ?? Number.NaN))) {\r\n return false;\r\n }\r\n\r\n if (mesh.morphTargetManager) {\r\n for (let component = 0; component < 3; component++) {\r\n let value = values[component];\r\n for (let targetCount = 0; targetCount < mesh.morphTargetManager.numTargets; targetCount++) {\r\n const target = mesh.morphTargetManager.getTarget(targetCount);\r\n const influence = target.influence;\r\n if (influence !== 0) {\r\n const targetData = target.getPositions();\r\n if (targetData) {\r\n value += (targetData[base + component] - data[base + component]) * influence;\r\n }\r\n }\r\n }\r\n values[component] = value;\r\n }\r\n }\r\n res.fromArray(values);\r\n if (mesh.skeleton) {\r\n const matricesIndicesData = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const matricesWeightsData = mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeightsData && matricesIndicesData) {\r\n const needExtras = mesh.numBoneInfluencers > 4;\r\n const matricesIndicesExtraData = needExtras ? mesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n const matricesWeightsExtraData = needExtras ? mesh.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n const skeletonMatrices = mesh.skeleton.getTransformMatrices(mesh);\r\n\r\n const finalMatrix = TmpVectors.Matrix[0];\r\n const tempMatrix = TmpVectors.Matrix[1];\r\n\r\n finalMatrix.reset();\r\n const matWeightIdx = index * 4;\r\n\r\n let inf: number;\r\n let weight: number;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (matricesIndicesExtraData && matricesWeightsExtraData) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(values[0], values[1], values[2], finalMatrix, res);\r\n }\r\n }\r\n\r\n return true;\r\n}\r\n\r\n/**\r\n * Compute a world space hotspot position\r\n * TmpVectors.Vector3[0..4] are modified by this function. Do not use them as result output.\r\n * @param mesh mesh used to get hotspot from\r\n * @param hotSpotQuery point indices and barycentric\r\n * @param resPosition output world position\r\n * @param resNormal optional output world normal\r\n * @returns false if it was not possible to compute the hotspot position\r\n */\r\nexport function GetHotSpotToRef(mesh: AbstractMesh, hotSpotQuery: HotSpotQuery, resPosition: Vector3, resNormal?: Vector3): boolean {\r\n resPosition.set(0, 0, 0);\r\n for (let i = 0; i < 3; i++) {\r\n const index = hotSpotQuery.pointIndex[i];\r\n if (!GetTransformedPosition(mesh, index, TmpVectors.Vector3[i])) {\r\n return false;\r\n }\r\n TmpVectors.Vector3[i].scaleAndAddToRef(hotSpotQuery.barycentric[i], resPosition);\r\n }\r\n\r\n // Convert the result to world space\r\n Vector3.TransformCoordinatesToRef(resPosition, mesh.getWorldMatrix(), resPosition);\r\n\r\n // compute normal in world space\r\n if (resNormal) {\r\n const pointA = TmpVectors.Vector3[0];\r\n const pointB = TmpVectors.Vector3[1];\r\n const pointC = TmpVectors.Vector3[2];\r\n const segmentA = TmpVectors.Vector3[3];\r\n const segmentB = TmpVectors.Vector3[4];\r\n segmentA.copyFrom(pointB);\r\n segmentA.subtractInPlace(pointA);\r\n segmentB.copyFrom(pointC);\r\n segmentB.subtractInPlace(pointA);\r\n segmentA.normalize();\r\n segmentB.normalize();\r\n Vector3.CrossToRef(segmentA, segmentB, resNormal);\r\n\r\n // flip normal when face culling is changed\r\n const flipNormal =\r\n mesh.material &&\r\n mesh.material.sideOrientation ===\r\n (mesh.getScene().useRightHandedSystem ? Constants.MATERIAL_ClockWiseSideOrientation : Constants.MATERIAL_CounterClockWiseSideOrientation);\r\n\r\n if (flipNormal) {\r\n resNormal.scaleInPlace(-1);\r\n }\r\n\r\n // Convert the result to world space\r\n Vector3.TransformNormalToRef(resNormal, mesh.getWorldMatrix(), resNormal);\r\n resNormal.normalize();\r\n }\r\n\r\n return true;\r\n}\r\n"]}
@@ -66,7 +66,7 @@ export class LinesMesh extends Mesh {
66
66
  useClipPlane: null,
67
67
  shaderLanguage: 0 /* ShaderLanguage.GLSL */,
68
68
  };
69
- if (useVertexAlpha === false) {
69
+ if (!useVertexAlpha) {
70
70
  options.needAlphaBlending = false;
71
71
  }
72
72
  else {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { IShaderMaterialOptions } from \"../Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Force all the LineMeshes to compile their default color material 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 /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _lineMaterial: Material;\r\n\r\n private _isShaderMaterial(shader: Material): shader is ShaderMaterial {\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: ShaderLanguage.GLSL,\r\n };\r\n\r\n if (useVertexAlpha === false) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines!.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!useVertexColor) {\r\n options.uniforms!.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines!.push(\"#define VERTEXCOLOR\");\r\n options.attributes!.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n } else {\r\n const engine = this.getScene().getEngine();\r\n\r\n if (engine.isWebGPU && !LinesMesh.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n options.shaderLanguage = this._shaderLanguage;\r\n options.extraInitializationsAsync = async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/color.vertex\"), import(\"../ShadersWGSL/color.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/color.vertex\"), import(\"../Shaders/color.fragment\")]);\r\n }\r\n };\r\n\r\n this.material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n this.material.doNotSerialize = true;\r\n }\r\n }\r\n\r\n public override isReady() {\r\n if (!this._lineMaterial.isReady(this, !!this._userInstancedBuffersStorage || this.hasThinInstances)) {\r\n return false;\r\n }\r\n\r\n return super.isReady();\r\n }\r\n\r\n /**\r\n * @returns the string \"LineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get material(): Material {\r\n return this._lineMaterial;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override set material(value: Material) {\r\n this._lineMaterial = value;\r\n this._lineMaterial.fillMode = Material.LineListDrawMode;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public override set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bind(_subMesh: SubMesh, colorEffect: Effect): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this._lineMaterial)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this._lineMaterial.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n * @param disposeMaterialAndTextures This parameter is not used by the LineMesh class\r\n * @param doNotDisposeMaterial If the material should not be disposed (default: false, meaning the material is disposed)\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false, doNotDisposeMaterial?: boolean): void {\r\n if (!doNotDisposeMaterial) {\r\n this._lineMaterial.dispose(false, false, true);\r\n }\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name defines the cloned mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren if set to true, none of the mesh children are cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean): LinesMesh {\r\n return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public override createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedLinesMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { IShaderMaterialOptions } from \"../Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Force all the LineMeshes to compile their default color material 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 /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _lineMaterial: Material;\r\n\r\n private _isShaderMaterial(shader: Material): shader is ShaderMaterial {\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: ShaderLanguage.GLSL,\r\n };\r\n\r\n if (!useVertexAlpha) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines!.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!useVertexColor) {\r\n options.uniforms!.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines!.push(\"#define VERTEXCOLOR\");\r\n options.attributes!.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n } else {\r\n const engine = this.getScene().getEngine();\r\n\r\n if (engine.isWebGPU && !LinesMesh.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n options.shaderLanguage = this._shaderLanguage;\r\n options.extraInitializationsAsync = async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/color.vertex\"), import(\"../ShadersWGSL/color.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/color.vertex\"), import(\"../Shaders/color.fragment\")]);\r\n }\r\n };\r\n\r\n this.material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n this.material.doNotSerialize = true;\r\n }\r\n }\r\n\r\n public override isReady() {\r\n if (!this._lineMaterial.isReady(this, !!this._userInstancedBuffersStorage || this.hasThinInstances)) {\r\n return false;\r\n }\r\n\r\n return super.isReady();\r\n }\r\n\r\n /**\r\n * @returns the string \"LineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get material(): Material {\r\n return this._lineMaterial;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override set material(value: Material) {\r\n this._lineMaterial = value;\r\n this._lineMaterial.fillMode = Material.LineListDrawMode;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public override set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bind(_subMesh: SubMesh, colorEffect: Effect): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this._lineMaterial)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this._lineMaterial.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n * @param disposeMaterialAndTextures This parameter is not used by the LineMesh class\r\n * @param doNotDisposeMaterial If the material should not be disposed (default: false, meaning the material is disposed)\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false, doNotDisposeMaterial?: boolean): void {\r\n if (!doNotDisposeMaterial) {\r\n this._lineMaterial.dispose(false, false, true);\r\n }\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name defines the cloned mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren if set to true, none of the mesh children are cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean): LinesMesh {\r\n return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public override createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedLinesMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
@@ -0,0 +1,6 @@
1
+ /**
2
+ * Merges a series of objects into a single object, deeply.
3
+ * @param objects The objects to merge (objects later in the list take precedence).
4
+ * @returns The merged object.
5
+ */
6
+ export declare function deepMerge<T extends Object>(...objects: T[]): T;
@@ -0,0 +1,26 @@
1
+ // https://stackoverflow.com/a/48218209
2
+ /**
3
+ * Merges a series of objects into a single object, deeply.
4
+ * @param objects The objects to merge (objects later in the list take precedence).
5
+ * @returns The merged object.
6
+ */
7
+ export function deepMerge(...objects) {
8
+ const isRecord = (obj) => !!obj && typeof obj === "object";
9
+ return objects.reduce((prev, obj) => {
10
+ Object.keys(obj).forEach((key) => {
11
+ const pVal = prev[key];
12
+ const oVal = obj[key];
13
+ if (Array.isArray(pVal) && Array.isArray(oVal)) {
14
+ prev[key] = pVal.concat(...oVal);
15
+ }
16
+ else if (isRecord(pVal) && isRecord(oVal)) {
17
+ prev[key] = deepMerge(pVal, oVal);
18
+ }
19
+ else {
20
+ prev[key] = oVal;
21
+ }
22
+ });
23
+ return prev;
24
+ }, {});
25
+ }
26
+ //# sourceMappingURL=deepMerger.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"deepMerger.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/deepMerger.ts"],"names":[],"mappings":"AAAA,uCAAuC;AACvC;;;;GAIG;AACH,MAAM,UAAU,SAAS,CAAmB,GAAG,OAAY;IACvD,MAAM,QAAQ,GAAG,CAAC,GAAY,EAAkC,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,OAAO,GAAG,KAAK,QAAQ,CAAC;IAEpG,OAAO,OAAO,CAAC,MAAM,CAA0B,CAAC,IAAI,EAAE,GAAG,EAAE,EAAE;QACzD,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC,GAAG,EAAE,EAAE;YAC7B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;YACvB,MAAM,IAAI,GAAI,GAA+B,CAAC,GAAG,CAAC,CAAC;YAEnD,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;gBAC7C,IAAI,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC;YACrC,CAAC;iBAAM,IAAI,QAAQ,CAAC,IAAI,CAAC,IAAI,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC;gBAC1C,IAAI,CAAC,GAAG,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;YACtC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC;YACrB,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,OAAO,IAAI,CAAC;IAChB,CAAC,EAAE,EAAE,CAAM,CAAC;AAChB,CAAC","sourcesContent":["// https://stackoverflow.com/a/48218209\r\n/**\r\n * Merges a series of objects into a single object, deeply.\r\n * @param objects The objects to merge (objects later in the list take precedence).\r\n * @returns The merged object.\r\n */\r\nexport function deepMerge<T extends Object>(...objects: T[]): T {\r\n const isRecord = (obj: unknown): obj is Record<string, unknown> => !!obj && typeof obj === \"object\";\r\n\r\n return objects.reduce<Record<string, unknown>>((prev, obj) => {\r\n Object.keys(obj).forEach((key) => {\r\n const pVal = prev[key];\r\n const oVal = (obj as Record<string, unknown>)[key];\r\n\r\n if (Array.isArray(pVal) && Array.isArray(oVal)) {\r\n prev[key] = pVal.concat(...oVal);\r\n } else if (isRecord(pVal) && isRecord(oVal)) {\r\n prev[key] = deepMerge(pVal, oVal);\r\n } else {\r\n prev[key] = oVal;\r\n }\r\n });\r\n\r\n return prev;\r\n }, {}) as T;\r\n}\r\n"]}
package/Misc/index.d.ts CHANGED
@@ -31,6 +31,7 @@ export * from "./logger";
31
31
  export * from "./typeStore";
32
32
  export * from "./filesInputStore";
33
33
  export * from "./deepCopier";
34
+ export * from "./deepMerger";
34
35
  export * from "./pivotTools";
35
36
  export * from "./precisionDate";
36
37
  export * from "./screenshotTools";
package/Misc/index.js CHANGED
@@ -33,6 +33,7 @@ export * from "./logger.js";
33
33
  export * from "./typeStore.js";
34
34
  export * from "./filesInputStore.js";
35
35
  export * from "./deepCopier.js";
36
+ export * from "./deepMerger.js";
36
37
  export * from "./pivotTools.js";
37
38
  export * from "./precisionDate.js";
38
39
  export * from "./screenshotTools.js";