@babylonjs/core 7.40.3 → 7.40.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (144) 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/nodeMaterial.d.ts +4 -0
  30. package/Materials/Node/nodeMaterial.js +15 -1
  31. package/Materials/Node/nodeMaterial.js.map +1 -1
  32. package/Materials/PBR/pbrBaseMaterial.js +2 -4
  33. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  34. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +3 -2
  35. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  36. package/Materials/Textures/colorGradingTexture.js +5 -2
  37. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  38. package/Materials/effect.functions.d.ts +0 -1
  39. package/Materials/effect.functions.js +0 -19
  40. package/Materials/effect.functions.js.map +1 -1
  41. package/Materials/effect.js +3 -2
  42. package/Materials/effect.js.map +1 -1
  43. package/Materials/effect.webgl.functions.js +2 -1
  44. package/Materials/effect.webgl.functions.js.map +1 -1
  45. package/Materials/material.d.ts +4 -0
  46. package/Materials/material.js +8 -0
  47. package/Materials/material.js.map +1 -1
  48. package/Meshes/abstractMesh.d.ts +5 -0
  49. package/Meshes/abstractMesh.js +15 -0
  50. package/Meshes/abstractMesh.js.map +1 -1
  51. package/Meshes/index.d.ts +1 -0
  52. package/Meshes/index.js +1 -0
  53. package/Meshes/index.js.map +1 -1
  54. package/Meshes/mesh.vertexData.functions.d.ts +6 -0
  55. package/Meshes/mesh.vertexData.functions.js +65 -0
  56. package/Meshes/mesh.vertexData.functions.js.map +1 -0
  57. package/Misc/bitArray.d.ts +26 -0
  58. package/Misc/bitArray.js +53 -0
  59. package/Misc/bitArray.js.map +1 -0
  60. package/Misc/index.d.ts +1 -0
  61. package/Misc/index.js +1 -0
  62. package/Misc/index.js.map +1 -1
  63. package/Misc/screenshotTools.js +7 -9
  64. package/Misc/screenshotTools.js.map +1 -1
  65. package/Misc/timingTools.d.ts +4 -0
  66. package/Misc/timingTools.js +38 -0
  67. package/Misc/timingTools.js.map +1 -1
  68. package/Misc/webRequest.d.ts +1 -1
  69. package/Misc/webRequest.js +1 -1
  70. package/Misc/webRequest.js.map +1 -1
  71. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +7 -5
  72. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  73. package/Rendering/iblCdfGenerator.d.ts +14 -19
  74. package/Rendering/iblCdfGenerator.js +64 -57
  75. package/Rendering/iblCdfGenerator.js.map +1 -1
  76. package/Rendering/index.d.ts +6 -6
  77. package/Rendering/index.js +6 -6
  78. package/Rendering/index.js.map +1 -1
  79. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +6 -6
  80. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  81. package/Shaders/ShadersInclude/helperFunctions.js +1 -0
  82. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  83. package/Shaders/ShadersInclude/pbrBlockReflection.js +2 -3
  84. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  85. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +2 -3
  86. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  87. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -1
  88. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  89. package/Shaders/{iblIcdfx.fragment.d.ts → iblCdfDebug.fragment.d.ts} +1 -1
  90. package/Shaders/{importanceSamplingDebug.fragment.js → iblCdfDebug.fragment.js} +12 -11
  91. package/Shaders/iblCdfDebug.fragment.js.map +1 -0
  92. package/Shaders/iblCdfy.fragment.d.ts +1 -0
  93. package/Shaders/iblCdfy.fragment.js +4 -4
  94. package/Shaders/iblCdfy.fragment.js.map +1 -1
  95. package/Shaders/iblIcdf.fragment.d.ts +6 -0
  96. package/Shaders/iblIcdf.fragment.js +43 -0
  97. package/Shaders/iblIcdf.fragment.js.map +1 -0
  98. package/Shaders/iblScaledLuminance.fragment.d.ts +6 -0
  99. package/Shaders/iblScaledLuminance.fragment.js +25 -0
  100. package/Shaders/iblScaledLuminance.fragment.js.map +1 -0
  101. package/Shaders/iblShadowVoxelTracing.fragment.js +2 -2
  102. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  103. package/Shaders/pbr.fragment.js +2 -4
  104. package/Shaders/pbr.fragment.js.map +1 -1
  105. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +8 -6
  106. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  107. package/ShadersWGSL/ShadersInclude/helperFunctions.js +1 -0
  108. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +4 -8
  110. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  111. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +4 -8
  112. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -1
  114. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  115. package/ShadersWGSL/{iblIcdfy.fragment.d.ts → iblCdfDebug.fragment.d.ts} +1 -1
  116. package/ShadersWGSL/{importanceSamplingDebug.fragment.js → iblCdfDebug.fragment.js} +11 -10
  117. package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -0
  118. package/ShadersWGSL/iblCdfy.fragment.js +8 -7
  119. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
  120. package/ShadersWGSL/iblIcdf.fragment.d.ts +6 -0
  121. package/ShadersWGSL/iblIcdf.fragment.js +43 -0
  122. package/ShadersWGSL/iblIcdf.fragment.js.map +1 -0
  123. package/ShadersWGSL/iblScaledLuminance.fragment.d.ts +6 -0
  124. package/ShadersWGSL/iblScaledLuminance.fragment.js +24 -0
  125. package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -0
  126. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -3
  127. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  128. package/ShadersWGSL/pbr.fragment.js +4 -8
  129. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  130. package/package.json +1 -1
  131. package/Shaders/iblIcdfx.fragment.js +0 -19
  132. package/Shaders/iblIcdfx.fragment.js.map +0 -1
  133. package/Shaders/iblIcdfy.fragment.d.ts +0 -5
  134. package/Shaders/iblIcdfy.fragment.js +0 -19
  135. package/Shaders/iblIcdfy.fragment.js.map +0 -1
  136. package/Shaders/importanceSamplingDebug.fragment.d.ts +0 -5
  137. package/Shaders/importanceSamplingDebug.fragment.js.map +0 -1
  138. package/ShadersWGSL/iblIcdfx.fragment.d.ts +0 -5
  139. package/ShadersWGSL/iblIcdfx.fragment.js +0 -18
  140. package/ShadersWGSL/iblIcdfx.fragment.js.map +0 -1
  141. package/ShadersWGSL/iblIcdfy.fragment.js +0 -17
  142. package/ShadersWGSL/iblIcdfy.fragment.js.map +0 -1
  143. package/ShadersWGSL/importanceSamplingDebug.fragment.d.ts +0 -5
  144. package/ShadersWGSL/importanceSamplingDebug.fragment.js.map +0 -1
package/Meshes/index.d.ts CHANGED
@@ -31,6 +31,7 @@ export * from "./GreasedLine/greasedLineMesh";
31
31
  export * from "./GreasedLine/greasedLineRibbonMesh";
32
32
  export * from "./GreasedLine/greasedLineBaseMesh";
33
33
  export * from "./csg2";
34
+ export * from "./mesh.vertexData.functions";
34
35
  import "./thinInstanceMesh";
35
36
  export * from "./thinInstanceMesh";
36
37
  export * from "./Node/index";
package/Meshes/index.js CHANGED
@@ -33,6 +33,7 @@ export * from "./GreasedLine/greasedLineMesh.js";
33
33
  export * from "./GreasedLine/greasedLineRibbonMesh.js";
34
34
  export * from "./GreasedLine/greasedLineBaseMesh.js";
35
35
  export * from "./csg2.js";
36
+ export * from "./mesh.vertexData.functions.js";
36
37
  import "./thinInstanceMesh.js";
37
38
  // eslint-disable-next-line no-duplicate-imports
38
39
  export * from "./thinInstanceMesh.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/index.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,+CAA+C;AAC/C,cAAc,gBAAgB,CAAC;AAC/B,OAAO,yBAAyB,CAAC;AACjC,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,OAAO,CAAC;AACtB,cAAc,uBAAuB,CAAC;AACtC,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,aAAa,CAAC;AAC5B,cAAc,QAAQ,CAAC;AACvB,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oCAAoC,CAAC;AACnD,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,mBAAmB,CAAC;AAClC,cAAc,WAAW,CAAC;AAC1B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,qCAAqC,CAAC;AACpD,cAAc,mCAAmC,CAAC;AAClD,cAAc,QAAQ,CAAC;AACvB,OAAO,oBAAoB,CAAC;AAC5B,gDAAgD;AAChD,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,2CAA2C,CAAC;AAE1D,WAAW;AACX,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,sBAAsB;AACtB,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,kDAAkD,CAAC;AACjE,cAAc,gDAAgD,CAAC;AAC/D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,6CAA6C,CAAC;AAC5D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC;AAClE,cAAc,sDAAsD,CAAC;AACrE,cAAc,oDAAoD,CAAC","sourcesContent":["/* eslint-disable import/export */\r\n/* eslint-disable import/no-internal-modules */\r\nexport * from \"./abstractMesh\";\r\nimport \"./abstractMesh.decalMap\";\r\nexport * from \"./abstractMesh.hotSpot\";\r\nexport * from \"./Compression/index\";\r\nexport * from \"./csg\";\r\nexport * from \"./meshUVSpaceRenderer\";\r\nexport * from \"./geometry\";\r\nexport * from \"./groundMesh\";\r\nexport * from \"./goldbergMesh\";\r\nexport * from \"./trailMesh\";\r\nexport * from \"./instancedMesh\";\r\nexport * from \"./linesMesh\";\r\nexport * from \"./mesh\";\r\nexport * from \"./mesh.vertexData\";\r\nexport * from \"./meshBuilder\";\r\nexport * from \"./meshSimplification\";\r\nexport * from \"./meshSimplificationSceneComponent\";\r\nexport * from \"./meshUtils\";\r\nexport * from \"./polygonMesh\";\r\nexport * from \"./geodesicMesh\";\r\nexport * from \"./subMesh\";\r\nexport * from \"./subMesh.project\";\r\nexport * from \"./lattice\";\r\nexport * from \"./lattice.material\";\r\nexport * from \"./meshLODLevel\";\r\nexport * from \"./transformNode\";\r\nexport * from \"./Builders/index\";\r\nexport * from \"./WebGL/webGLDataBuffer\";\r\nexport * from \"./WebGPU/webgpuDataBuffer\";\r\nexport * from \"./GreasedLine/greasedLineMesh\";\r\nexport * from \"./GreasedLine/greasedLineRibbonMesh\";\r\nexport * from \"./GreasedLine/greasedLineBaseMesh\";\r\nexport * from \"./csg2\";\r\nimport \"./thinInstanceMesh\";\r\n// eslint-disable-next-line no-duplicate-imports\r\nexport * from \"./thinInstanceMesh\";\r\nexport * from \"./Node/index\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n// LineMesh\r\nexport * from \"../Shaders/color.fragment\";\r\nexport * from \"../Shaders/color.vertex\";\r\nexport * from \"../ShadersWGSL/color.fragment\";\r\nexport * from \"../ShadersWGSL/color.vertex\";\r\n\r\n// MeshUVSPaceRenderer\r\nexport * from \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/index.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,+CAA+C;AAC/C,cAAc,gBAAgB,CAAC;AAC/B,OAAO,yBAAyB,CAAC;AACjC,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,OAAO,CAAC;AACtB,cAAc,uBAAuB,CAAC;AACtC,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,aAAa,CAAC;AAC5B,cAAc,QAAQ,CAAC;AACvB,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oCAAoC,CAAC;AACnD,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,mBAAmB,CAAC;AAClC,cAAc,WAAW,CAAC;AAC1B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,qCAAqC,CAAC;AACpD,cAAc,mCAAmC,CAAC;AAClD,cAAc,QAAQ,CAAC;AACvB,cAAc,6BAA6B,CAAC;AAC5C,OAAO,oBAAoB,CAAC;AAC5B,gDAAgD;AAChD,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,2CAA2C,CAAC;AAE1D,WAAW;AACX,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,sBAAsB;AACtB,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,kDAAkD,CAAC;AACjE,cAAc,gDAAgD,CAAC;AAC/D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,6CAA6C,CAAC;AAC5D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC;AAClE,cAAc,sDAAsD,CAAC;AACrE,cAAc,oDAAoD,CAAC","sourcesContent":["/* eslint-disable import/export */\r\n/* eslint-disable import/no-internal-modules */\r\nexport * from \"./abstractMesh\";\r\nimport \"./abstractMesh.decalMap\";\r\nexport * from \"./abstractMesh.hotSpot\";\r\nexport * from \"./Compression/index\";\r\nexport * from \"./csg\";\r\nexport * from \"./meshUVSpaceRenderer\";\r\nexport * from \"./geometry\";\r\nexport * from \"./groundMesh\";\r\nexport * from \"./goldbergMesh\";\r\nexport * from \"./trailMesh\";\r\nexport * from \"./instancedMesh\";\r\nexport * from \"./linesMesh\";\r\nexport * from \"./mesh\";\r\nexport * from \"./mesh.vertexData\";\r\nexport * from \"./meshBuilder\";\r\nexport * from \"./meshSimplification\";\r\nexport * from \"./meshSimplificationSceneComponent\";\r\nexport * from \"./meshUtils\";\r\nexport * from \"./polygonMesh\";\r\nexport * from \"./geodesicMesh\";\r\nexport * from \"./subMesh\";\r\nexport * from \"./subMesh.project\";\r\nexport * from \"./lattice\";\r\nexport * from \"./lattice.material\";\r\nexport * from \"./meshLODLevel\";\r\nexport * from \"./transformNode\";\r\nexport * from \"./Builders/index\";\r\nexport * from \"./WebGL/webGLDataBuffer\";\r\nexport * from \"./WebGPU/webgpuDataBuffer\";\r\nexport * from \"./GreasedLine/greasedLineMesh\";\r\nexport * from \"./GreasedLine/greasedLineRibbonMesh\";\r\nexport * from \"./GreasedLine/greasedLineBaseMesh\";\r\nexport * from \"./csg2\";\r\nexport * from \"./mesh.vertexData.functions\";\r\nimport \"./thinInstanceMesh\";\r\n// eslint-disable-next-line no-duplicate-imports\r\nexport * from \"./thinInstanceMesh\";\r\nexport * from \"./Node/index\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n// LineMesh\r\nexport * from \"../Shaders/color.fragment\";\r\nexport * from \"../Shaders/color.vertex\";\r\nexport * from \"../ShadersWGSL/color.fragment\";\r\nexport * from \"../ShadersWGSL/color.vertex\";\r\n\r\n// MeshUVSPaceRenderer\r\nexport * from \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\";\r\n"]}
@@ -0,0 +1,6 @@
1
+ import type { IndicesArray } from "../types.js";
2
+ /**
3
+ * Sort (in place) the index array so that faces with common indices are close
4
+ * @param indices the array of indices to sort
5
+ */
6
+ export declare function OptimizeIndices(indices: IndicesArray): void;
@@ -0,0 +1,65 @@
1
+ import { BitArray } from "../Misc/bitArray.js";
2
+ /**
3
+ * Sort (in place) the index array so that faces with common indices are close
4
+ * @param indices the array of indices to sort
5
+ */
6
+ export function OptimizeIndices(indices) {
7
+ const faces = [];
8
+ const faceCount = indices.length / 3;
9
+ // Step 1: Break the indices array into faces
10
+ for (let i = 0; i < faceCount; i++) {
11
+ faces.push([indices[i * 3], indices[i * 3 + 1], indices[i * 3 + 2]]);
12
+ }
13
+ // Step 2: Build a graph connecting faces sharing a vertex
14
+ const vertexToFaceMap = new Map();
15
+ faces.forEach((face, faceIndex) => {
16
+ face.forEach((vertex) => {
17
+ let face = vertexToFaceMap.get(vertex);
18
+ if (!face) {
19
+ vertexToFaceMap.set(vertex, (face = []));
20
+ }
21
+ face.push(faceIndex);
22
+ });
23
+ });
24
+ // Step 3: Traverse faces using DFS to ensure connected faces are close
25
+ const visited = new BitArray(faceCount);
26
+ const sortedFaces = [];
27
+ // Using a stack and not a recursive version to avoid call stack overflow
28
+ const deepFirstSearchStack = (startFaceIndex) => {
29
+ const stack = [startFaceIndex];
30
+ while (stack.length > 0) {
31
+ const currentFaceIndex = stack.pop();
32
+ if (visited.get(currentFaceIndex)) {
33
+ continue;
34
+ }
35
+ visited.set(currentFaceIndex, true);
36
+ sortedFaces.push(faces[currentFaceIndex]);
37
+ // Push unvisited neighbors (faces sharing a vertex) onto the stack
38
+ faces[currentFaceIndex].forEach((vertex) => {
39
+ const neighbors = vertexToFaceMap.get(vertex);
40
+ if (!neighbors) {
41
+ return;
42
+ }
43
+ neighbors.forEach((neighborFaceIndex) => {
44
+ if (!visited.get(neighborFaceIndex)) {
45
+ stack.push(neighborFaceIndex);
46
+ }
47
+ });
48
+ });
49
+ }
50
+ };
51
+ // Start DFS from the first face
52
+ for (let i = 0; i < faceCount; i++) {
53
+ if (!visited.get(i)) {
54
+ deepFirstSearchStack(i);
55
+ }
56
+ }
57
+ // Step 4: Flatten the sorted faces back into an array
58
+ let index = 0;
59
+ sortedFaces.forEach((face) => {
60
+ indices[index++] = face[0];
61
+ indices[index++] = face[1];
62
+ indices[index++] = face[2];
63
+ });
64
+ }
65
+ //# sourceMappingURL=mesh.vertexData.functions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mesh.vertexData.functions.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/mesh.vertexData.functions.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,QAAQ,EAAE,4BAA2B;AAE9C;;;GAGG;AACH,MAAM,UAAU,eAAe,CAAC,OAAqB;IACjD,MAAM,KAAK,GAAyB,EAAE,CAAC;IACvC,MAAM,SAAS,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;IAErC,6CAA6C;IAC7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;QACjC,KAAK,CAAC,IAAI,CAAC,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACzE,CAAC;IAED,0DAA0D;IAC1D,MAAM,eAAe,GAAG,IAAI,GAAG,EAAoB,CAAC;IACpD,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,SAAS,EAAE,EAAE;QAC9B,IAAI,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,EAAE;YACpB,IAAI,IAAI,GAAG,eAAe,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YACvC,IAAI,CAAC,IAAI,EAAE,CAAC;gBACR,eAAe,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC;YAC7C,CAAC;YACD,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACzB,CAAC,CAAC,CAAC;IACP,CAAC,CAAC,CAAC;IAEH,uEAAuE;IACvE,MAAM,OAAO,GAAG,IAAI,QAAQ,CAAC,SAAS,CAAC,CAAC;IACxC,MAAM,WAAW,GAAoB,EAAE,CAAC;IAExC,yEAAyE;IACzE,MAAM,oBAAoB,GAAG,CAAC,cAAsB,EAAE,EAAE;QACpD,MAAM,KAAK,GAAkB,CAAC,cAAc,CAAC,CAAC;QAE9C,OAAO,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACtB,MAAM,gBAAgB,GAAG,KAAK,CAAC,GAAG,EAAG,CAAC;YAEtC,IAAI,OAAO,CAAC,GAAG,CAAC,gBAAgB,CAAC,EAAE,CAAC;gBAChC,SAAS;YACb,CAAC;YACD,OAAO,CAAC,GAAG,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;YACpC,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC;YAE1C,mEAAmE;YACnE,KAAK,CAAC,gBAAgB,CAAC,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,EAAE;gBACvC,MAAM,SAAS,GAAG,eAAe,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;gBAE9C,IAAI,CAAC,SAAS,EAAE,CAAC;oBACb,OAAO;gBACX,CAAC;gBAED,SAAS,CAAC,OAAO,CAAC,CAAC,iBAAiB,EAAE,EAAE;oBACpC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,iBAAiB,CAAC,EAAE,CAAC;wBAClC,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;oBAClC,CAAC;gBACL,CAAC,CAAC,CAAC;YACP,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC,CAAC;IAEF,gCAAgC;IAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;QACjC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;YAClB,oBAAoB,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;IACL,CAAC;IAED,sDAAsD;IACtD,IAAI,KAAK,GAAG,CAAC,CAAC;IACd,WAAW,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;QACzB,OAAO,CAAC,KAAK,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;QAC3B,OAAO,CAAC,KAAK,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;QAC3B,OAAO,CAAC,KAAK,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;IAC/B,CAAC,CAAC,CAAC;AACP,CAAC","sourcesContent":["import type { IndicesArray } from \"core/types\";\r\nimport { BitArray } from \"core/Misc/bitArray\";\r\n\r\n/**\r\n * Sort (in place) the index array so that faces with common indices are close\r\n * @param indices the array of indices to sort\r\n */\r\nexport function OptimizeIndices(indices: IndicesArray) {\r\n const faces: Array<Array<number>> = [];\r\n const faceCount = indices.length / 3;\r\n\r\n // Step 1: Break the indices array into faces\r\n for (let i = 0; i < faceCount; i++) {\r\n faces.push([indices[i * 3], indices[i * 3 + 1], indices[i * 3 + 2]]);\r\n }\r\n\r\n // Step 2: Build a graph connecting faces sharing a vertex\r\n const vertexToFaceMap = new Map<number, number[]>();\r\n faces.forEach((face, faceIndex) => {\r\n face.forEach((vertex) => {\r\n let face = vertexToFaceMap.get(vertex);\r\n if (!face) {\r\n vertexToFaceMap.set(vertex, (face = []));\r\n }\r\n face.push(faceIndex);\r\n });\r\n });\r\n\r\n // Step 3: Traverse faces using DFS to ensure connected faces are close\r\n const visited = new BitArray(faceCount);\r\n const sortedFaces: Array<number[]> = [];\r\n\r\n // Using a stack and not a recursive version to avoid call stack overflow\r\n const deepFirstSearchStack = (startFaceIndex: number) => {\r\n const stack: Array<number> = [startFaceIndex];\r\n\r\n while (stack.length > 0) {\r\n const currentFaceIndex = stack.pop()!;\r\n\r\n if (visited.get(currentFaceIndex)) {\r\n continue;\r\n }\r\n visited.set(currentFaceIndex, true);\r\n sortedFaces.push(faces[currentFaceIndex]);\r\n\r\n // Push unvisited neighbors (faces sharing a vertex) onto the stack\r\n faces[currentFaceIndex].forEach((vertex) => {\r\n const neighbors = vertexToFaceMap.get(vertex);\r\n\r\n if (!neighbors) {\r\n return;\r\n }\r\n\r\n neighbors.forEach((neighborFaceIndex) => {\r\n if (!visited.get(neighborFaceIndex)) {\r\n stack.push(neighborFaceIndex);\r\n }\r\n });\r\n });\r\n }\r\n };\r\n\r\n // Start DFS from the first face\r\n for (let i = 0; i < faceCount; i++) {\r\n if (!visited.get(i)) {\r\n deepFirstSearchStack(i);\r\n }\r\n }\r\n\r\n // Step 4: Flatten the sorted faces back into an array\r\n let index = 0;\r\n sortedFaces.forEach((face) => {\r\n indices[index++] = face[0];\r\n indices[index++] = face[1];\r\n indices[index++] = face[2];\r\n });\r\n}\r\n"]}
@@ -0,0 +1,26 @@
1
+ /**
2
+ * An fixed size array that effectively stores boolean values where each value is a single bit of backing data.
3
+ * @remarks
4
+ * All bits are initialized to false.
5
+ */
6
+ export declare class BitArray {
7
+ readonly size: number;
8
+ private readonly _byteArray;
9
+ /**
10
+ * Creates a new bit array with a fixed size.
11
+ * @param size The number of bits to store.
12
+ */
13
+ constructor(size: number);
14
+ /**
15
+ * Gets the current value at the specified index.
16
+ * @param bitIndex The index to get the value from.
17
+ * @returns The value at the specified index.
18
+ */
19
+ get(bitIndex: number): boolean;
20
+ /**
21
+ * Sets the value at the specified index.
22
+ * @param bitIndex The index to set the value at.
23
+ * @param value The value to set.
24
+ */
25
+ set(bitIndex: number, value: boolean): void;
26
+ }
@@ -0,0 +1,53 @@
1
+ function getByteIndex(bitIndex) {
2
+ return Math.floor(bitIndex / 8);
3
+ }
4
+ function getBitMask(bitIndex) {
5
+ return 1 << bitIndex % 8;
6
+ }
7
+ /**
8
+ * An fixed size array that effectively stores boolean values where each value is a single bit of backing data.
9
+ * @remarks
10
+ * All bits are initialized to false.
11
+ */
12
+ export class BitArray {
13
+ /**
14
+ * Creates a new bit array with a fixed size.
15
+ * @param size The number of bits to store.
16
+ */
17
+ constructor(size) {
18
+ this.size = size;
19
+ this._byteArray = new Uint8Array(Math.ceil(this.size / 8));
20
+ }
21
+ /**
22
+ * Gets the current value at the specified index.
23
+ * @param bitIndex The index to get the value from.
24
+ * @returns The value at the specified index.
25
+ */
26
+ get(bitIndex) {
27
+ if (bitIndex >= this.size) {
28
+ throw new RangeError("Bit index out of range");
29
+ }
30
+ const byteIndex = getByteIndex(bitIndex);
31
+ const bitMask = getBitMask(bitIndex);
32
+ return (this._byteArray[byteIndex] & bitMask) !== 0;
33
+ }
34
+ /**
35
+ * Sets the value at the specified index.
36
+ * @param bitIndex The index to set the value at.
37
+ * @param value The value to set.
38
+ */
39
+ set(bitIndex, value) {
40
+ if (bitIndex >= this.size) {
41
+ throw new RangeError("Bit index out of range");
42
+ }
43
+ const byteIndex = getByteIndex(bitIndex);
44
+ const bitMask = getBitMask(bitIndex);
45
+ if (value) {
46
+ this._byteArray[byteIndex] |= bitMask;
47
+ }
48
+ else {
49
+ this._byteArray[byteIndex] &= ~bitMask;
50
+ }
51
+ }
52
+ }
53
+ //# sourceMappingURL=bitArray.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bitArray.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/bitArray.ts"],"names":[],"mappings":"AAAA,SAAS,YAAY,CAAC,QAAgB;IAClC,OAAO,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC;AACpC,CAAC;AAED,SAAS,UAAU,CAAC,QAAgB;IAChC,OAAO,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;AAC7B,CAAC;AAED;;;;GAIG;AACH,MAAM,OAAO,QAAQ;IAGjB;;;OAGG;IACH,YAAmC,IAAY;QAAZ,SAAI,GAAJ,IAAI,CAAQ;QAC3C,IAAI,CAAC,UAAU,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC;IAC/D,CAAC;IAED;;;;OAIG;IACI,GAAG,CAAC,QAAgB;QACvB,IAAI,QAAQ,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;YACxB,MAAM,IAAI,UAAU,CAAC,wBAAwB,CAAC,CAAC;QACnD,CAAC;QACD,MAAM,SAAS,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC;QACzC,MAAM,OAAO,GAAG,UAAU,CAAC,QAAQ,CAAC,CAAC;QACrC,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;IACxD,CAAC;IAED;;;;OAIG;IACI,GAAG,CAAC,QAAgB,EAAE,KAAc;QACvC,IAAI,QAAQ,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;YACxB,MAAM,IAAI,UAAU,CAAC,wBAAwB,CAAC,CAAC;QACnD,CAAC;QACD,MAAM,SAAS,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC;QACzC,MAAM,OAAO,GAAG,UAAU,CAAC,QAAQ,CAAC,CAAC;QACrC,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,IAAI,OAAO,CAAC;QAC1C,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC;QAC3C,CAAC;IACL,CAAC;CACJ","sourcesContent":["function getByteIndex(bitIndex: number): number {\r\n return Math.floor(bitIndex / 8);\r\n}\r\n\r\nfunction getBitMask(bitIndex: number): number {\r\n return 1 << bitIndex % 8;\r\n}\r\n\r\n/**\r\n * An fixed size array that effectively stores boolean values where each value is a single bit of backing data.\r\n * @remarks\r\n * All bits are initialized to false.\r\n */\r\nexport class BitArray {\r\n private readonly _byteArray: Uint8Array;\r\n\r\n /**\r\n * Creates a new bit array with a fixed size.\r\n * @param size The number of bits to store.\r\n */\r\n public constructor(public readonly size: number) {\r\n this._byteArray = new Uint8Array(Math.ceil(this.size / 8));\r\n }\r\n\r\n /**\r\n * Gets the current value at the specified index.\r\n * @param bitIndex The index to get the value from.\r\n * @returns The value at the specified index.\r\n */\r\n public get(bitIndex: number): boolean {\r\n if (bitIndex >= this.size) {\r\n throw new RangeError(\"Bit index out of range\");\r\n }\r\n const byteIndex = getByteIndex(bitIndex);\r\n const bitMask = getBitMask(bitIndex);\r\n return (this._byteArray[byteIndex] & bitMask) !== 0;\r\n }\r\n\r\n /**\r\n * Sets the value at the specified index.\r\n * @param bitIndex The index to set the value at.\r\n * @param value The value to set.\r\n */\r\n public set(bitIndex: number, value: boolean): void {\r\n if (bitIndex >= this.size) {\r\n throw new RangeError(\"Bit index out of range\");\r\n }\r\n const byteIndex = getByteIndex(bitIndex);\r\n const bitMask = getBitMask(bitIndex);\r\n if (value) {\r\n this._byteArray[byteIndex] |= bitMask;\r\n } else {\r\n this._byteArray[byteIndex] &= ~bitMask;\r\n }\r\n }\r\n}\r\n"]}
package/Misc/index.d.ts CHANGED
@@ -73,6 +73,7 @@ export * from "./greasedLineTools";
73
73
  export * from "./equirectangularCapture";
74
74
  export * from "./decorators.serialization";
75
75
  export * from "./asyncLock";
76
+ export * from "./bitArray";
76
77
  export * from "../Shaders/rgbdDecode.fragment";
77
78
  export * from "../Shaders/rgbdEncode.fragment";
78
79
  export * from "../ShadersWGSL/rgbdDecode.fragment";
package/Misc/index.js CHANGED
@@ -76,6 +76,7 @@ export * from "./greasedLineTools.js";
76
76
  export * from "./equirectangularCapture.js";
77
77
  export * from "./decorators.serialization.js";
78
78
  export * from "./asyncLock.js";
79
+ export * from "./bitArray.js";
79
80
  // RGBDTextureTools
80
81
  export * from "../Shaders/rgbdDecode.fragment.js";
81
82
  export * from "../Shaders/rgbdEncode.fragment.js";
package/Misc/index.js.map CHANGED
@@ -1 +1 @@
1
- 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eslint-disable import/no-internal-modules */\r\nexport * from \"./andOrNotEvaluator\";\r\nexport * from \"./assetsManager\";\r\nexport * from \"./basis\";\r\nexport * from \"./dds\";\r\nexport * from \"./decorators\";\r\nexport * from \"./deferred\";\r\nexport * from \"./environmentTextureTools\";\r\nexport * from \"./meshExploder\";\r\nexport * from \"./filesInput\";\r\nexport * from \"./HighDynamicRange/index\";\r\nexport * from \"./khronosTextureContainer\";\r\nexport * from \"./observable\";\r\nexport * from \"./observable.extensions\";\r\nexport * from \"./performanceMonitor\";\r\nexport * from \"./sceneOptimizer\";\r\nexport * from \"./sceneSerializer\";\r\nexport * from \"./smartArray\";\r\nexport * from \"./stringDictionary\";\r\nexport * from \"./tags\";\r\nexport * from \"./textureTools\";\r\n// loaded from texture tools\r\nexport * from \"../Shaders/lodCube.fragment\";\r\nexport * from \"../Shaders/lod.fragment\";\r\nexport * from \"../ShadersWGSL/lodCube.fragment\";\r\nexport * from \"../ShadersWGSL/lod.fragment\";\r\nexport * from \"./tga\";\r\nexport * from \"./tools\";\r\nexport * from \"./videoRecorder\";\r\nexport * from \"./virtualJoystick\";\r\nexport * from \"./workerPool\";\r\nexport * from \"./logger\";\r\nexport * from \"./typeStore\";\r\nexport * from \"./filesInputStore\";\r\nexport * from \"./deepCopier\";\r\nexport * from \"./deepMerger\";\r\nexport * from \"./pivotTools\";\r\nexport * from \"./precisionDate\";\r\nexport * from \"./screenshotTools\";\r\nexport * from \"./webRequest\";\r\nexport * from \"./iInspectable\";\r\nexport * from \"./brdfTextureTools\";\r\nexport * from \"./rgbdTextureTools\";\r\nexport * from \"./gradients\";\r\nexport * from \"./perfCounter\";\r\nexport * from \"./fileRequest\";\r\nexport * from \"./customAnimationFrameRequester\";\r\nexport * from \"./retryStrategy\";\r\nexport * from \"./interfaces/screenshotSize\";\r\nexport * from \"./interfaces/iPerfViewer\";\r\nexport * from \"./fileTools\";\r\nexport * from \"./stringTools\";\r\nexport * from \"./dataReader\";\r\nexport * from \"./minMaxReducer\";\r\nexport * from \"./depthReducer\";\r\nexport * from \"./dataStorage\";\r\nexport * from \"./sceneRecorder\";\r\nexport * from \"./khronosTextureContainer2\";\r\nexport * from \"./trajectoryClassifier\";\r\nexport * from \"./timer\";\r\nexport * from \"./copyTools\";\r\nexport * from \"./reflector\";\r\nexport * from \"./domManagement\";\r\nexport * from \"./pressureObserverWrapper\";\r\nexport * from \"./PerformanceViewer/index\";\r\nexport * from \"./coroutine\";\r\nexport * from \"./guid\";\r\nexport * from \"./error\";\r\nexport * from \"./snapshotRenderingHelper\";\r\n// eslint-disable-next-line import/export\r\nexport * from \"./observableCoroutine\";\r\nexport * from \"./copyTextureToTexture\";\r\n/** @deprecated Use individual exports */\r\nexport { DumpTools } from \"./dumpTools\";\r\nexport * from \"./greasedLineTools\";\r\nexport * from \"./equirectangularCapture\";\r\nexport * from \"./decorators.serialization\";\r\nexport * from \"./asyncLock\";\r\n\r\n// RGBDTextureTools\r\nexport * from \"../Shaders/rgbdDecode.fragment\";\r\nexport * from \"../Shaders/rgbdEncode.fragment\";\r\nexport * from \"../ShadersWGSL/rgbdDecode.fragment\";\r\nexport * from \"../ShadersWGSL/rgbdEncode.fragment\";\r\n\r\n// CopyTextureToTexture\r\nexport * from \"../Shaders/copyTextureToTexture.fragment\";\r\nexport * from \"../ShadersWGSL/copyTextureToTexture.fragment\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,SAAS,CAAC;AACxB,cAAc,OAAO,CAAC;AACtB,cAAc,cAAc,CAAC;AAC7B,cAAc,YAAY,CAAC;AAC3B,cAAc,2BAA2B,CAAC;AAC1C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,0BAA0B,CAAC;AACzC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,cAAc,CAAC;AAC7B,cAAc,yBAAyB,CAAC;AACxC,cAAc,sBAAsB,CAAC;AACrC,cAAc,kBAAkB,CAAC;AACjC,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC;AAC7B,cAAc,oBAAoB,CAAC;AACnC,cAAc,QAAQ,CAAC;AACvB,cAAc,gBAAgB,CAAC;AAC/B,4BAA4B;AAC5B,cAAc,6BAA6B,CAAC;AAC5C,cAAc,yBAAyB,CAAC;AACxC,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,OAAO,CAAC;AACtB,cAAc,SAAS,CAAC;AACxB,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC;AAC7B,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,oBAAoB,CAAC;AACnC,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,iCAAiC,CAAC;AAChD,cAAc,iBAAiB,CAAC;AAChC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,0BAA0B,CAAC;AACzC,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,cAAc,CAAC;AAC7B,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,wBAAwB,CAAC;AACvC,cAAc,SAAS,CAAC;AACxB,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,aAAa,CAAC;AAC5B,cAAc,QAAQ,CAAC;AACvB,cAAc,SAAS,CAAC;AACxB,cAAc,2BAA2B,CAAC;AAC1C,yCAAyC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,yCAAyC;AACzC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,cAAc,oBAAoB,CAAC;AACnC,cAAc,0BAA0B,CAAC;AACzC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,aAAa,CAAC;AAC5B,cAAc,YAAY,CAAC;AAE3B,mBAAmB;AACnB,cAAc,gCAAgC,CAAC;AAC/C,cAAc,gCAAgC,CAAC;AAC/C,cAAc,oCAAoC,CAAC;AACnD,cAAc,oCAAoC,CAAC;AAEnD,uBAAuB;AACvB,cAAc,0CAA0C,CAAC;AACzD,cAAc,8CAA8C,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./andOrNotEvaluator\";\r\nexport * from \"./assetsManager\";\r\nexport * from \"./basis\";\r\nexport * from \"./dds\";\r\nexport * from \"./decorators\";\r\nexport * from \"./deferred\";\r\nexport * from \"./environmentTextureTools\";\r\nexport * from \"./meshExploder\";\r\nexport * from \"./filesInput\";\r\nexport * from \"./HighDynamicRange/index\";\r\nexport * from \"./khronosTextureContainer\";\r\nexport * from \"./observable\";\r\nexport * from \"./observable.extensions\";\r\nexport * from \"./performanceMonitor\";\r\nexport * from \"./sceneOptimizer\";\r\nexport * from \"./sceneSerializer\";\r\nexport * from \"./smartArray\";\r\nexport * from \"./stringDictionary\";\r\nexport * from \"./tags\";\r\nexport * from \"./textureTools\";\r\n// loaded from texture tools\r\nexport * from \"../Shaders/lodCube.fragment\";\r\nexport * from \"../Shaders/lod.fragment\";\r\nexport * from \"../ShadersWGSL/lodCube.fragment\";\r\nexport * from \"../ShadersWGSL/lod.fragment\";\r\nexport * from \"./tga\";\r\nexport * from \"./tools\";\r\nexport * from \"./videoRecorder\";\r\nexport * from \"./virtualJoystick\";\r\nexport * from \"./workerPool\";\r\nexport * from \"./logger\";\r\nexport * from \"./typeStore\";\r\nexport * from \"./filesInputStore\";\r\nexport * from \"./deepCopier\";\r\nexport * from \"./deepMerger\";\r\nexport * from \"./pivotTools\";\r\nexport * from \"./precisionDate\";\r\nexport * from \"./screenshotTools\";\r\nexport * from \"./webRequest\";\r\nexport * from \"./iInspectable\";\r\nexport * from \"./brdfTextureTools\";\r\nexport * from \"./rgbdTextureTools\";\r\nexport * from \"./gradients\";\r\nexport * from \"./perfCounter\";\r\nexport * from \"./fileRequest\";\r\nexport * from \"./customAnimationFrameRequester\";\r\nexport * from \"./retryStrategy\";\r\nexport * from \"./interfaces/screenshotSize\";\r\nexport * from \"./interfaces/iPerfViewer\";\r\nexport * from \"./fileTools\";\r\nexport * from \"./stringTools\";\r\nexport * from \"./dataReader\";\r\nexport * from \"./minMaxReducer\";\r\nexport * from \"./depthReducer\";\r\nexport * from \"./dataStorage\";\r\nexport * from \"./sceneRecorder\";\r\nexport * from \"./khronosTextureContainer2\";\r\nexport * from \"./trajectoryClassifier\";\r\nexport * from \"./timer\";\r\nexport * from \"./copyTools\";\r\nexport * from \"./reflector\";\r\nexport * from \"./domManagement\";\r\nexport * from \"./pressureObserverWrapper\";\r\nexport * from \"./PerformanceViewer/index\";\r\nexport * from \"./coroutine\";\r\nexport * from \"./guid\";\r\nexport * from \"./error\";\r\nexport * from \"./snapshotRenderingHelper\";\r\n// eslint-disable-next-line import/export\r\nexport * from \"./observableCoroutine\";\r\nexport * from \"./copyTextureToTexture\";\r\n/** @deprecated Use individual exports */\r\nexport { DumpTools } from \"./dumpTools\";\r\nexport * from \"./greasedLineTools\";\r\nexport * from \"./equirectangularCapture\";\r\nexport * from \"./decorators.serialization\";\r\nexport * from \"./asyncLock\";\r\nexport * from \"./bitArray\";\r\n\r\n// RGBDTextureTools\r\nexport * from \"../Shaders/rgbdDecode.fragment\";\r\nexport * from \"../Shaders/rgbdEncode.fragment\";\r\nexport * from \"../ShadersWGSL/rgbdDecode.fragment\";\r\nexport * from \"../ShadersWGSL/rgbdEncode.fragment\";\r\n\r\n// CopyTextureToTexture\r\nexport * from \"../Shaders/copyTextureToTexture.fragment\";\r\nexport * from \"../ShadersWGSL/copyTextureToTexture.fragment\";\r\n"]}
@@ -6,6 +6,7 @@ import { Logger } from "./logger.js";
6
6
  import { Tools } from "./tools.js";
7
7
  import { DumpData } from "./dumpTools.js";
8
8
  import { ApplyPostProcess } from "./textureTools.js";
9
+ import { _retryWithInterval } from "./timingTools.js";
9
10
  let screenshotCanvas = null;
10
11
  /**
11
12
  * Captures a screenshot of the current rendering
@@ -172,7 +173,7 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
172
173
  texture.forceLayerMaskCheck = useLayerMask;
173
174
  customizeTexture?.(texture);
174
175
  const renderWhenReady = () => {
175
- if (texture.isReadyForRendering() && camera.isReady(true)) {
176
+ _retryWithInterval(() => texture.isReadyForRendering() && camera.isReady(true), () => {
176
177
  engine.onEndFrameObservable.addOnce(() => {
177
178
  if (finalWidth === width && finalHeight === height) {
178
179
  texture.readPixels(undefined, undefined, undefined, false).then((data) => {
@@ -195,10 +196,7 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
195
196
  texture.render(true);
196
197
  engine.setSize(originalSize.width, originalSize.height);
197
198
  camera.getProjectionMatrix(true); // Force cache refresh;
198
- }
199
- else {
200
- setTimeout(renderWhenReady, 16);
201
- }
199
+ });
202
200
  };
203
201
  const renderToTexture = () => {
204
202
  // render the RTT
@@ -264,10 +262,10 @@ export function CreateScreenshotUsingRenderTargetAsync(engine, camera, size, mim
264
262
  }
265
263
  /**
266
264
  * Gets height and width for screenshot size
267
- * @param engine
268
- * @param camera
269
- * @param size
270
- * @private
265
+ * @param engine The engine to use for rendering
266
+ * @param camera The camera to use for rendering
267
+ * @param size This size of the screenshot. can be a number or an object implementing IScreenshotSize
268
+ * @returns height and width for screenshot size
271
269
  */
272
270
  function _GetScreenshotSize(engine, camera, size) {
273
271
  let height = 0;
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\nimport { DumpData } from \"./dumpTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nlet screenshotCanvas: Nullable<HTMLCanvasElement> = null;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\nexport function CreateScreenshot(\r\n engine: AbstractEngine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n forceDownload = false,\r\n quality?: number\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!screenshotCanvas) {\r\n screenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n screenshotCanvas.width = width;\r\n screenshotCanvas.height = height;\r\n\r\n const renderContext = screenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1.0,\r\n engine.getCreationOptions().antialias,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n quality\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (screenshotCanvas) {\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, undefined, mimeType, undefined, quality);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, successCallback, mimeType, undefined, quality);\r\n }\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: AbstractEngine, camera: Camera, size: IScreenshotSize | number, mimeType = \"image/png\", quality?: number): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n undefined,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures and automatically downloads a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * If screenshot image data is needed, use {@link CreateScreenshotAsync} instead.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns promise that resolves once the screenshot is taken\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: AbstractEngine, camera: Camera, width: number, height: number, mimeType = \"image/png\", quality?: number): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height, finalWidth, finalHeight. If a single number is passed,\r\n * it will be used for both width and height, as well as finalWidth, finalHeight. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: AbstractEngine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number,\r\n customizeTexture?: (texture: RenderTargetTexture) => void\r\n): void {\r\n const { height, width, finalWidth, finalHeight } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = scene.meshes.slice();\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.activeCamera = camera;\r\n texture.forceLayerMaskCheck = useLayerMask;\r\n customizeTexture?.(texture);\r\n\r\n const renderWhenReady = () => {\r\n if (texture.isReadyForRendering() && camera.isReady(true)) {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n if (finalWidth === width && finalHeight === height) {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n } else {\r\n const importPromise = engine.isWebGPU ? import(\"../ShadersWGSL/pass.fragment\") : import(\"../Shaders/pass.fragment\");\r\n importPromise.then(() =>\r\n ApplyPostProcess(\"pass\", texture.getInternalTexture()!, scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {\r\n engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {\r\n DumpData(finalWidth, finalHeight, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n })\r\n );\r\n }\r\n });\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n } else {\r\n setTimeout(renderWhenReady, 16);\r\n }\r\n };\r\n\r\n const renderToTexture = () => {\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n\r\n renderWhenReady();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n fxaaPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n if (!e.isReady()) {\r\n e.onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n });\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: AbstractEngine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number,\r\n customizeTexture?: (texture: RenderTargetTexture) => void\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites,\r\n enableStencilBuffer,\r\n useLayerMask,\r\n quality,\r\n customizeTexture\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine\r\n * @param camera\r\n * @param size\r\n * @private\r\n */\r\nfunction _GetScreenshotSize(engine: AbstractEngine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number; finalWidth: number; finalHeight: number } {\r\n let height = 0;\r\n let width = 0;\r\n let finalWidth = 0;\r\n let finalHeight = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n\r\n //If a finalWidth and finalHeight values is specified\r\n if (size.finalWidth && size.finalHeight) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = size.finalWidth;\r\n }\r\n //If passing only finalWidth, computing finalHeight to keep display canvas ratio.\r\n else if (size.finalWidth && !size.finalHeight) {\r\n finalWidth = size.finalWidth;\r\n finalHeight = Math.round(finalWidth / engine.getAspectRatio(camera));\r\n }\r\n //If passing only finalHeight, computing finalWidth to keep display canvas ratio.\r\n else if (size.finalHeight && !size.finalWidth) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = Math.round(finalHeight * engine.getAspectRatio(camera));\r\n } else {\r\n finalWidth = width;\r\n finalHeight = height;\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n finalWidth = size;\r\n finalHeight = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n if (finalWidth) {\r\n finalWidth = Math.floor(finalWidth);\r\n }\r\n if (finalHeight) {\r\n finalHeight = Math.floor(finalHeight);\r\n }\r\n\r\n return { height: height | 0, width: width | 0, finalWidth: finalWidth | 0, finalHeight: finalHeight | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\nimport { DumpData } from \"./dumpTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { _retryWithInterval } from \"./timingTools\";\r\n\r\nlet screenshotCanvas: Nullable<HTMLCanvasElement> = null;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\nexport function CreateScreenshot(\r\n engine: AbstractEngine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n forceDownload = false,\r\n quality?: number\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!screenshotCanvas) {\r\n screenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n screenshotCanvas.width = width;\r\n screenshotCanvas.height = height;\r\n\r\n const renderContext = screenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1.0,\r\n engine.getCreationOptions().antialias,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n quality\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (screenshotCanvas) {\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, undefined, mimeType, undefined, quality);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, successCallback, mimeType, undefined, quality);\r\n }\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: AbstractEngine, camera: Camera, size: IScreenshotSize | number, mimeType = \"image/png\", quality?: number): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n undefined,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures and automatically downloads a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * If screenshot image data is needed, use {@link CreateScreenshotAsync} instead.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns promise that resolves once the screenshot is taken\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: AbstractEngine, camera: Camera, width: number, height: number, mimeType = \"image/png\", quality?: number): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height, finalWidth, finalHeight. If a single number is passed,\r\n * it will be used for both width and height, as well as finalWidth, finalHeight. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: AbstractEngine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number,\r\n customizeTexture?: (texture: RenderTargetTexture) => void\r\n): void {\r\n const { height, width, finalWidth, finalHeight } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = scene.meshes.slice();\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.activeCamera = camera;\r\n texture.forceLayerMaskCheck = useLayerMask;\r\n customizeTexture?.(texture);\r\n\r\n const renderWhenReady = () => {\r\n _retryWithInterval(\r\n () => texture.isReadyForRendering() && camera.isReady(true),\r\n () => {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n if (finalWidth === width && finalHeight === height) {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n } else {\r\n const importPromise = engine.isWebGPU ? import(\"../ShadersWGSL/pass.fragment\") : import(\"../Shaders/pass.fragment\");\r\n importPromise.then(() =>\r\n ApplyPostProcess(\"pass\", texture.getInternalTexture()!, scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {\r\n engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {\r\n DumpData(finalWidth, finalHeight, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n })\r\n );\r\n }\r\n });\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n }\r\n );\r\n };\r\n\r\n const renderToTexture = () => {\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n\r\n renderWhenReady();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n fxaaPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n if (!e.isReady()) {\r\n e.onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n });\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: AbstractEngine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number,\r\n customizeTexture?: (texture: RenderTargetTexture) => void\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites,\r\n enableStencilBuffer,\r\n useLayerMask,\r\n quality,\r\n customizeTexture\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This size of the screenshot. can be a number or an object implementing IScreenshotSize\r\n * @returns height and width for screenshot size\r\n */\r\nfunction _GetScreenshotSize(engine: AbstractEngine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number; finalWidth: number; finalHeight: number } {\r\n let height = 0;\r\n let width = 0;\r\n let finalWidth = 0;\r\n let finalHeight = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n\r\n //If a finalWidth and finalHeight values is specified\r\n if (size.finalWidth && size.finalHeight) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = size.finalWidth;\r\n }\r\n //If passing only finalWidth, computing finalHeight to keep display canvas ratio.\r\n else if (size.finalWidth && !size.finalHeight) {\r\n finalWidth = size.finalWidth;\r\n finalHeight = Math.round(finalWidth / engine.getAspectRatio(camera));\r\n }\r\n //If passing only finalHeight, computing finalWidth to keep display canvas ratio.\r\n else if (size.finalHeight && !size.finalWidth) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = Math.round(finalHeight * engine.getAspectRatio(camera));\r\n } else {\r\n finalWidth = width;\r\n finalHeight = height;\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n finalWidth = size;\r\n finalHeight = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n if (finalWidth) {\r\n finalWidth = Math.floor(finalWidth);\r\n }\r\n if (finalHeight) {\r\n finalHeight = Math.floor(finalHeight);\r\n }\r\n\r\n return { height: height | 0, width: width | 0, finalWidth: finalWidth | 0, finalHeight: finalHeight | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
@@ -8,3 +8,7 @@ export declare class TimingTools {
8
8
  */
9
9
  static SetImmediate(action: () => void): void;
10
10
  }
11
+ /**
12
+ * @internal
13
+ */
14
+ export declare const _retryWithInterval: (condition: () => boolean, onSuccess: () => void, onError?: (e?: any) => void, step?: number, maxTimeout?: number, checkConditionOnCall?: boolean, additionalStringOnTimeout?: string) => void;
@@ -17,4 +17,42 @@ export class TimingTools {
17
17
  }
18
18
  }
19
19
  }
20
+ function _runWithCondition(condition, onSuccess, onError) {
21
+ try {
22
+ if (condition()) {
23
+ onSuccess();
24
+ return true;
25
+ }
26
+ }
27
+ catch (e) {
28
+ onError?.(e);
29
+ return true;
30
+ }
31
+ return false;
32
+ }
33
+ /**
34
+ * @internal
35
+ */
36
+ export const _retryWithInterval = (condition, onSuccess, onError, step = 16, maxTimeout = 30000, checkConditionOnCall = true, additionalStringOnTimeout) => {
37
+ // if checkConditionOnCall is true, we check the condition immediately. If it is true, run everything synchronously
38
+ if (checkConditionOnCall) {
39
+ // that means that one of the two happened - either the condition is true or an exception was thrown when checking the condition
40
+ if (_runWithCondition(condition, onSuccess, onError)) {
41
+ // don't schedule the interval, no reason to check it again.
42
+ return;
43
+ }
44
+ }
45
+ const int = setInterval(() => {
46
+ if (_runWithCondition(condition, onSuccess, onError)) {
47
+ clearInterval(int);
48
+ }
49
+ else {
50
+ maxTimeout -= step;
51
+ if (maxTimeout < 0) {
52
+ clearInterval(int);
53
+ onError?.(new Error("Operation timed out after maximum retries. " + (additionalStringOnTimeout || "")));
54
+ }
55
+ }
56
+ }, step);
57
+ };
20
58
  //# sourceMappingURL=timingTools.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"timingTools.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/timingTools.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iBAAiB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,WAAW;IACpB;;;OAGG;IACI,MAAM,CAAC,YAAY,CAAC,MAAkB;QACzC,IAAI,mBAAmB,EAAE,IAAI,MAAM,CAAC,YAAY,EAAE,CAAC;YAC/C,mFAAmF;YACnF,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;QAChC,CAAC;aAAM,CAAC;YACJ,UAAU,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;QAC1B,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { IsWindowObjectExist } from \"./domManagement\";\r\n\r\n/**\r\n * Class used to provide helper for timing\r\n */\r\nexport class TimingTools {\r\n /**\r\n * Polyfill for setImmediate\r\n * @param action defines the action to execute after the current execution block\r\n */\r\n public static SetImmediate(action: () => void) {\r\n if (IsWindowObjectExist() && window.setImmediate) {\r\n // Note - deprecated and should not be used directly. Not supported in any browser.\r\n window.setImmediate(action);\r\n } else {\r\n setTimeout(action, 1);\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"timingTools.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/timingTools.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iBAAiB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,WAAW;IACpB;;;OAGG;IACI,MAAM,CAAC,YAAY,CAAC,MAAkB;QACzC,IAAI,mBAAmB,EAAE,IAAI,MAAM,CAAC,YAAY,EAAE,CAAC;YAC/C,mFAAmF;YACnF,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;QAChC,CAAC;aAAM,CAAC;YACJ,UAAU,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;QAC1B,CAAC;IACL,CAAC;CACJ;AAED,SAAS,iBAAiB,CAAC,SAAwB,EAAE,SAAqB,EAAE,OAA2B;IACnG,IAAI,CAAC;QACD,IAAI,SAAS,EAAE,EAAE,CAAC;YACd,SAAS,EAAE,CAAC;YACZ,OAAO,IAAI,CAAC;QAChB,CAAC;IACL,CAAC;IAAC,OAAO,CAAC,EAAE,CAAC;QACT,OAAO,EAAE,CAAC,CAAC,CAAC,CAAC;QACb,OAAO,IAAI,CAAC;IAChB,CAAC;IACD,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;GAEG;AACH,MAAM,CAAC,MAAM,kBAAkB,GAAG,CAC9B,SAAwB,EACxB,SAAqB,EACrB,OAA2B,EAC3B,IAAI,GAAG,EAAE,EACT,UAAU,GAAG,KAAK,EAClB,uBAAgC,IAAI,EACpC,yBAAkC,EACpC,EAAE;IACA,mHAAmH;IACnH,IAAI,oBAAoB,EAAE,CAAC;QACvB,gIAAgI;QAChI,IAAI,iBAAiB,CAAC,SAAS,EAAE,SAAS,EAAE,OAAO,CAAC,EAAE,CAAC;YACnD,4DAA4D;YAC5D,OAAO;QACX,CAAC;IACL,CAAC;IACD,MAAM,GAAG,GAAG,WAAW,CAAC,GAAG,EAAE;QACzB,IAAI,iBAAiB,CAAC,SAAS,EAAE,SAAS,EAAE,OAAO,CAAC,EAAE,CAAC;YACnD,aAAa,CAAC,GAAG,CAAC,CAAC;QACvB,CAAC;aAAM,CAAC;YACJ,UAAU,IAAI,IAAI,CAAC;YACnB,IAAI,UAAU,GAAG,CAAC,EAAE,CAAC;gBACjB,aAAa,CAAC,GAAG,CAAC,CAAC;gBACnB,OAAO,EAAE,CAAC,IAAI,KAAK,CAAC,6CAA6C,GAAG,CAAC,yBAAyB,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC;YAC5G,CAAC;QACL,CAAC;IACL,CAAC,EAAE,IAAI,CAAC,CAAC;AACb,CAAC,CAAC","sourcesContent":["import { IsWindowObjectExist } from \"./domManagement\";\r\n\r\n/**\r\n * Class used to provide helper for timing\r\n */\r\nexport class TimingTools {\r\n /**\r\n * Polyfill for setImmediate\r\n * @param action defines the action to execute after the current execution block\r\n */\r\n public static SetImmediate(action: () => void) {\r\n if (IsWindowObjectExist() && window.setImmediate) {\r\n // Note - deprecated and should not be used directly. Not supported in any browser.\r\n window.setImmediate(action);\r\n } else {\r\n setTimeout(action, 1);\r\n }\r\n }\r\n}\r\n\r\nfunction _runWithCondition(condition: () => boolean, onSuccess: () => void, onError?: (e?: any) => void) {\r\n try {\r\n if (condition()) {\r\n onSuccess();\r\n return true;\r\n }\r\n } catch (e) {\r\n onError?.(e);\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport const _retryWithInterval = (\r\n condition: () => boolean,\r\n onSuccess: () => void,\r\n onError?: (e?: any) => void,\r\n step = 16,\r\n maxTimeout = 30000,\r\n checkConditionOnCall: boolean = true,\r\n additionalStringOnTimeout?: string\r\n) => {\r\n // if checkConditionOnCall is true, we check the condition immediately. If it is true, run everything synchronously\r\n if (checkConditionOnCall) {\r\n // that means that one of the two happened - either the condition is true or an exception was thrown when checking the condition\r\n if (_runWithCondition(condition, onSuccess, onError)) {\r\n // don't schedule the interval, no reason to check it again.\r\n return;\r\n }\r\n }\r\n const int = setInterval(() => {\r\n if (_runWithCondition(condition, onSuccess, onError)) {\r\n clearInterval(int);\r\n } else {\r\n maxTimeout -= step;\r\n if (maxTimeout < 0) {\r\n clearInterval(int);\r\n onError?.(new Error(\"Operation timed out after maximum retries. \" + (additionalStringOnTimeout || \"\")));\r\n }\r\n }\r\n }, step);\r\n};\r\n"]}
@@ -15,7 +15,7 @@ export declare class WebRequest implements IWebRequest {
15
15
  /**
16
16
  * Add callback functions in this array to update all the requests before they get sent to the network
17
17
  */
18
- static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
18
+ static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => string | void)[];
19
19
  /**
20
20
  * If set to true, requests to Babylon.js CDN requests will not be modified
21
21
  */
@@ -139,7 +139,7 @@ export class WebRequest {
139
139
  if (this._shouldSkipRequestModifications(url)) {
140
140
  return;
141
141
  }
142
- update(this._xhr, url);
142
+ url = update(this._xhr, url) || url;
143
143
  }
144
144
  // Clean url
145
145
  url = url.replace("file:http:", "http:");