@babylonjs/core 7.40.2 → 7.40.4

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Files changed (225) hide show
  1. package/Audio/sound.js +5 -10
  2. package/Audio/sound.js.map +1 -1
  3. package/Compute/computeEffect.js +6 -14
  4. package/Compute/computeEffect.js.map +1 -1
  5. package/Compute/computeShader.js +2 -9
  6. package/Compute/computeShader.js.map +1 -1
  7. package/Culling/Helper/computeShaderBoundingHelper.js +5 -6
  8. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  9. package/Engines/abstractEngine.d.ts +7 -0
  10. package/Engines/abstractEngine.js +7 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Engines/engine.js +6 -8
  13. package/Engines/engine.js.map +1 -1
  14. package/Engines/thinEngine.js +6 -1
  15. package/Engines/thinEngine.js.map +1 -1
  16. package/Engines/webgpuEngine.js +6 -1
  17. package/Engines/webgpuEngine.js.map +1 -1
  18. package/FrameGraph/frameGraph.js +4 -9
  19. package/FrameGraph/frameGraph.js.map +1 -1
  20. package/Layers/effectLayer.js +2 -0
  21. package/Layers/effectLayer.js.map +1 -1
  22. package/Layers/glowLayer.js +4 -0
  23. package/Layers/glowLayer.js.map +1 -1
  24. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +5 -0
  25. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +33 -0
  26. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -4
  28. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  29. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +10 -2
  30. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +48 -2
  31. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  32. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +3 -0
  33. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  34. package/Materials/Node/nodeMaterial.d.ts +6 -0
  35. package/Materials/Node/nodeMaterial.js +17 -1
  36. package/Materials/Node/nodeMaterial.js.map +1 -1
  37. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  38. package/Materials/PBR/pbrBaseMaterial.js +3 -4
  39. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  40. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +3 -2
  41. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  42. package/Materials/Textures/colorGradingTexture.js +5 -2
  43. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  44. package/Materials/effect.functions.d.ts +0 -1
  45. package/Materials/effect.functions.js +0 -19
  46. package/Materials/effect.functions.js.map +1 -1
  47. package/Materials/effect.js +3 -2
  48. package/Materials/effect.js.map +1 -1
  49. package/Materials/effect.webgl.functions.js +2 -1
  50. package/Materials/effect.webgl.functions.js.map +1 -1
  51. package/Materials/material.d.ts +4 -0
  52. package/Materials/material.js +8 -0
  53. package/Materials/material.js.map +1 -1
  54. package/Materials/materialHelper.functions.js +2 -0
  55. package/Materials/materialHelper.functions.js.map +1 -1
  56. package/Materials/shaderMaterial.js +4 -0
  57. package/Materials/shaderMaterial.js.map +1 -1
  58. package/Materials/standardMaterial.d.ts +1 -0
  59. package/Materials/standardMaterial.js +1 -0
  60. package/Materials/standardMaterial.js.map +1 -1
  61. package/Meshes/Compression/dracoCodec.d.ts +83 -0
  62. package/Meshes/Compression/dracoCodec.js +107 -0
  63. package/Meshes/Compression/dracoCodec.js.map +1 -0
  64. package/Meshes/Compression/dracoCompression.d.ts +17 -63
  65. package/Meshes/Compression/dracoCompression.js +22 -200
  66. package/Meshes/Compression/dracoCompression.js.map +1 -1
  67. package/Meshes/Compression/dracoDecoder.d.ts +103 -0
  68. package/Meshes/Compression/dracoDecoder.js +216 -0
  69. package/Meshes/Compression/dracoDecoder.js.map +1 -0
  70. package/Meshes/Compression/index.d.ts +1 -0
  71. package/Meshes/Compression/index.js +1 -0
  72. package/Meshes/Compression/index.js.map +1 -1
  73. package/Meshes/abstractMesh.d.ts +5 -0
  74. package/Meshes/abstractMesh.js +15 -0
  75. package/Meshes/abstractMesh.js.map +1 -1
  76. package/Meshes/index.d.ts +1 -0
  77. package/Meshes/index.js +1 -0
  78. package/Meshes/index.js.map +1 -1
  79. package/Meshes/mesh.js +23 -0
  80. package/Meshes/mesh.js.map +1 -1
  81. package/Meshes/mesh.vertexData.functions.d.ts +6 -0
  82. package/Meshes/mesh.vertexData.functions.js +65 -0
  83. package/Meshes/mesh.vertexData.functions.js.map +1 -0
  84. package/Misc/bitArray.d.ts +26 -0
  85. package/Misc/bitArray.js +53 -0
  86. package/Misc/bitArray.js.map +1 -0
  87. package/Misc/index.d.ts +1 -0
  88. package/Misc/index.js +1 -0
  89. package/Misc/index.js.map +1 -1
  90. package/Misc/screenshotTools.d.ts +3 -3
  91. package/Misc/screenshotTools.js +10 -12
  92. package/Misc/screenshotTools.js.map +1 -1
  93. package/Misc/timingTools.d.ts +4 -0
  94. package/Misc/timingTools.js +38 -0
  95. package/Misc/timingTools.js.map +1 -1
  96. package/Misc/webRequest.d.ts +1 -1
  97. package/Misc/webRequest.js +1 -1
  98. package/Misc/webRequest.js.map +1 -1
  99. package/Morph/morphTarget.d.ts +15 -0
  100. package/Morph/morphTarget.js +35 -0
  101. package/Morph/morphTarget.js.map +1 -1
  102. package/Morph/morphTargetManager.d.ts +9 -0
  103. package/Morph/morphTargetManager.js +23 -0
  104. package/Morph/morphTargetManager.js.map +1 -1
  105. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +7 -5
  106. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  107. package/Rendering/iblCdfGenerator.d.ts +14 -19
  108. package/Rendering/iblCdfGenerator.js +64 -57
  109. package/Rendering/iblCdfGenerator.js.map +1 -1
  110. package/Rendering/index.d.ts +6 -6
  111. package/Rendering/index.js +6 -6
  112. package/Rendering/index.js.map +1 -1
  113. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +6 -6
  114. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  115. package/Shaders/ShadersInclude/helperFunctions.js +1 -0
  116. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  117. package/Shaders/ShadersInclude/morphTargetsVertex.js +7 -1
  118. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  119. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +3 -0
  120. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  121. package/Shaders/ShadersInclude/pbrBlockReflection.js +2 -3
  122. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  123. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +2 -3
  124. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  125. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -1
  126. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  127. package/Shaders/ShadersInclude/samplerVertexImplementation.js +1 -1
  128. package/Shaders/ShadersInclude/samplerVertexImplementation.js.map +1 -1
  129. package/Shaders/default.vertex.js +10 -1
  130. package/Shaders/default.vertex.js.map +1 -1
  131. package/Shaders/depth.vertex.js +4 -1
  132. package/Shaders/depth.vertex.js.map +1 -1
  133. package/Shaders/geometry.vertex.js +9 -6
  134. package/Shaders/geometry.vertex.js.map +1 -1
  135. package/Shaders/glowMapGeneration.vertex.js +6 -3
  136. package/Shaders/glowMapGeneration.vertex.js.map +1 -1
  137. package/Shaders/{iblIcdfx.fragment.d.ts → iblCdfDebug.fragment.d.ts} +1 -1
  138. package/Shaders/{importanceSamplingDebug.fragment.js → iblCdfDebug.fragment.js} +12 -11
  139. package/Shaders/iblCdfDebug.fragment.js.map +1 -0
  140. package/Shaders/iblCdfy.fragment.d.ts +1 -0
  141. package/Shaders/iblCdfy.fragment.js +4 -4
  142. package/Shaders/iblCdfy.fragment.js.map +1 -1
  143. package/Shaders/iblIcdf.fragment.d.ts +6 -0
  144. package/Shaders/iblIcdf.fragment.js +43 -0
  145. package/Shaders/iblIcdf.fragment.js.map +1 -0
  146. package/Shaders/iblScaledLuminance.fragment.d.ts +6 -0
  147. package/Shaders/iblScaledLuminance.fragment.js +25 -0
  148. package/Shaders/iblScaledLuminance.fragment.js.map +1 -0
  149. package/Shaders/iblShadowVoxelTracing.fragment.js +2 -2
  150. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  151. package/Shaders/outline.vertex.js +4 -1
  152. package/Shaders/outline.vertex.js.map +1 -1
  153. package/Shaders/pbr.fragment.js +2 -4
  154. package/Shaders/pbr.fragment.js.map +1 -1
  155. package/Shaders/pbr.vertex.js +10 -1
  156. package/Shaders/pbr.vertex.js.map +1 -1
  157. package/Shaders/shadowMap.vertex.js +4 -1
  158. package/Shaders/shadowMap.vertex.js.map +1 -1
  159. package/Shaders/volumetricLightScatteringPass.vertex.js +4 -1
  160. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  161. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +8 -6
  162. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  163. package/ShadersWGSL/ShadersInclude/helperFunctions.js +1 -0
  164. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  165. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +7 -1
  166. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  167. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +3 -0
  168. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  169. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +4 -8
  170. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  171. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +4 -8
  172. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  173. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -1
  174. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  175. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js +1 -1
  176. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js.map +1 -1
  177. package/ShadersWGSL/default.vertex.js +10 -1
  178. package/ShadersWGSL/default.vertex.js.map +1 -1
  179. package/ShadersWGSL/depth.vertex.js +4 -1
  180. package/ShadersWGSL/depth.vertex.js.map +1 -1
  181. package/ShadersWGSL/geometry.vertex.js +9 -6
  182. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  183. package/ShadersWGSL/glowMapGeneration.vertex.js +6 -3
  184. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  185. package/ShadersWGSL/glowMapMerge.fragment.js +3 -2
  186. package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -1
  187. package/ShadersWGSL/{iblIcdfy.fragment.d.ts → iblCdfDebug.fragment.d.ts} +1 -1
  188. package/ShadersWGSL/{importanceSamplingDebug.fragment.js → iblCdfDebug.fragment.js} +11 -10
  189. package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -0
  190. package/ShadersWGSL/iblCdfy.fragment.js +8 -7
  191. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
  192. package/ShadersWGSL/iblIcdf.fragment.d.ts +6 -0
  193. package/ShadersWGSL/iblIcdf.fragment.js +43 -0
  194. package/ShadersWGSL/iblIcdf.fragment.js.map +1 -0
  195. package/ShadersWGSL/iblScaledLuminance.fragment.d.ts +6 -0
  196. package/ShadersWGSL/iblScaledLuminance.fragment.js +24 -0
  197. package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -0
  198. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -3
  199. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  200. package/ShadersWGSL/outline.vertex.js +4 -1
  201. package/ShadersWGSL/outline.vertex.js.map +1 -1
  202. package/ShadersWGSL/pbr.fragment.js +4 -8
  203. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  204. package/ShadersWGSL/pbr.vertex.js +10 -1
  205. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  206. package/ShadersWGSL/shadowMap.vertex.js +4 -1
  207. package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
  208. package/assets/Draco/draco_encoder.js +38 -0
  209. package/assets/Draco/draco_encoder.wasm +0 -0
  210. package/assets/Draco/draco_encoder_wasm_wrapper.js +96 -0
  211. package/package.json +1 -1
  212. package/Shaders/iblIcdfx.fragment.js +0 -19
  213. package/Shaders/iblIcdfx.fragment.js.map +0 -1
  214. package/Shaders/iblIcdfy.fragment.d.ts +0 -5
  215. package/Shaders/iblIcdfy.fragment.js +0 -19
  216. package/Shaders/iblIcdfy.fragment.js.map +0 -1
  217. package/Shaders/importanceSamplingDebug.fragment.d.ts +0 -5
  218. package/Shaders/importanceSamplingDebug.fragment.js.map +0 -1
  219. package/ShadersWGSL/iblIcdfx.fragment.d.ts +0 -5
  220. package/ShadersWGSL/iblIcdfx.fragment.js +0 -18
  221. package/ShadersWGSL/iblIcdfx.fragment.js.map +0 -1
  222. package/ShadersWGSL/iblIcdfy.fragment.js +0 -17
  223. package/ShadersWGSL/iblIcdfy.fragment.js.map +0 -1
  224. package/ShadersWGSL/importanceSamplingDebug.fragment.d.ts +0 -5
  225. package/ShadersWGSL/importanceSamplingDebug.fragment.js.map +0 -1
@@ -1 +1 @@
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type { IWebRequest } from \"./interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { INative } from \"../Engines/Native/nativeInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare const _native: INative;\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction createXMLHttpRequest(): XMLHttpRequest {\r\n // If running in Babylon Native, then defer to the native XMLHttpRequest, which has the same public contract\r\n if (typeof _native !== \"undefined\" && _native.XMLHttpRequest) {\r\n return new _native.XMLHttpRequest();\r\n } else {\r\n return new XMLHttpRequest();\r\n }\r\n}\r\n\r\n/**\r\n * Extended version of XMLHttpRequest with support for customizations (headers, ...)\r\n */\r\nexport class WebRequest implements IWebRequest {\r\n private readonly _xhr = createXMLHttpRequest();\r\n\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n public static CustomRequestHeaders: { [key: string]: string } = {};\r\n\r\n /**\r\n * Add callback functions in this array to update all the requests before they get sent to the network\r\n */\r\n public static CustomRequestModifiers = new Array<(request: XMLHttpRequest, url: string) => void>();\r\n\r\n /**\r\n * If set to true, requests to Babylon.js CDN requests will not be modified\r\n */\r\n public static SkipRequestModificationForBabylonCDN = true;\r\n\r\n /**\r\n * This function can be called to check if there are request modifiers for network requests\r\n * @returns true if there are any custom requests available\r\n */\r\n public static get IsCustomRequestAvailable(): boolean {\r\n return Object.keys(WebRequest.CustomRequestHeaders).length > 0 || WebRequest.CustomRequestModifiers.length > 0;\r\n }\r\n\r\n private _requestURL: string = \"\";\r\n\r\n /**\r\n * Returns the requested URL once open has been called\r\n */\r\n public get requestURL(): string {\r\n return this._requestURL;\r\n }\r\n\r\n private _injectCustomRequestHeaders(): void {\r\n if (this._shouldSkipRequestModifications(this._requestURL)) {\r\n return;\r\n }\r\n for (const key in WebRequest.CustomRequestHeaders) {\r\n const val = WebRequest.CustomRequestHeaders[key];\r\n if (val) {\r\n this._xhr.setRequestHeader(key, val);\r\n }\r\n }\r\n }\r\n\r\n private _shouldSkipRequestModifications(url: string): boolean {\r\n return WebRequest.SkipRequestModificationForBabylonCDN && (url.includes(\"preview.babylonjs.com\") || url.includes(\"cdn.babylonjs.com\"));\r\n }\r\n\r\n /**\r\n * Gets or sets a function to be called when loading progress changes\r\n */\r\n public get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null {\r\n return this._xhr.onprogress;\r\n }\r\n\r\n public set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null) {\r\n this._xhr.onprogress = value;\r\n }\r\n\r\n /**\r\n * Returns client's state\r\n */\r\n public get readyState(): number {\r\n return this._xhr.readyState;\r\n }\r\n\r\n /**\r\n * Returns client's status\r\n */\r\n public get status(): number {\r\n return this._xhr.status;\r\n }\r\n\r\n /**\r\n * Returns client's status as a text\r\n */\r\n public get statusText(): string {\r\n return this._xhr.statusText;\r\n }\r\n\r\n /**\r\n * Returns client's response\r\n */\r\n public get response(): any {\r\n return this._xhr.response;\r\n }\r\n\r\n /**\r\n * Returns client's response url\r\n */\r\n public get responseURL(): string {\r\n return this._xhr.responseURL;\r\n }\r\n\r\n /**\r\n * Returns client's response as text\r\n */\r\n public get responseText(): string {\r\n return this._xhr.responseText;\r\n }\r\n\r\n /**\r\n * Gets or sets the expected response type\r\n */\r\n public get responseType(): XMLHttpRequestResponseType {\r\n return this._xhr.responseType;\r\n }\r\n\r\n public set responseType(value: XMLHttpRequestResponseType) {\r\n this._xhr.responseType = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the timeout value in milliseconds\r\n */\r\n public get timeout(): number {\r\n return this._xhr.timeout;\r\n }\r\n\r\n public set timeout(value: number) {\r\n this._xhr.timeout = value;\r\n }\r\n\r\n /** @internal */\r\n public addEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | AddEventListenerOptions\r\n ): void;\r\n public addEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | AddEventListenerOptions): void {\r\n this._xhr.addEventListener(type, listener, options);\r\n }\r\n\r\n /** @internal */\r\n public removeEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | EventListenerOptions\r\n ): void;\r\n public removeEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | EventListenerOptions): void {\r\n this._xhr.removeEventListener(type, listener, options);\r\n }\r\n\r\n /**\r\n * Cancels any network activity\r\n */\r\n public abort() {\r\n this._xhr.abort();\r\n }\r\n\r\n /**\r\n * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\r\n * @param body defines an optional request body\r\n */\r\n public send(body?: Document | XMLHttpRequestBodyInit | null): void {\r\n if (WebRequest.CustomRequestHeaders) {\r\n this._injectCustomRequestHeaders();\r\n }\r\n\r\n this._xhr.send(body);\r\n }\r\n\r\n /**\r\n * Sets the request method, request URL\r\n * @param method defines the method to use (GET, POST, etc..)\r\n * @param url defines the url to connect with\r\n */\r\n public open(method: string, url: string): void {\r\n for (const update of WebRequest.CustomRequestModifiers) {\r\n if (this._shouldSkipRequestModifications(url)) {\r\n return;\r\n }\r\n update(this._xhr, url);\r\n }\r\n\r\n // Clean url\r\n url = url.replace(\"file:http:\", \"http:\");\r\n url = url.replace(\"file:https:\", \"https:\");\r\n\r\n this._requestURL = url;\r\n\r\n this._xhr.open(method, url, true);\r\n }\r\n\r\n /**\r\n * Sets the value of a request header.\r\n * @param name The name of the header whose value is to be set\r\n * @param value The value to set as the body of the header\r\n */\r\n setRequestHeader(name: string, value: string): void {\r\n this._xhr.setRequestHeader(name, value);\r\n }\r\n\r\n /**\r\n * Get the string containing the text of a particular header's value.\r\n * @param name The name of the header\r\n * @returns The string containing the text of the given header name\r\n */\r\n getResponseHeader(name: string): Nullable<string> {\r\n return this._xhr.getResponseHeader(name);\r\n }\r\n}\r\n"]}
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type { IWebRequest } from \"./interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { INative } from \"../Engines/Native/nativeInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare const _native: INative;\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction createXMLHttpRequest(): XMLHttpRequest {\r\n // If running in Babylon Native, then defer to the native XMLHttpRequest, which has the same public contract\r\n if (typeof _native !== \"undefined\" && _native.XMLHttpRequest) {\r\n return new _native.XMLHttpRequest();\r\n } else {\r\n return new XMLHttpRequest();\r\n }\r\n}\r\n\r\n/**\r\n * Extended version of XMLHttpRequest with support for customizations (headers, ...)\r\n */\r\nexport class WebRequest implements IWebRequest {\r\n private readonly _xhr = createXMLHttpRequest();\r\n\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n public static CustomRequestHeaders: { [key: string]: string } = {};\r\n\r\n /**\r\n * Add callback functions in this array to update all the requests before they get sent to the network\r\n */\r\n public static CustomRequestModifiers = new Array<(request: XMLHttpRequest, url: string) => string | void>();\r\n\r\n /**\r\n * If set to true, requests to Babylon.js CDN requests will not be modified\r\n */\r\n public static SkipRequestModificationForBabylonCDN = true;\r\n\r\n /**\r\n * This function can be called to check if there are request modifiers for network requests\r\n * @returns true if there are any custom requests available\r\n */\r\n public static get IsCustomRequestAvailable(): boolean {\r\n return Object.keys(WebRequest.CustomRequestHeaders).length > 0 || WebRequest.CustomRequestModifiers.length > 0;\r\n }\r\n\r\n private _requestURL: string = \"\";\r\n\r\n /**\r\n * Returns the requested URL once open has been called\r\n */\r\n public get requestURL(): string {\r\n return this._requestURL;\r\n }\r\n\r\n private _injectCustomRequestHeaders(): void {\r\n if (this._shouldSkipRequestModifications(this._requestURL)) {\r\n return;\r\n }\r\n for (const key in WebRequest.CustomRequestHeaders) {\r\n const val = WebRequest.CustomRequestHeaders[key];\r\n if (val) {\r\n this._xhr.setRequestHeader(key, val);\r\n }\r\n }\r\n }\r\n\r\n private _shouldSkipRequestModifications(url: string): boolean {\r\n return WebRequest.SkipRequestModificationForBabylonCDN && (url.includes(\"preview.babylonjs.com\") || url.includes(\"cdn.babylonjs.com\"));\r\n }\r\n\r\n /**\r\n * Gets or sets a function to be called when loading progress changes\r\n */\r\n public get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null {\r\n return this._xhr.onprogress;\r\n }\r\n\r\n public set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null) {\r\n this._xhr.onprogress = value;\r\n }\r\n\r\n /**\r\n * Returns client's state\r\n */\r\n public get readyState(): number {\r\n return this._xhr.readyState;\r\n }\r\n\r\n /**\r\n * Returns client's status\r\n */\r\n public get status(): number {\r\n return this._xhr.status;\r\n }\r\n\r\n /**\r\n * Returns client's status as a text\r\n */\r\n public get statusText(): string {\r\n return this._xhr.statusText;\r\n }\r\n\r\n /**\r\n * Returns client's response\r\n */\r\n public get response(): any {\r\n return this._xhr.response;\r\n }\r\n\r\n /**\r\n * Returns client's response url\r\n */\r\n public get responseURL(): string {\r\n return this._xhr.responseURL;\r\n }\r\n\r\n /**\r\n * Returns client's response as text\r\n */\r\n public get responseText(): string {\r\n return this._xhr.responseText;\r\n }\r\n\r\n /**\r\n * Gets or sets the expected response type\r\n */\r\n public get responseType(): XMLHttpRequestResponseType {\r\n return this._xhr.responseType;\r\n }\r\n\r\n public set responseType(value: XMLHttpRequestResponseType) {\r\n this._xhr.responseType = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the timeout value in milliseconds\r\n */\r\n public get timeout(): number {\r\n return this._xhr.timeout;\r\n }\r\n\r\n public set timeout(value: number) {\r\n this._xhr.timeout = value;\r\n }\r\n\r\n /** @internal */\r\n public addEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | AddEventListenerOptions\r\n ): void;\r\n public addEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | AddEventListenerOptions): void {\r\n this._xhr.addEventListener(type, listener, options);\r\n }\r\n\r\n /** @internal */\r\n public removeEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | EventListenerOptions\r\n ): void;\r\n public removeEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | EventListenerOptions): void {\r\n this._xhr.removeEventListener(type, listener, options);\r\n }\r\n\r\n /**\r\n * Cancels any network activity\r\n */\r\n public abort() {\r\n this._xhr.abort();\r\n }\r\n\r\n /**\r\n * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\r\n * @param body defines an optional request body\r\n */\r\n public send(body?: Document | XMLHttpRequestBodyInit | null): void {\r\n if (WebRequest.CustomRequestHeaders) {\r\n this._injectCustomRequestHeaders();\r\n }\r\n\r\n this._xhr.send(body);\r\n }\r\n\r\n /**\r\n * Sets the request method, request URL\r\n * @param method defines the method to use (GET, POST, etc..)\r\n * @param url defines the url to connect with\r\n */\r\n public open(method: string, url: string): void {\r\n for (const update of WebRequest.CustomRequestModifiers) {\r\n if (this._shouldSkipRequestModifications(url)) {\r\n return;\r\n }\r\n url = update(this._xhr, url) || url;\r\n }\r\n\r\n // Clean url\r\n url = url.replace(\"file:http:\", \"http:\");\r\n url = url.replace(\"file:https:\", \"https:\");\r\n\r\n this._requestURL = url;\r\n\r\n this._xhr.open(method, url, true);\r\n }\r\n\r\n /**\r\n * Sets the value of a request header.\r\n * @param name The name of the header whose value is to be set\r\n * @param value The value to set as the body of the header\r\n */\r\n setRequestHeader(name: string, value: string): void {\r\n this._xhr.setRequestHeader(name, value);\r\n }\r\n\r\n /**\r\n * Get the string containing the text of a particular header's value.\r\n * @param name The name of the header\r\n * @returns The string containing the text of the given header name\r\n */\r\n getResponseHeader(name: string): Nullable<string> {\r\n return this._xhr.getResponseHeader(name);\r\n }\r\n}\r\n"]}
@@ -21,6 +21,7 @@ export declare class MorphTarget implements IAnimatable {
21
21
  private _normals;
22
22
  private _tangents;
23
23
  private _uvs;
24
+ private _uv2s;
24
25
  private _influence;
25
26
  private _uniqueId;
26
27
  /**
@@ -73,6 +74,10 @@ export declare class MorphTarget implements IAnimatable {
73
74
  * Gets a boolean defining if the target contains texture coordinates data
74
75
  */
75
76
  get hasUVs(): boolean;
77
+ /**
78
+ * Gets a boolean defining if the target contains texture coordinates 2 data
79
+ */
80
+ get hasUV2s(): boolean;
76
81
  /**
77
82
  * Affects position data to this target
78
83
  * @param data defines the position data to use
@@ -113,6 +118,16 @@ export declare class MorphTarget implements IAnimatable {
113
118
  * @returns a FloatArray containing the texture coordinates data (or null if not present)
114
119
  */
115
120
  getUVs(): Nullable<FloatArray>;
121
+ /**
122
+ * Affects texture coordinates 2 data to this target
123
+ * @param data defines the texture coordinates 2 data to use
124
+ */
125
+ setUV2s(data: Nullable<FloatArray>): void;
126
+ /**
127
+ * Gets the texture coordinates 2 data stored in this target
128
+ * @returns a FloatArray containing the texture coordinates 2 data (or null if not present)
129
+ */
130
+ getUV2s(): Nullable<FloatArray>;
116
131
  /**
117
132
  * Clone the current target
118
133
  * @returns a new MorphTarget
@@ -56,6 +56,7 @@ export class MorphTarget {
56
56
  this._normals = null;
57
57
  this._tangents = null;
58
58
  this._uvs = null;
59
+ this._uv2s = null;
59
60
  this._uniqueId = 0;
60
61
  /**
61
62
  * Observable raised when the influence changes
@@ -101,6 +102,12 @@ export class MorphTarget {
101
102
  get hasUVs() {
102
103
  return !!this._uvs;
103
104
  }
105
+ /**
106
+ * Gets a boolean defining if the target contains texture coordinates 2 data
107
+ */
108
+ get hasUV2s() {
109
+ return !!this._uv2s;
110
+ }
104
111
  /**
105
112
  * Affects position data to this target
106
113
  * @param data defines the position data to use
@@ -173,6 +180,24 @@ export class MorphTarget {
173
180
  getUVs() {
174
181
  return this._uvs;
175
182
  }
183
+ /**
184
+ * Affects texture coordinates 2 data to this target
185
+ * @param data defines the texture coordinates 2 data to use
186
+ */
187
+ setUV2s(data) {
188
+ const hadUV2s = this.hasUV2s;
189
+ this._uv2s = data;
190
+ if (hadUV2s !== this.hasUV2s) {
191
+ this._onDataLayoutChanged.notifyObservers(undefined);
192
+ }
193
+ }
194
+ /**
195
+ * Gets the texture coordinates 2 data stored in this target
196
+ * @returns a FloatArray containing the texture coordinates 2 data (or null if not present)
197
+ */
198
+ getUV2s() {
199
+ return this._uv2s;
200
+ }
176
201
  /**
177
202
  * Clone the current target
178
203
  * @returns a new MorphTarget
@@ -183,6 +208,7 @@ export class MorphTarget {
183
208
  newOne._normals = this._normals;
184
209
  newOne._tangents = this._tangents;
185
210
  newOne._uvs = this._uvs;
211
+ newOne._uv2s = this._uv2s;
186
212
  return newOne;
187
213
  }
188
214
  /**
@@ -206,6 +232,9 @@ export class MorphTarget {
206
232
  if (this.hasUVs) {
207
233
  serializationObject.uvs = Array.prototype.slice.call(this.getUVs());
208
234
  }
235
+ if (this.hasUV2s) {
236
+ serializationObject.uv2s = Array.prototype.slice.call(this.getUV2s());
237
+ }
209
238
  // Animations
210
239
  SerializationHelper.AppendSerializedAnimations(this, serializationObject);
211
240
  return serializationObject;
@@ -239,6 +268,9 @@ export class MorphTarget {
239
268
  if (serializationObject.uvs) {
240
269
  result.setUVs(serializationObject.uvs);
241
270
  }
271
+ if (serializationObject.uv2s) {
272
+ result.setUV2s(serializationObject.uv2s);
273
+ }
242
274
  // Animations
243
275
  if (serializationObject.animations) {
244
276
  for (let animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
@@ -276,6 +308,9 @@ export class MorphTarget {
276
308
  if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
277
309
  result.setUVs(mesh.getVerticesData(VertexBuffer.UVKind));
278
310
  }
311
+ if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
312
+ result.setUV2s(mesh.getVerticesData(VertexBuffer.UV2Kind));
313
+ }
279
314
  return result;
280
315
  }
281
316
  }
@@ -1 +1 @@
1
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type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable, FloatArray } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\n\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\n/**\r\n * Defines a target to use with MorphTargetManager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTarget implements IAnimatable {\r\n /**\r\n * Gets or sets the list of animations\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _scene: Nullable<Scene>;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _tangents: Nullable<FloatArray> = null;\r\n private _uvs: Nullable<FloatArray> = null;\r\n private _influence: number;\r\n private _uniqueId = 0;\r\n\r\n /**\r\n * Observable raised when the influence changes\r\n */\r\n public onInfluenceChanged = new Observable<boolean>();\r\n\r\n /** @internal */\r\n public _onDataLayoutChanged = new Observable<void>();\r\n\r\n /**\r\n * Gets or sets the influence of this target (ie. its weight in the overall morphing)\r\n */\r\n public get influence(): number {\r\n return this._influence;\r\n }\r\n\r\n public set influence(influence: number) {\r\n if (this._influence === influence) {\r\n return;\r\n }\r\n\r\n const previous = this._influence;\r\n this._influence = influence;\r\n\r\n if (this.onInfluenceChanged.hasObservers()) {\r\n this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the id of the morph Target\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride && this._scene) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTarget\r\n * @param name defines the name of the target\r\n * @param influence defines the influence to use\r\n * @param scene defines the scene the morphtarget belongs to\r\n */\r\n public constructor(\r\n /** defines the name of the target */\r\n public name: string,\r\n influence = 0,\r\n scene: Nullable<Scene> = null\r\n ) {\r\n this.id = name;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.influence = influence;\r\n\r\n if (this._scene) {\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains position data\r\n */\r\n public get hasPositions(): boolean {\r\n return !!this._positions;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains normal data\r\n */\r\n public get hasNormals(): boolean {\r\n return !!this._normals;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains tangent data\r\n */\r\n public get hasTangents(): boolean {\r\n return !!this._tangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates data\r\n */\r\n public get hasUVs(): boolean {\r\n return !!this._uvs;\r\n }\r\n\r\n /**\r\n * Affects position data to this target\r\n * @param data defines the position data to use\r\n */\r\n public setPositions(data: Nullable<FloatArray>) {\r\n const hadPositions = this.hasPositions;\r\n\r\n this._positions = data;\r\n\r\n if (hadPositions !== this.hasPositions) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the position data stored in this target\r\n * @returns a FloatArray containing the position data (or null if not present)\r\n */\r\n public getPositions(): Nullable<FloatArray> {\r\n return this._positions;\r\n }\r\n\r\n /**\r\n * Affects normal data to this target\r\n * @param data defines the normal data to use\r\n */\r\n public setNormals(data: Nullable<FloatArray>) {\r\n const hadNormals = this.hasNormals;\r\n\r\n this._normals = data;\r\n\r\n if (hadNormals !== this.hasNormals) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the normal data stored in this target\r\n * @returns a FloatArray containing the normal data (or null if not present)\r\n */\r\n public getNormals(): Nullable<FloatArray> {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Affects tangent data to this target\r\n * @param data defines the tangent data to use\r\n */\r\n public setTangents(data: Nullable<FloatArray>) {\r\n const hadTangents = this.hasTangents;\r\n\r\n this._tangents = data;\r\n\r\n if (hadTangents !== this.hasTangents) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the tangent data stored in this target\r\n * @returns a FloatArray containing the tangent data (or null if not present)\r\n */\r\n public getTangents(): Nullable<FloatArray> {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates data to this target\r\n * @param data defines the texture coordinates data to use\r\n */\r\n public setUVs(data: Nullable<FloatArray>) {\r\n const hadUVs = this.hasUVs;\r\n\r\n this._uvs = data;\r\n\r\n if (hadUVs !== this.hasUVs) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates data stored in this target\r\n * @returns a FloatArray containing the texture coordinates data (or null if not present)\r\n */\r\n public getUVs(): Nullable<FloatArray> {\r\n return this._uvs;\r\n }\r\n\r\n /**\r\n * Clone the current target\r\n * @returns a new MorphTarget\r\n */\r\n public clone(): MorphTarget {\r\n const newOne = SerializationHelper.Clone(() => new MorphTarget(this.name, this.influence, this._scene), this);\r\n\r\n newOne._positions = this._positions;\r\n newOne._normals = this._normals;\r\n newOne._tangents = this._tangents;\r\n newOne._uvs = this._uvs;\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Serializes the current target into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.influence = this.influence;\r\n\r\n serializationObject.positions = Array.prototype.slice.call(this.getPositions());\r\n if (this.id != null) {\r\n serializationObject.id = this.id;\r\n }\r\n if (this.hasNormals) {\r\n serializationObject.normals = Array.prototype.slice.call(this.getNormals());\r\n }\r\n if (this.hasTangents) {\r\n serializationObject.tangents = Array.prototype.slice.call(this.getTangents());\r\n }\r\n if (this.hasUVs) {\r\n serializationObject.uvs = Array.prototype.slice.call(this.getUVs());\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Returns the string \"MorphTarget\"\r\n * @returns \"MorphTarget\"\r\n */\r\n public getClassName(): string {\r\n return \"MorphTarget\";\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new target from serialized data\r\n * @param serializationObject defines the serialized data to use\r\n * @param scene defines the hosting scene\r\n * @returns a new MorphTarget\r\n */\r\n public static Parse(serializationObject: any, scene?: Scene): MorphTarget {\r\n const result = new MorphTarget(serializationObject.name, serializationObject.influence);\r\n\r\n result.setPositions(serializationObject.positions);\r\n\r\n if (serializationObject.id != null) {\r\n result.id = serializationObject.id;\r\n }\r\n if (serializationObject.normals) {\r\n result.setNormals(serializationObject.normals);\r\n }\r\n if (serializationObject.tangents) {\r\n result.setTangents(serializationObject.tangents);\r\n }\r\n if (serializationObject.uvs) {\r\n result.setUVs(serializationObject.uvs);\r\n }\r\n\r\n // Animations\r\n if (serializationObject.animations) {\r\n for (let animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {\r\n const parsedAnimation = serializationObject.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n result.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n\r\n if (serializationObject.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n result,\r\n serializationObject.autoAnimateFrom,\r\n serializationObject.autoAnimateTo,\r\n serializationObject.autoAnimateLoop,\r\n serializationObject.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a MorphTarget from mesh data\r\n * @param mesh defines the source mesh\r\n * @param name defines the name to use for the new target\r\n * @param influence defines the influence to attach to the target\r\n * @returns a new MorphTarget\r\n */\r\n public static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget {\r\n if (!name) {\r\n name = mesh.name;\r\n }\r\n\r\n const result = new MorphTarget(name, influence, mesh.getScene());\r\n\r\n result.setPositions(<FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.setNormals(<FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.setTangents(<FloatArray>mesh.getVerticesData(VertexBuffer.TangentKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.setUVs(<FloatArray>mesh.getVerticesData(VertexBuffer.UVKind));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
+ 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type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable, FloatArray } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\n\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\n/**\r\n * Defines a target to use with MorphTargetManager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTarget implements IAnimatable {\r\n /**\r\n * Gets or sets the list of animations\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _scene: Nullable<Scene>;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _tangents: Nullable<FloatArray> = null;\r\n private _uvs: Nullable<FloatArray> = null;\r\n private _uv2s: Nullable<FloatArray> = null;\r\n private _influence: number;\r\n private _uniqueId = 0;\r\n\r\n /**\r\n * Observable raised when the influence changes\r\n */\r\n public onInfluenceChanged = new Observable<boolean>();\r\n\r\n /** @internal */\r\n public _onDataLayoutChanged = new Observable<void>();\r\n\r\n /**\r\n * Gets or sets the influence of this target (ie. its weight in the overall morphing)\r\n */\r\n public get influence(): number {\r\n return this._influence;\r\n }\r\n\r\n public set influence(influence: number) {\r\n if (this._influence === influence) {\r\n return;\r\n }\r\n\r\n const previous = this._influence;\r\n this._influence = influence;\r\n\r\n if (this.onInfluenceChanged.hasObservers()) {\r\n this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the id of the morph Target\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride && this._scene) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTarget\r\n * @param name defines the name of the target\r\n * @param influence defines the influence to use\r\n * @param scene defines the scene the morphtarget belongs to\r\n */\r\n public constructor(\r\n /** defines the name of the target */\r\n public name: string,\r\n influence = 0,\r\n scene: Nullable<Scene> = null\r\n ) {\r\n this.id = name;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.influence = influence;\r\n\r\n if (this._scene) {\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains position data\r\n */\r\n public get hasPositions(): boolean {\r\n return !!this._positions;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains normal data\r\n */\r\n public get hasNormals(): boolean {\r\n return !!this._normals;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains tangent data\r\n */\r\n public get hasTangents(): boolean {\r\n return !!this._tangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates data\r\n */\r\n public get hasUVs(): boolean {\r\n return !!this._uvs;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates 2 data\r\n */\r\n public get hasUV2s(): boolean {\r\n return !!this._uv2s;\r\n }\r\n\r\n /**\r\n * Affects position data to this target\r\n * @param data defines the position data to use\r\n */\r\n public setPositions(data: Nullable<FloatArray>) {\r\n const hadPositions = this.hasPositions;\r\n\r\n this._positions = data;\r\n\r\n if (hadPositions !== this.hasPositions) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the position data stored in this target\r\n * @returns a FloatArray containing the position data (or null if not present)\r\n */\r\n public getPositions(): Nullable<FloatArray> {\r\n return this._positions;\r\n }\r\n\r\n /**\r\n * Affects normal data to this target\r\n * @param data defines the normal data to use\r\n */\r\n public setNormals(data: Nullable<FloatArray>) {\r\n const hadNormals = this.hasNormals;\r\n\r\n this._normals = data;\r\n\r\n if (hadNormals !== this.hasNormals) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the normal data stored in this target\r\n * @returns a FloatArray containing the normal data (or null if not present)\r\n */\r\n public getNormals(): Nullable<FloatArray> {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Affects tangent data to this target\r\n * @param data defines the tangent data to use\r\n */\r\n public setTangents(data: Nullable<FloatArray>) {\r\n const hadTangents = this.hasTangents;\r\n\r\n this._tangents = data;\r\n\r\n if (hadTangents !== this.hasTangents) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the tangent data stored in this target\r\n * @returns a FloatArray containing the tangent data (or null if not present)\r\n */\r\n public getTangents(): Nullable<FloatArray> {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates data to this target\r\n * @param data defines the texture coordinates data to use\r\n */\r\n public setUVs(data: Nullable<FloatArray>) {\r\n const hadUVs = this.hasUVs;\r\n\r\n this._uvs = data;\r\n\r\n if (hadUVs !== this.hasUVs) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates data stored in this target\r\n * @returns a FloatArray containing the texture coordinates data (or null if not present)\r\n */\r\n public getUVs(): Nullable<FloatArray> {\r\n return this._uvs;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates 2 data to this target\r\n * @param data defines the texture coordinates 2 data to use\r\n */\r\n public setUV2s(data: Nullable<FloatArray>) {\r\n const hadUV2s = this.hasUV2s;\r\n\r\n this._uv2s = data;\r\n\r\n if (hadUV2s !== this.hasUV2s) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates 2 data stored in this target\r\n * @returns a FloatArray containing the texture coordinates 2 data (or null if not present)\r\n */\r\n public getUV2s(): Nullable<FloatArray> {\r\n return this._uv2s;\r\n }\r\n\r\n /**\r\n * Clone the current target\r\n * @returns a new MorphTarget\r\n */\r\n public clone(): MorphTarget {\r\n const newOne = SerializationHelper.Clone(() => new MorphTarget(this.name, this.influence, this._scene), this);\r\n\r\n newOne._positions = this._positions;\r\n newOne._normals = this._normals;\r\n newOne._tangents = this._tangents;\r\n newOne._uvs = this._uvs;\r\n newOne._uv2s = this._uv2s;\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Serializes the current target into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.influence = this.influence;\r\n\r\n serializationObject.positions = Array.prototype.slice.call(this.getPositions());\r\n if (this.id != null) {\r\n serializationObject.id = this.id;\r\n }\r\n if (this.hasNormals) {\r\n serializationObject.normals = Array.prototype.slice.call(this.getNormals());\r\n }\r\n if (this.hasTangents) {\r\n serializationObject.tangents = Array.prototype.slice.call(this.getTangents());\r\n }\r\n if (this.hasUVs) {\r\n serializationObject.uvs = Array.prototype.slice.call(this.getUVs());\r\n }\r\n if (this.hasUV2s) {\r\n serializationObject.uv2s = Array.prototype.slice.call(this.getUV2s());\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Returns the string \"MorphTarget\"\r\n * @returns \"MorphTarget\"\r\n */\r\n public getClassName(): string {\r\n return \"MorphTarget\";\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new target from serialized data\r\n * @param serializationObject defines the serialized data to use\r\n * @param scene defines the hosting scene\r\n * @returns a new MorphTarget\r\n */\r\n public static Parse(serializationObject: any, scene?: Scene): MorphTarget {\r\n const result = new MorphTarget(serializationObject.name, serializationObject.influence);\r\n\r\n result.setPositions(serializationObject.positions);\r\n\r\n if (serializationObject.id != null) {\r\n result.id = serializationObject.id;\r\n }\r\n if (serializationObject.normals) {\r\n result.setNormals(serializationObject.normals);\r\n }\r\n if (serializationObject.tangents) {\r\n result.setTangents(serializationObject.tangents);\r\n }\r\n if (serializationObject.uvs) {\r\n result.setUVs(serializationObject.uvs);\r\n }\r\n if (serializationObject.uv2s) {\r\n result.setUV2s(serializationObject.uv2s);\r\n }\r\n\r\n // Animations\r\n if (serializationObject.animations) {\r\n for (let animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {\r\n const parsedAnimation = serializationObject.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n result.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n\r\n if (serializationObject.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n result,\r\n serializationObject.autoAnimateFrom,\r\n serializationObject.autoAnimateTo,\r\n serializationObject.autoAnimateLoop,\r\n serializationObject.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a MorphTarget from mesh data\r\n * @param mesh defines the source mesh\r\n * @param name defines the name to use for the new target\r\n * @param influence defines the influence to attach to the target\r\n * @returns a new MorphTarget\r\n */\r\n public static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget {\r\n if (!name) {\r\n name = mesh.name;\r\n }\r\n\r\n const result = new MorphTarget(name, influence, mesh.getScene());\r\n\r\n result.setPositions(<FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.setNormals(<FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.setTangents(<FloatArray>mesh.getVerticesData(VertexBuffer.TangentKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.setUVs(<FloatArray>mesh.getVerticesData(VertexBuffer.UVKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n result.setUV2s(<FloatArray>mesh.getVerticesData(VertexBuffer.UV2Kind));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -22,6 +22,7 @@ export declare class MorphTargetManager implements IDisposable {
22
22
  private _supportsNormals;
23
23
  private _supportsTangents;
24
24
  private _supportsUVs;
25
+ private _supportsUV2s;
25
26
  private _vertexCount;
26
27
  private _uniqueId;
27
28
  private _tempInfluences;
@@ -55,6 +56,10 @@ export declare class MorphTargetManager implements IDisposable {
55
56
  * Gets or sets a boolean indicating if UV must be morphed
56
57
  */
57
58
  enableUVMorphing: boolean;
59
+ /**
60
+ * Gets or sets a boolean indicating if UV2 must be morphed
61
+ */
62
+ enableUV2Morphing: boolean;
58
63
  /**
59
64
  * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers
60
65
  */
@@ -96,6 +101,10 @@ export declare class MorphTargetManager implements IDisposable {
96
101
  * Gets a boolean indicating if this manager supports morphing of texture coordinates
97
102
  */
98
103
  get supportsUVs(): boolean;
104
+ /**
105
+ * Gets a boolean indicating if this manager supports morphing of texture coordinates 2
106
+ */
107
+ get supportsUV2s(): boolean;
99
108
  /**
100
109
  * Gets the number of targets stored in this manager
101
110
  */
@@ -39,6 +39,7 @@ export class MorphTargetManager {
39
39
  this._supportsNormals = false;
40
40
  this._supportsTangents = false;
41
41
  this._supportsUVs = false;
42
+ this._supportsUV2s = false;
42
43
  this._vertexCount = 0;
43
44
  this._uniqueId = 0;
44
45
  this._tempInfluences = new Array();
@@ -68,6 +69,10 @@ export class MorphTargetManager {
68
69
  * Gets or sets a boolean indicating if UV must be morphed
69
70
  */
70
71
  this.enableUVMorphing = true;
72
+ /**
73
+ * Gets or sets a boolean indicating if UV2 must be morphed
74
+ */
75
+ this.enableUV2Morphing = true;
71
76
  this._numMaxInfluencers = 0;
72
77
  this._useTextureToStoreTargets = true;
73
78
  if (!scene) {
@@ -130,6 +135,12 @@ export class MorphTargetManager {
130
135
  get supportsUVs() {
131
136
  return this._supportsUVs && this.enableUVMorphing;
132
137
  }
138
+ /**
139
+ * Gets a boolean indicating if this manager supports morphing of texture coordinates 2
140
+ */
141
+ get supportsUV2s() {
142
+ return this._supportsUV2s && this.enableUV2Morphing;
143
+ }
133
144
  /**
134
145
  * Gets the number of targets stored in this manager
135
146
  */
@@ -247,6 +258,7 @@ export class MorphTargetManager {
247
258
  copy.enableNormalMorphing = this.enableNormalMorphing;
248
259
  copy.enableTangentMorphing = this.enableTangentMorphing;
249
260
  copy.enableUVMorphing = this.enableUVMorphing;
261
+ copy.enableUV2Morphing = this.enableUV2Morphing;
250
262
  return copy;
251
263
  }
252
264
  /**
@@ -271,6 +283,7 @@ export class MorphTargetManager {
271
283
  this._supportsNormals = true;
272
284
  this._supportsTangents = true;
273
285
  this._supportsUVs = true;
286
+ this._supportsUV2s = true;
274
287
  this._vertexCount = 0;
275
288
  if (this._scene && this._targets.length > this._scene.getEngine().getCaps().texture2DArrayMaxLayerCount) {
276
289
  this.useTextureToStoreTargets = false;
@@ -293,6 +306,7 @@ export class MorphTargetManager {
293
306
  this._supportsNormals = this._supportsNormals && target.hasNormals;
294
307
  this._supportsTangents = this._supportsTangents && target.hasTangents;
295
308
  this._supportsUVs = this._supportsUVs && target.hasUVs;
309
+ this._supportsUV2s = this._supportsUV2s && target.hasUV2s;
296
310
  const positions = target.getPositions();
297
311
  if (positions) {
298
312
  const vertexCount = positions.length / 3;
@@ -336,6 +350,9 @@ export class MorphTargetManager {
336
350
  if (this._supportsUVs) {
337
351
  this._textureVertexStride++;
338
352
  }
353
+ if (this.supportsUV2s) {
354
+ this._textureVertexStride++;
355
+ }
339
356
  this._textureWidth = this._vertexCount * this._textureVertexStride || 1;
340
357
  this._textureHeight = 1;
341
358
  const maxTextureSize = this._scene.getEngine().getCaps().maxTextureSize;
@@ -363,6 +380,7 @@ export class MorphTargetManager {
363
380
  const normals = target.getNormals();
364
381
  const uvs = target.getUVs();
365
382
  const tangents = target.getTangents();
383
+ const uv2s = target.getUV2s();
366
384
  if (!positions) {
367
385
  if (index === 0) {
368
386
  Logger.Error("Invalid morph target. Target must have positions.");
@@ -392,6 +410,11 @@ export class MorphTargetManager {
392
410
  data[offset + 2] = tangents[vertex * 3 + 2];
393
411
  offset += 4;
394
412
  }
413
+ if (this._supportsUV2s && uv2s) {
414
+ data[offset] = uv2s[vertex * 2];
415
+ data[offset + 1] = uv2s[vertex * 2 + 1];
416
+ offset += 4;
417
+ }
395
418
  }
396
419
  }
397
420
  this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(data, this._textureWidth, this._textureHeight, targetCount, this._scene, false, false, 1, 1);
@@ -1 +1 @@
1
- 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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _vertexCount = 0;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n\r\n /** @internal */\r\n public _textureVertexStride = 0;\r\n\r\n /** @internal */\r\n public _textureWidth = 0;\r\n\r\n /** @internal */\r\n public _textureHeight = 1;\r\n\r\n /** @internal */\r\n public _morphTargetTextureIndices: Float32Array;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.addMorphTargetManager(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n private _numMaxInfluencers = 0;\r\n\r\n /**\r\n * Gets or sets the maximum number of influencers (targets) (default value: 0).\r\n * Setting a value for this property can lead to a smoother experience, as only one shader will be compiled, which will use this value as the maximum number of influencers.\r\n * If you leave the value at 0 (default), a new shader will be compiled every time the number of active influencers changes. This can cause problems, as compiling a shader takes time.\r\n * If you assign a non-zero value to this property, you need to ensure that this value is greater than the maximum number of (active) influencers you'll need for this morph manager.\r\n * Otherwise, the number of active influencers will be truncated at the value you set for this property, which can lead to unexpected results.\r\n * Note that this property has no effect if \"useTextureToStoreTargets\" is false.\r\n */\r\n public get numMaxInfluencers(): number {\r\n return this._numMaxInfluencers;\r\n }\r\n\r\n public set numMaxInfluencers(value: number) {\r\n if (this._numMaxInfluencers === value) {\r\n return;\r\n }\r\n\r\n this._numMaxInfluencers = value;\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n this._useTextureToStoreTargets = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return (\r\n MorphTargetManager.EnableTextureStorage &&\r\n this.useTextureToStoreTargets &&\r\n this._canUseTextureForTargets &&\r\n !this._scene?.getEngine().getCaps().disableMorphTargetTexture\r\n );\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Gets the first target with the specified name\r\n * @param name defines the name to check\r\n * @returns the requested target\r\n */\r\n public getTargetByName(name: string): Nullable<MorphTarget> {\r\n for (const target of this._targets) {\r\n if (target.name === name) {\r\n return target;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._syncActiveTargets(true);\r\n })\r\n );\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n if (this._scene) {\r\n this._scene.stopAnimation(target);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n effect.setInt(\"morphTargetCount\", this.numInfluencers);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate: boolean): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._vertexCount = 0;\r\n\r\n if (this._scene && this._targets.length > this._scene.getEngine().getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n\r\n const positions = target.getPositions();\r\n if (positions) {\r\n const vertexCount = positions.length / 3;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\"Incompatible target. Targets must all have the same vertices count.\");\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (this._morphTargetTextureIndices.length !== influenceCount) {\r\n this._morphTargetTextureIndices = this._morphTargetTextureIndices.slice(0, influenceCount);\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate) {\r\n this.synchronize();\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n if (this.isUsingTextureForTargets && (this._vertexCount || this.numMaxInfluencers > 0)) {\r\n this._textureVertexStride = 1;\r\n\r\n if (this._supportsNormals) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsTangents) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsUVs) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride || 1;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = this._scene.getEngine().getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n let mustUpdateTexture = true;\r\n if (this._targetStoreTexture) {\r\n const textureSize = this._targetStoreTexture.getSize();\r\n if (textureSize.width === this._textureWidth && textureSize.height === this._textureHeight && this._targetStoreTexture.depth === this._targets.length) {\r\n mustUpdateTexture = false;\r\n }\r\n }\r\n\r\n if (mustUpdateTexture) {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n\r\n if (!positions) {\r\n if (index === 0) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n }\r\n return;\r\n }\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n\r\n offset += 4;\r\n\r\n if (this._supportsNormals && normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUVs && uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsTangents && tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n for (const morph of this._targets) {\r\n this._scene.stopAnimation(morph);\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _supportsUV2s = false;\r\n private _vertexCount = 0;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n\r\n /** @internal */\r\n public _textureVertexStride = 0;\r\n\r\n /** @internal */\r\n public _textureWidth = 0;\r\n\r\n /** @internal */\r\n public _textureHeight = 1;\r\n\r\n /** @internal */\r\n public _morphTargetTextureIndices: Float32Array;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV2 must be morphed\r\n */\r\n public enableUV2Morphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.addMorphTargetManager(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n private _numMaxInfluencers = 0;\r\n\r\n /**\r\n * Gets or sets the maximum number of influencers (targets) (default value: 0).\r\n * Setting a value for this property can lead to a smoother experience, as only one shader will be compiled, which will use this value as the maximum number of influencers.\r\n * If you leave the value at 0 (default), a new shader will be compiled every time the number of active influencers changes. This can cause problems, as compiling a shader takes time.\r\n * If you assign a non-zero value to this property, you need to ensure that this value is greater than the maximum number of (active) influencers you'll need for this morph manager.\r\n * Otherwise, the number of active influencers will be truncated at the value you set for this property, which can lead to unexpected results.\r\n * Note that this property has no effect if \"useTextureToStoreTargets\" is false.\r\n */\r\n public get numMaxInfluencers(): number {\r\n return this._numMaxInfluencers;\r\n }\r\n\r\n public set numMaxInfluencers(value: number) {\r\n if (this._numMaxInfluencers === value) {\r\n return;\r\n }\r\n\r\n this._numMaxInfluencers = value;\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates 2\r\n */\r\n public get supportsUV2s(): boolean {\r\n return this._supportsUV2s && this.enableUV2Morphing;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n this._useTextureToStoreTargets = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return (\r\n MorphTargetManager.EnableTextureStorage &&\r\n this.useTextureToStoreTargets &&\r\n this._canUseTextureForTargets &&\r\n !this._scene?.getEngine().getCaps().disableMorphTargetTexture\r\n );\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Gets the first target with the specified name\r\n * @param name defines the name to check\r\n * @returns the requested target\r\n */\r\n public getTargetByName(name: string): Nullable<MorphTarget> {\r\n for (const target of this._targets) {\r\n if (target.name === name) {\r\n return target;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._syncActiveTargets(true);\r\n })\r\n );\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n if (this._scene) {\r\n this._scene.stopAnimation(target);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n effect.setInt(\"morphTargetCount\", this.numInfluencers);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n copy.enableUV2Morphing = this.enableUV2Morphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate: boolean): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._supportsUV2s = true;\r\n this._vertexCount = 0;\r\n\r\n if (this._scene && this._targets.length > this._scene.getEngine().getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n this._supportsUV2s = this._supportsUV2s && target.hasUV2s;\r\n\r\n const positions = target.getPositions();\r\n if (positions) {\r\n const vertexCount = positions.length / 3;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\"Incompatible target. Targets must all have the same vertices count.\");\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (this._morphTargetTextureIndices.length !== influenceCount) {\r\n this._morphTargetTextureIndices = this._morphTargetTextureIndices.slice(0, influenceCount);\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate) {\r\n this.synchronize();\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n if (this.isUsingTextureForTargets && (this._vertexCount || this.numMaxInfluencers > 0)) {\r\n this._textureVertexStride = 1;\r\n\r\n if (this._supportsNormals) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsTangents) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsUVs) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this.supportsUV2s) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride || 1;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = this._scene.getEngine().getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n let mustUpdateTexture = true;\r\n if (this._targetStoreTexture) {\r\n const textureSize = this._targetStoreTexture.getSize();\r\n if (textureSize.width === this._textureWidth && textureSize.height === this._textureHeight && this._targetStoreTexture.depth === this._targets.length) {\r\n mustUpdateTexture = false;\r\n }\r\n }\r\n\r\n if (mustUpdateTexture) {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n const uv2s = target.getUV2s();\r\n\r\n if (!positions) {\r\n if (index === 0) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n }\r\n return;\r\n }\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n\r\n offset += 4;\r\n\r\n if (this._supportsNormals && normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUVs && uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsTangents && tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUV2s && uv2s) {\r\n data[offset] = uv2s[vertex * 2];\r\n data[offset + 1] = uv2s[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n for (const morph of this._targets) {\r\n this._scene.stopAnimation(morph);\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -294,7 +294,11 @@ export class _IblShadowsVoxelTracingPass {
294
294
  this._outputTexture.setMatrix("invViewMtx", this._cameraInvView);
295
295
  this._outputTexture.setMatrix("wsNormalizationMtx", this._invWorldScaleMatrix);
296
296
  this._frameId++;
297
- let rotation = this._scene.useRightHandedSystem ? -(this._envRotation + 0.5 * Math.PI) : this._envRotation - 0.5 * Math.PI;
297
+ let rotation = 0.0;
298
+ if (this._scene.environmentTexture) {
299
+ rotation = this._scene.environmentTexture.rotationY ?? 0;
300
+ }
301
+ rotation = this._scene.useRightHandedSystem ? -(rotation + 0.5 * Math.PI) : rotation - 0.5 * Math.PI;
298
302
  rotation = rotation % (2.0 * Math.PI);
299
303
  this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);
300
304
  this._outputTexture.setVector4("shadowParameters", this._shadowParameters);
@@ -311,8 +315,7 @@ export class _IblShadowsVoxelTracingPass {
311
315
  this._outputTexture.setTexture("blueNoiseSampler", this._renderPipeline._getNoiseTexture());
312
316
  const cdfGenerator = this._scene.iblCdfGenerator;
313
317
  if (cdfGenerator) {
314
- this._outputTexture.setTexture("icdfySampler", cdfGenerator.getIcdfyTexture());
315
- this._outputTexture.setTexture("icdfxSampler", cdfGenerator.getIcdfxTexture());
318
+ this._outputTexture.setTexture("icdfSampler", cdfGenerator.getIcdfTexture());
316
319
  }
317
320
  if (this._debugVoxelMarchEnabled) {
318
321
  this._outputTexture.defines += "#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\n";
@@ -345,8 +348,7 @@ export class _IblShadowsVoxelTracingPass {
345
348
  return (this._outputTexture.isReady() &&
346
349
  !(this._debugPassPP && !this._debugPassPP.isReady()) &&
347
350
  this._scene.iblCdfGenerator &&
348
- this._scene.iblCdfGenerator.getIcdfyTexture().isReady() &&
349
- this._scene.iblCdfGenerator.getIcdfxTexture().isReady() &&
351
+ this._scene.iblCdfGenerator.getIcdfTexture().isReady() &&
350
352
  this._renderPipeline._getVoxelGridTexture().isReady());
351
353
  }
352
354
  /**