@babylonjs/core 8.0.1 → 8.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/audioEngine.js +2 -0
- package/Audio/audioEngine.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +0 -2
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js +0 -4
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +0 -2
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +0 -4
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/stereoAudioSubNode.d.ts +0 -2
- package/AudioV2/abstractAudio/subNodes/stereoAudioSubNode.js +0 -4
- package/AudioV2/abstractAudio/subNodes/stereoAudioSubNode.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +4 -0
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +14 -6
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +8 -0
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js +25 -9
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/stereoAudio.d.ts +1 -0
- package/AudioV2/abstractAudio/subProperties/stereoAudio.js +5 -3
- package/AudioV2/abstractAudio/subProperties/stereoAudio.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +13 -3
- package/Cameras/arcRotateCamera.js +121 -46
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Engines/ICanvas.d.ts +4 -0
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +1 -0
- package/Engines/thinEngine.js +7 -1
- package/Engines/thinEngine.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
- package/FlowGraph/flowGraphCoordinator.js +11 -4
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorConverterBlock.d.ts +1 -0
- package/Materials/Node/Blocks/colorConverterBlock.js +9 -0
- package/Materials/Node/Blocks/colorConverterBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.d.ts +1 -0
- package/Materials/Node/Blocks/colorMergerBlock.js +6 -0
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
- package/Materials/PBR/pbrBaseMaterial.js +4 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +8 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +9 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +2 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinTexture.js +1 -1
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/uniformBuffer.js +3 -0
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
- package/Meshes/instancedMesh.js +1 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +2 -2
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +4 -3
- package/Rendering/objectRenderer.js +15 -6
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +12 -2
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +3 -0
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -3
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockNormalFinal.js +4 -0
- package/Shaders/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +5 -2
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/iblVoxelGrid.vertex.d.ts +10 -0
- package/Shaders/iblVoxelGrid.vertex.js +23 -1
- package/Shaders/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +13 -3
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -3
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +4 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +5 -2
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +10 -0
- package/ShadersWGSL/iblVoxelGrid.vertex.js +26 -3
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/package.json +1 -1
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to apply rgb/hsl convertions\r\n */\r\nexport class ColorConverterBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ColorConverterBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"rgb \", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"hsl \", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"hsl\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ColorConverterBlock\";\r\n }\r\n\r\n /**\r\n * Gets the rgb value (input)\r\n */\r\n public get rgbIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the hsl value (input)\r\n */\r\n public get hslIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rgb value (output)\r\n */\r\n public get rgbOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the hsl value (output)\r\n */\r\n public get hslOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected override _inputRename(name: string) {\r\n if (name === \"rgb \") {\r\n return \"rgbIn\";\r\n }\r\n if (name === \"hsl \") {\r\n return \"hslIn\";\r\n }\r\n return name;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgbInput = this.rgbIn;\r\n const hslInput = this.hslIn;\r\n\r\n const rbgOutput = this._outputs[0];\r\n const hslOutput = this._outputs[1];\r\n\r\n const vec3 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n let rgb2hsl = `\r\n vec3 rgb2hsl(vec3 color) {\r\n float r = color.r;\r\n float g = color.g;\r\n float b = color.b;\r\n\r\n float maxc = max(r, max(g, b));\r\n float minc = min(r, min(g, b));\r\n float h = 0.0;\r\n float s = 0.0;\r\n float l = (maxc + minc) / 2.0;\r\n\r\n if (maxc != minc) {\r\n float d = maxc - minc;\r\n if (l > 0.5) {\r\n s = d / (2.0 - maxc - minc);\r\n } else {\r\n s = d / (maxc + minc);\r\n }\r\n\r\n if (maxc == r) {\r\n float add = 0.0;\r\n if (g < b) {\r\n add = 6.0;\r\n }\r\n h = (g - b) / d + add;\r\n } else if (maxc == g) {\r\n h = (b - r) / d + 2.0;\r\n } else if (maxc == b) {\r\n h = (r - g) / d + 4.0;\r\n }\r\n h /= 6.0;\r\n }\r\n\r\n return vec3(h, s, l);\r\n }`;\r\n\r\n let hue2rgb = `\r\n float hue2rgb(float p, float q, float tt) {\r\n float t = tt;\r\n if (t < 0.0) {\r\n t += 1.0;\r\n }\r\n if (t > 1.0) {\r\n t -= 1.0;\r\n }\r\n if (t < 1.0/6.0) {\r\n return p + (q - p) * 6.0 * t;\r\n }\r\n if (t < 1.0/2.0) {\r\n return q;\r\n }\r\n if (t < 2.0/3.0) {\r\n return p + (q - p) * (2.0/3.0 - t) * 6.0;\r\n }\r\n return p;\r\n }`;\r\n\r\n let hsl2rgb = `\r\n vec3 hsl2rgb(vec3 hsl) {\r\n float h = hsl.x;\r\n float s = hsl.y;\r\n float l = hsl.z;\r\n\r\n float r;\r\n float g;\r\n float b;\r\n\r\n if (s == 0.0) {\r\n // Achromatic (grey)\r\n r = l;\r\n g = l;\r\n b = l; \r\n } else {\r\n float q;\r\n \r\n if (l < 0.5) {\r\n q = l * (1.0 + s);\r\n } else {\r\n q = (l + s - l * s);\r\n }\r\n\r\n float p = 2.0 * l - q;\r\n\r\n r = hue2rgb(p, q, h + 1.0/3.0);\r\n g = hue2rgb(p, q, h);\r\n b = hue2rgb(p, q, h - 1.0/3.0);\r\n }\r\n\r\n return vec3(r, g, b);\r\n }`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n rgb2hsl = state._babylonSLtoWGSL(rgb2hsl);\r\n hue2rgb = state._babylonSLtoWGSL(hue2rgb);\r\n hsl2rgb = state._babylonSLtoWGSL(hsl2rgb);\r\n }\r\n\r\n state._emitFunction(\"rgb2hsl\", rgb2hsl, \"\");\r\n state._emitFunction(\"hue2rgb\", hue2rgb, \"\");\r\n state._emitFunction(\"hsl2rgb\", hsl2rgb, \"\");\r\n\r\n if (rgbInput.isConnected) {\r\n if (rbgOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(rbgOutput) + ` = ${rgbInput.associatedVariableName};\\n`;\r\n }\r\n\r\n if (hslOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(hslOutput) + ` = rgb2hsl(${rgbInput.associatedVariableName});\\n`;\r\n }\r\n } else if (hslInput.isConnected) {\r\n if (rbgOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(rbgOutput) + ` = hsl2rgb(${hslInput.associatedVariableName});\\n`;\r\n }\r\n if (hslOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(hslOutput) + ` = ${hslInput.associatedVariableName};\\n`;\r\n }\r\n } else {\r\n if (rbgOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(rbgOutput) + ` = ${vec3}(0.);\\n`;\r\n }\r\n\r\n if (hslOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(hslOutput) + ` = ${vec3}(0.);\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorConverterBlock\", ColorConverterBlock);\r\n"]}
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to apply rgb/hsl convertions\r\n */\r\nexport class ColorConverterBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ColorConverterBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"rgb \", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"hsl \", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"hsl\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ColorConverterBlock\";\r\n }\r\n\r\n /**\r\n * Gets the rgb value (input)\r\n */\r\n public get rgbIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the hsl value (input)\r\n */\r\n public get hslIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rgb value (output)\r\n */\r\n public get rgbOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the hsl value (output)\r\n */\r\n public get hslOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected override _inputRename(name: string) {\r\n if (name === \"rgb \") {\r\n return \"rgbIn\";\r\n }\r\n if (name === \"hsl \") {\r\n return \"hslIn\";\r\n }\r\n return name;\r\n }\r\n\r\n protected override _outputRename(name: string) {\r\n if (name === \"rgb\") {\r\n return \"rgbOut\";\r\n }\r\n if (name === \"hsl\") {\r\n return \"hslOut\";\r\n }\r\n return name;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgbInput = this.rgbIn;\r\n const hslInput = this.hslIn;\r\n\r\n const rbgOutput = this._outputs[0];\r\n const hslOutput = this._outputs[1];\r\n\r\n const vec3 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n let rgb2hsl = `\r\n vec3 rgb2hsl(vec3 color) {\r\n float r = color.r;\r\n float g = color.g;\r\n float b = color.b;\r\n\r\n float maxc = max(r, max(g, b));\r\n float minc = min(r, min(g, b));\r\n float h = 0.0;\r\n float s = 0.0;\r\n float l = (maxc + minc) / 2.0;\r\n\r\n if (maxc != minc) {\r\n float d = maxc - minc;\r\n if (l > 0.5) {\r\n s = d / (2.0 - maxc - minc);\r\n } else {\r\n s = d / (maxc + minc);\r\n }\r\n\r\n if (maxc == r) {\r\n float add = 0.0;\r\n if (g < b) {\r\n add = 6.0;\r\n }\r\n h = (g - b) / d + add;\r\n } else if (maxc == g) {\r\n h = (b - r) / d + 2.0;\r\n } else if (maxc == b) {\r\n h = (r - g) / d + 4.0;\r\n }\r\n h /= 6.0;\r\n }\r\n\r\n return vec3(h, s, l);\r\n }`;\r\n\r\n let hue2rgb = `\r\n float hue2rgb(float p, float q, float tt) {\r\n float t = tt;\r\n if (t < 0.0) {\r\n t += 1.0;\r\n }\r\n if (t > 1.0) {\r\n t -= 1.0;\r\n }\r\n if (t < 1.0/6.0) {\r\n return p + (q - p) * 6.0 * t;\r\n }\r\n if (t < 1.0/2.0) {\r\n return q;\r\n }\r\n if (t < 2.0/3.0) {\r\n return p + (q - p) * (2.0/3.0 - t) * 6.0;\r\n }\r\n return p;\r\n }`;\r\n\r\n let hsl2rgb = `\r\n vec3 hsl2rgb(vec3 hsl) {\r\n float h = hsl.x;\r\n float s = hsl.y;\r\n float l = hsl.z;\r\n\r\n float r;\r\n float g;\r\n float b;\r\n\r\n if (s == 0.0) {\r\n // Achromatic (grey)\r\n r = l;\r\n g = l;\r\n b = l; \r\n } else {\r\n float q;\r\n \r\n if (l < 0.5) {\r\n q = l * (1.0 + s);\r\n } else {\r\n q = (l + s - l * s);\r\n }\r\n\r\n float p = 2.0 * l - q;\r\n\r\n r = hue2rgb(p, q, h + 1.0/3.0);\r\n g = hue2rgb(p, q, h);\r\n b = hue2rgb(p, q, h - 1.0/3.0);\r\n }\r\n\r\n return vec3(r, g, b);\r\n }`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n rgb2hsl = state._babylonSLtoWGSL(rgb2hsl);\r\n hue2rgb = state._babylonSLtoWGSL(hue2rgb);\r\n hsl2rgb = state._babylonSLtoWGSL(hsl2rgb);\r\n }\r\n\r\n state._emitFunction(\"rgb2hsl\", rgb2hsl, \"\");\r\n state._emitFunction(\"hue2rgb\", hue2rgb, \"\");\r\n state._emitFunction(\"hsl2rgb\", hsl2rgb, \"\");\r\n\r\n if (rgbInput.isConnected) {\r\n if (rbgOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(rbgOutput) + ` = ${rgbInput.associatedVariableName};\\n`;\r\n }\r\n\r\n if (hslOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(hslOutput) + ` = rgb2hsl(${rgbInput.associatedVariableName});\\n`;\r\n }\r\n } else if (hslInput.isConnected) {\r\n if (rbgOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(rbgOutput) + ` = hsl2rgb(${hslInput.associatedVariableName});\\n`;\r\n }\r\n if (hslOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(hslOutput) + ` = ${hslInput.associatedVariableName};\\n`;\r\n }\r\n } else {\r\n if (rbgOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(rbgOutput) + ` = ${vec3}(0.);\\n`;\r\n }\r\n\r\n if (hslOutput.hasEndpoints) {\r\n state.compilationString += state._declareOutput(hslOutput) + ` = ${vec3}(0.);\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorConverterBlock\", ColorConverterBlock);\r\n"]}
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@@ -66,6 +66,7 @@ export declare class ColorMergerBlock extends NodeMaterialBlock {
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*/
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get rgb(): NodeMaterialConnectionPoint;
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protected _inputRename(name: string): string;
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+
protected _outputRename(name: string): string;
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private _buildSwizzle;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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serialize(): any;
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@@ -98,6 +98,12 @@ export class ColorMergerBlock extends NodeMaterialBlock {
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}
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return name;
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}
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+
_outputRename(name) {
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if (name === "rgb") {
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return "rgbOut";
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}
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return name;
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}
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_buildSwizzle(len) {
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const swizzle = this.rSwizzle + this.gSwizzle + this.bSwizzle + this.aSwizzle;
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return "." + swizzle.substring(0, len);
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@@ -1 +1 @@
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1
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\n\r\n/**\r\n * Block used to create a Color3/4 out of individual inputs (one for each component)\r\n */\r\nexport class ColorMergerBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the swizzle for r (meaning which component to affect to the output.r)\r\n */\r\n public rSwizzle: \"r\" | \"g\" | \"b\" | \"a\" = \"r\";\r\n /**\r\n * Gets or sets the swizzle for g (meaning which component to affect to the output.g)\r\n */\r\n public gSwizzle: \"r\" | \"g\" | \"b\" | \"a\" = \"g\";\r\n /**\r\n * Gets or sets the swizzle for b (meaning which component to affect to the output.b)\r\n */\r\n public bSwizzle: \"r\" | \"g\" | \"b\" | \"a\" = \"b\";\r\n /**\r\n * Gets or sets the swizzle for a (meaning which component to affect to the output.a)\r\n */\r\n public aSwizzle: \"r\" | \"g\" | \"b\" | \"a\" = \"a\";\r\n\r\n /**\r\n * Create a new ColorMergerBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"rgb \", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ColorMergerBlock\";\r\n }\r\n\r\n /**\r\n * Gets the rgb component (input)\r\n */\r\n public get rgbIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the r component (input)\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the g component (input)\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the b component (input)\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the a component (input)\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the rgba component (output)\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component (output)\r\n */\r\n public get rgbOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rgb component (output)\r\n * @deprecated Please use rgbOut instead.\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this.rgbOut;\r\n }\r\n\r\n protected override _inputRename(name: string) {\r\n if (name === \"rgb \") {\r\n return \"rgbIn\";\r\n }\r\n return name;\r\n }\r\n\r\n private _buildSwizzle(len: number) {\r\n const swizzle = this.rSwizzle + this.gSwizzle + this.bSwizzle + this.aSwizzle;\r\n return \".\" + swizzle.substring(0, len);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rInput = this.r;\r\n const gInput = this.g;\r\n const bInput = this.b;\r\n const aInput = this.a;\r\n const rgbInput = this.rgbIn;\r\n\r\n const color4Output = this._outputs[0];\r\n const color3Output = this._outputs[1];\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const vec3 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n if (rgbInput.isConnected) {\r\n if (color4Output.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(color4Output) +\r\n ` = ${vec4}(${rgbInput.associatedVariableName}, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"})${this._buildSwizzle(4)};\\n`;\r\n }\r\n\r\n if (color3Output.hasEndpoints) {\r\n state.compilationString += state._declareOutput(color3Output) + ` = ${rgbInput.associatedVariableName}${this._buildSwizzle(3)};\\n`;\r\n }\r\n } else {\r\n if (color4Output.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(color4Output) +\r\n ` = ${vec4}(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${\r\n bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"\r\n }, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"})${this._buildSwizzle(4)};\\n`;\r\n }\r\n\r\n if (color3Output.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(color3Output) +\r\n ` = ${vec3}(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${\r\n bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"\r\n })${this._buildSwizzle(3)};\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.rSwizzle = this.rSwizzle;\r\n serializationObject.gSwizzle = this.gSwizzle;\r\n serializationObject.bSwizzle = this.bSwizzle;\r\n serializationObject.aSwizzle = this.aSwizzle;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.rSwizzle = serializationObject.rSwizzle ?? \"r\";\r\n this.gSwizzle = serializationObject.gSwizzle ?? \"g\";\r\n this.bSwizzle = serializationObject.bSwizzle ?? \"b\";\r\n this.aSwizzle = serializationObject.aSwizzle ?? \"a\";\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.rSwizzle = \"${this.rSwizzle}\";\\n`;\r\n codeString += `${this._codeVariableName}.gSwizzle = \"${this.gSwizzle}\";\\n`;\r\n codeString += `${this._codeVariableName}.bSwizzle = \"${this.bSwizzle}\";\\n`;\r\n codeString += `${this._codeVariableName}.aSwizzle = \"${this.aSwizzle}\";\\n`;\r\n\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorMergerBlock\", ColorMergerBlock);\r\n"]}
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+
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\n\r\n/**\r\n * Block used to create a Color3/4 out of individual inputs (one for each component)\r\n */\r\nexport class ColorMergerBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the swizzle for r (meaning which component to affect to the output.r)\r\n */\r\n public rSwizzle: \"r\" | \"g\" | \"b\" | \"a\" = \"r\";\r\n /**\r\n * Gets or sets the swizzle for g (meaning which component to affect to the output.g)\r\n */\r\n public gSwizzle: \"r\" | \"g\" | \"b\" | \"a\" = \"g\";\r\n /**\r\n * Gets or sets the swizzle for b (meaning which component to affect to the output.b)\r\n */\r\n public bSwizzle: \"r\" | \"g\" | \"b\" | \"a\" = \"b\";\r\n /**\r\n * Gets or sets the swizzle for a (meaning which component to affect to the output.a)\r\n */\r\n public aSwizzle: \"r\" | \"g\" | \"b\" | \"a\" = \"a\";\r\n\r\n /**\r\n * Create a new ColorMergerBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"rgb \", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ColorMergerBlock\";\r\n }\r\n\r\n /**\r\n * Gets the rgb component (input)\r\n */\r\n public get rgbIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the r component (input)\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the g component (input)\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the b component (input)\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the a component (input)\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the rgba component (output)\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component (output)\r\n */\r\n public get rgbOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rgb component (output)\r\n * @deprecated Please use rgbOut instead.\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this.rgbOut;\r\n }\r\n\r\n protected override _inputRename(name: string) {\r\n if (name === \"rgb \") {\r\n return \"rgbIn\";\r\n }\r\n return name;\r\n }\r\n\r\n protected override _outputRename(name: string) {\r\n if (name === \"rgb\") {\r\n return \"rgbOut\";\r\n }\r\n return name;\r\n }\r\n\r\n private _buildSwizzle(len: number) {\r\n const swizzle = this.rSwizzle + this.gSwizzle + this.bSwizzle + this.aSwizzle;\r\n return \".\" + swizzle.substring(0, len);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rInput = this.r;\r\n const gInput = this.g;\r\n const bInput = this.b;\r\n const aInput = this.a;\r\n const rgbInput = this.rgbIn;\r\n\r\n const color4Output = this._outputs[0];\r\n const color3Output = this._outputs[1];\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const vec3 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n if (rgbInput.isConnected) {\r\n if (color4Output.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(color4Output) +\r\n ` = ${vec4}(${rgbInput.associatedVariableName}, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"})${this._buildSwizzle(4)};\\n`;\r\n }\r\n\r\n if (color3Output.hasEndpoints) {\r\n state.compilationString += state._declareOutput(color3Output) + ` = ${rgbInput.associatedVariableName}${this._buildSwizzle(3)};\\n`;\r\n }\r\n } else {\r\n if (color4Output.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(color4Output) +\r\n ` = ${vec4}(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${\r\n bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"\r\n }, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"})${this._buildSwizzle(4)};\\n`;\r\n }\r\n\r\n if (color3Output.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(color3Output) +\r\n ` = ${vec3}(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${\r\n bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"\r\n })${this._buildSwizzle(3)};\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.rSwizzle = this.rSwizzle;\r\n serializationObject.gSwizzle = this.gSwizzle;\r\n serializationObject.bSwizzle = this.bSwizzle;\r\n serializationObject.aSwizzle = this.aSwizzle;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.rSwizzle = serializationObject.rSwizzle ?? \"r\";\r\n this.gSwizzle = serializationObject.gSwizzle ?? \"g\";\r\n this.bSwizzle = serializationObject.bSwizzle ?? \"b\";\r\n this.aSwizzle = serializationObject.aSwizzle ?? \"a\";\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.rSwizzle = \"${this.rSwizzle}\";\\n`;\r\n codeString += `${this._codeVariableName}.gSwizzle = \"${this.gSwizzle}\";\\n`;\r\n codeString += `${this._codeVariableName}.bSwizzle = \"${this.bSwizzle}\";\\n`;\r\n codeString += `${this._codeVariableName}.aSwizzle = \"${this.aSwizzle}\";\\n`;\r\n\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorMergerBlock\", ColorMergerBlock);\r\n"]}
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@@ -473,7 +473,7 @@ export class NodeMaterialConnectionPoint {
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473
473
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connectTo(connectionPoint, ignoreConstraints = false) {
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474
474
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if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {
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475
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// eslint-disable-next-line no-throw-literal
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476
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-
throw
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476
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+
throw `Cannot connect these two connectors. source: "${this.ownerBlock.name}".${this.name}, target: "${connectionPoint.ownerBlock.name}".${connectionPoint.name}`;
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477
477
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}
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478
478
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this._endpoints.push(connectionPoint);
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479
479
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connectionPoint._connectedPoint = this;
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@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport const enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport const enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _preventBubbleUp = false;\r\n\r\n /** @internal */\r\n public readonly _ownerBlock: NodeMaterialBlock;\r\n\r\n private _connectedPointBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _connectedPointTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n private get _connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPointBackingField;\r\n }\r\n\r\n private set _connectedPoint(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._connectedPointBackingField === value) {\r\n return;\r\n }\r\n\r\n this._connectedPointTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._connectedPointBackingField = value));\r\n if (this._connectedPointBackingField) {\r\n this._connectedPointTypeChangedObserver = this._connectedPointBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private readonly _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private readonly _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _redirectedSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _typeConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _typeConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _typeConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._typeConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _typeConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._typeConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._typeConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._typeConnectionSourceBackingField = value));\r\n if (this._typeConnectionSourceBackingField) {\r\n this._typeConnectionSourceTypeChangedObserver = this._typeConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private _defaultConnectionPointTypeBackingField: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public get _defaultConnectionPointType(): Nullable<NodeMaterialBlockConnectionPointTypes> {\r\n return this._defaultConnectionPointTypeBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _defaultConnectionPointType(value: Nullable<NodeMaterialBlockConnectionPointTypes>) {\r\n this._updateTypeDependentState(() => (this._defaultConnectionPointTypeBackingField = value));\r\n }\r\n\r\n /** @internal */\r\n public _isMainLinkSource = false;\r\n\r\n private _linkedConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _linkedConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _linkedConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._linkedConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _linkedConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._linkedConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._linkedConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._linkedConnectionSourceBackingField = value));\r\n this._isMainLinkSource = false;\r\n if (this._linkedConnectionSourceBackingField) {\r\n this._linkedConnectionSourceTypeChangedObserver = this._linkedConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** @internal */\r\n public _forPostBuild = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public readonly onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public readonly onDisconnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when the type of the connection point is changed\r\n */\r\n public readonly onTypeChangedObservable = new Observable<NodeMaterialBlockConnectionPointTypes>();\r\n private _isTypeChangeObservableNotifying = false;\r\n\r\n /**\r\n * Gets the declaration variable name in the shader\r\n */\r\n public get declarationVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).declarationVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.declarationVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && !this._isMainLinkSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource) {\r\n if (this._linkedConnectionSource.isConnected) {\r\n if (this._linkedConnectionSource.connectedPoint!._redirectedSource && this._linkedConnectionSource.connectedPoint!._redirectedSource.isConnected) {\r\n return this._linkedConnectionSource.connectedPoint!._redirectedSource.type;\r\n }\r\n return this._linkedConnectionSource.type;\r\n }\r\n if (this._linkedConnectionSource._defaultConnectionPointType) {\r\n return this._linkedConnectionSource._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._updateTypeDependentState(() => (this._type = value));\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public readonly name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.isConnectedInFragmentShader()) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n if (this.displayName) {\r\n serializationObject.displayName = this.displayName;\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n this.onTypeChangedObservable.clear();\r\n\r\n this._connectedPoint = null;\r\n this._typeConnectionSource = null;\r\n this._linkedConnectionSource = null;\r\n }\r\n\r\n private _updateTypeDependentState(update: () => void) {\r\n const previousType = this.type;\r\n update();\r\n if (this.type !== previousType) {\r\n this._notifyTypeChanged();\r\n }\r\n }\r\n\r\n private _notifyTypeChanged() {\r\n // Disallow re-entrancy\r\n if (this._isTypeChangeObservableNotifying) {\r\n return;\r\n }\r\n\r\n this._isTypeChangeObservableNotifying = true;\r\n this.onTypeChangedObservable.notifyObservers(this.type);\r\n this._isTypeChangeObservableNotifying = false;\r\n }\r\n}\r\n"]}
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1
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+
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport const enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport const enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _preventBubbleUp = false;\r\n\r\n /** @internal */\r\n public readonly _ownerBlock: NodeMaterialBlock;\r\n\r\n private _connectedPointBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _connectedPointTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n private get _connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPointBackingField;\r\n }\r\n\r\n private set _connectedPoint(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._connectedPointBackingField === value) {\r\n return;\r\n }\r\n\r\n this._connectedPointTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._connectedPointBackingField = value));\r\n if (this._connectedPointBackingField) {\r\n this._connectedPointTypeChangedObserver = this._connectedPointBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private readonly _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private readonly _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _redirectedSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _typeConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _typeConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _typeConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._typeConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _typeConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._typeConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._typeConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._typeConnectionSourceBackingField = value));\r\n if (this._typeConnectionSourceBackingField) {\r\n this._typeConnectionSourceTypeChangedObserver = this._typeConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private _defaultConnectionPointTypeBackingField: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public get _defaultConnectionPointType(): Nullable<NodeMaterialBlockConnectionPointTypes> {\r\n return this._defaultConnectionPointTypeBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _defaultConnectionPointType(value: Nullable<NodeMaterialBlockConnectionPointTypes>) {\r\n this._updateTypeDependentState(() => (this._defaultConnectionPointTypeBackingField = value));\r\n }\r\n\r\n /** @internal */\r\n public _isMainLinkSource = false;\r\n\r\n private _linkedConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _linkedConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _linkedConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._linkedConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _linkedConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._linkedConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._linkedConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._linkedConnectionSourceBackingField = value));\r\n this._isMainLinkSource = false;\r\n if (this._linkedConnectionSourceBackingField) {\r\n this._linkedConnectionSourceTypeChangedObserver = this._linkedConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** @internal */\r\n public _forPostBuild = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public readonly onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public readonly onDisconnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when the type of the connection point is changed\r\n */\r\n public readonly onTypeChangedObservable = new Observable<NodeMaterialBlockConnectionPointTypes>();\r\n private _isTypeChangeObservableNotifying = false;\r\n\r\n /**\r\n * Gets the declaration variable name in the shader\r\n */\r\n public get declarationVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).declarationVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.declarationVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && !this._isMainLinkSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource) {\r\n if (this._linkedConnectionSource.isConnected) {\r\n if (this._linkedConnectionSource.connectedPoint!._redirectedSource && this._linkedConnectionSource.connectedPoint!._redirectedSource.isConnected) {\r\n return this._linkedConnectionSource.connectedPoint!._redirectedSource.type;\r\n }\r\n return this._linkedConnectionSource.type;\r\n }\r\n if (this._linkedConnectionSource._defaultConnectionPointType) {\r\n return this._linkedConnectionSource._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._updateTypeDependentState(() => (this._type = value));\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public readonly name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.isConnectedInFragmentShader()) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Cannot connect these two connectors. source: \"${this.ownerBlock.name}\".${this.name}, target: \"${connectionPoint.ownerBlock.name}\".${connectionPoint.name}`;\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n if (this.displayName) {\r\n serializationObject.displayName = this.displayName;\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n this.onTypeChangedObservable.clear();\r\n\r\n this._connectedPoint = null;\r\n this._typeConnectionSource = null;\r\n this._linkedConnectionSource = null;\r\n }\r\n\r\n private _updateTypeDependentState(update: () => void) {\r\n const previousType = this.type;\r\n update();\r\n if (this.type !== previousType) {\r\n this._notifyTypeChanged();\r\n }\r\n }\r\n\r\n private _notifyTypeChanged() {\r\n // Disallow re-entrancy\r\n if (this._isTypeChangeObservableNotifying) {\r\n return;\r\n }\r\n\r\n this._isTypeChangeObservableNotifying = true;\r\n this.onTypeChangedObservable.notifyObservers(this.type);\r\n this._isTypeChangeObservableNotifying = false;\r\n }\r\n}\r\n"]}
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@@ -203,6 +203,7 @@ export declare class PBRMaterialDefines extends MaterialDefines implements IImag
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USEPHYSICALLIGHTFALLOFF: boolean;
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CLIPPLANE: boolean;
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CLIPPLANE2: boolean;
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@@ -216,6 +216,7 @@ export class PBRMaterialDefines extends MaterialDefines {
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this.USEPHYSICALLIGHTFALLOFF = false;
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this.USEGLTFLIGHTFALLOFF = false;
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this.TWOSIDEDLIGHTING = false;
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this.MIRRORED = false;
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this.SHADOWFLOAT = false;
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this.CLIPPLANE = false;
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@@ -1325,6 +1326,7 @@ export class PBRBaseMaterial extends PushMaterial {
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defines.RGBDREFLECTION = reflectionTexture.isRGBD;
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defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
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defines.LINEARSPECULARREFLECTION = reflectionTexture.linearSpecularLOD;
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defines.USEIRRADIANCEMAP = false;
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if (this.realTimeFiltering && this.realTimeFilteringQuality > 0) {
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defines.NUM_SAMPLES = "" + this.realTimeFilteringQuality;
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if (engine._features.needTypeSuffixInShaderConstants) {
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@@ -1545,6 +1547,8 @@ export class PBRBaseMaterial extends PushMaterial {
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else {
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defines.TWOSIDEDLIGHTING = false;
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}
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// We need it to not invert normals in two sided lighting mode (based on the winding of the face)
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defines.MIRRORED = !!scene._mirroredCameraPosition;
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defines.SPECULARAA = engine.getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
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}
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if (defines._areTexturesDirty || defines._areMiscDirty) {
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