@babylonjs/core 8.12.0 → 8.13.0

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Files changed (88) hide show
  1. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +10 -2
  2. package/BakedVertexAnimation/vertexAnimationBaker.js +51 -2
  3. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  4. package/Cameras/camera.d.ts +6 -0
  5. package/Cameras/camera.js +8 -0
  6. package/Cameras/camera.js.map +1 -1
  7. package/Engines/abstractEngine.js +2 -2
  8. package/Engines/abstractEngine.js.map +1 -1
  9. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +1 -1
  10. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +27 -18
  11. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
  12. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +55 -3
  13. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +83 -2
  14. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  15. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  16. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  17. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  18. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  19. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.js.map +1 -1
  20. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +1 -0
  21. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +23 -2
  22. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  23. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +5 -5
  24. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  25. package/FlowGraph/Blocks/flowGraphBlockFactory.js +10 -0
  26. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  27. package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +5 -0
  28. package/FlowGraph/Blocks/flowGraphBlockNames.js +5 -0
  29. package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
  30. package/FlowGraph/flowGraphRichTypes.js +10 -8
  31. package/FlowGraph/flowGraphRichTypes.js.map +1 -1
  32. package/FlowGraph/utils.d.ts +3 -3
  33. package/FlowGraph/utils.js +5 -4
  34. package/FlowGraph/utils.js.map +1 -1
  35. package/Instrumentation/engineInstrumentation.d.ts +2 -2
  36. package/Instrumentation/engineInstrumentation.js +5 -0
  37. package/Instrumentation/engineInstrumentation.js.map +1 -1
  38. package/Instrumentation/sceneInstrumentation.d.ts +1 -0
  39. package/Instrumentation/sceneInstrumentation.js +5 -0
  40. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  41. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +2 -5
  42. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +8 -71
  43. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +2 -0
  45. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +7 -8
  46. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  47. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  48. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  49. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  50. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.d.ts +29 -0
  51. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js +100 -0
  52. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js.map +1 -0
  53. package/Materials/Node/nodeMaterial.js +1 -1
  54. package/Materials/Node/nodeMaterial.js.map +1 -1
  55. package/Materials/Node/nodeMaterialBuildState.d.ts +0 -2
  56. package/Materials/Node/nodeMaterialBuildState.js +0 -2
  57. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  58. package/Materials/Node/nodeMaterialDefault.js +2 -1
  59. package/Materials/Node/nodeMaterialDefault.js.map +1 -1
  60. package/Maths/math.vector.d.ts +14 -0
  61. package/Maths/math.vector.functions.d.ts +25 -1
  62. package/Maths/math.vector.functions.js +35 -0
  63. package/Maths/math.vector.functions.js.map +1 -1
  64. package/Maths/math.vector.js +28 -0
  65. package/Maths/math.vector.js.map +1 -1
  66. package/Meshes/csg2.js +1 -1
  67. package/Meshes/csg2.js.map +1 -1
  68. package/Meshes/linesMesh.d.ts +2 -1
  69. package/Meshes/linesMesh.js +5 -0
  70. package/Meshes/linesMesh.js.map +1 -1
  71. package/Misc/environmentTextureTools.d.ts +4 -1
  72. package/Misc/environmentTextureTools.js +9 -2
  73. package/Misc/environmentTextureTools.js.map +1 -1
  74. package/Misc/observable.d.ts +1 -1
  75. package/Misc/observable.js.map +1 -1
  76. package/Morph/morphTargetManager.d.ts +5 -0
  77. package/Morph/morphTargetManager.js +8 -0
  78. package/Morph/morphTargetManager.js.map +1 -1
  79. package/Particles/IParticleSystem.d.ts +4 -0
  80. package/Particles/IParticleSystem.js.map +1 -1
  81. package/Particles/Node/nodeParticleSystemSet.d.ts +2 -1
  82. package/Particles/Node/nodeParticleSystemSet.js +2 -1
  83. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  84. package/Particles/baseParticleSystem.d.ts +4 -0
  85. package/Particles/baseParticleSystem.js +6 -0
  86. package/Particles/baseParticleSystem.js.map +1 -1
  87. package/Particles/particleSystem.js.map +1 -1
  88. package/package.json +1 -1
@@ -79,8 +79,6 @@ export declare class NodeMaterialBuildState {
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  /** @internal */
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  _customEntryHeader: string;
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  /** @internal */
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- _customOutputName: string;
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- /** @internal */
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  private _repeatableContentAnchorIndex;
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  /** @internal */
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  _builtCompilationString: string;
@@ -63,8 +63,6 @@ export class NodeMaterialBuildState {
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  /** @internal */
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  this._customEntryHeader = "";
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  /** @internal */
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- this._customOutputName = "";
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- /** @internal */
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  this._repeatableContentAnchorIndex = 0;
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  /** @internal */
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  this._builtCompilationString = "";
@@ -1 +1 @@
1
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport { Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport type { _IProcessingOptions } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { WebGLShaderProcessor } from \"core/Engines/WebGL/webGLShaderProcessors\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n /** @internal */\r\n public _injectAtTop = \"\";\r\n /** @internal */\r\n public _customEntryHeader = \"\";\r\n /** @internal */\r\n public _customOutputName = \"\";\r\n /** @internal */\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Returns the processed, compiled shader code\r\n * @param defines defines to use for the shader processing\r\n * @returns the raw shader code used by the engine\r\n */\r\n public async getProcessedShaderAsync(defines: string): Promise<string> {\r\n if (!this._builtCompilationString) {\r\n Logger.Error(\"getProcessedShaderAsync: Shader not built yet.\");\r\n return \"\";\r\n }\r\n\r\n const engine = this.sharedData.nodeMaterial.getScene().getEngine();\r\n const options: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: this.target === NodeMaterialBlockTargets.Fragment,\r\n shouldUseHighPrecisionShader: engine._shouldUseHighPrecisionShader,\r\n processor: engine._getShaderProcessor(this.shaderLanguage),\r\n supportsUniformBuffers: engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this.shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage),\r\n version: (engine.version * 100).toString(),\r\n platformName: engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: engine.useReverseDepthBuffer,\r\n };\r\n\r\n // Export WebGL2 shaders with WebGL1 syntax for max compatibility\r\n if (!engine.isWebGPU && engine.version > 1.0) {\r\n options.processor = new WebGLShaderProcessor();\r\n }\r\n\r\n return await new Promise((resolve) => {\r\n Process(\r\n this._builtCompilationString,\r\n options,\r\n (migratedCode, _) => {\r\n resolve(migratedCode);\r\n },\r\n engine\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n let entryPointString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}`;\r\n if (this._customEntryHeader) {\r\n entryPointString += this._customEntryHeader;\r\n } else if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n entryPointString += `@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.sharedData.varyingInitializationsFragment}`;\r\n } else {\r\n entryPointString += `@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n`;\r\n }\r\n } else {\r\n entryPointString += `void main(void) {\\n`;\r\n }\r\n\r\n this.compilationString = entryPointString + this.compilationString;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${isFragmentMode ? this.sharedData.varyingDeclarationFragment : this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n if (this._injectAtTop) {\r\n this.compilationString = `${this._injectAtTop}\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = this.sharedData.formatConfig.formatVariablename(prefix);\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false, annotation?: string, unsignedSampler?: boolean, precision?: string) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"f\";\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<${unsignedSamplerPrefix}32>;\\n`;\r\n } else {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"\";\r\n const precisionDecl = precision ?? \"\";\r\n this._samplerDeclaration += `uniform ${precisionDecl} ${unsignedSamplerPrefix}sampler2D ${name}; ${annotation ? annotation : \"\"}\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n const shaderType = this._getShaderType(type);\r\n\r\n const emitCode = (forFragment = false) => {\r\n let code = \"\";\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n code += `#if ${define}\\n`;\r\n } else {\r\n code += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n switch (shaderType) {\r\n case \"mat4x4f\":\r\n // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors\r\n code += `varying ${name}_r0: vec4f;\\n`;\r\n code += `varying ${name}_r1: vec4f;\\n`;\r\n code += `varying ${name}_r2: vec4f;\\n`;\r\n code += `varying ${name}_r3: vec4f;\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: mat4x4f;\\n`;\r\n this.sharedData.varyingInitializationsFragment += `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\\n`;\r\n }\r\n break;\r\n default:\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n break;\r\n }\r\n } else {\r\n code += `varying ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n code += `#endif\\n`;\r\n }\r\n return code;\r\n };\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += emitCode(false);\r\n this.sharedData.varyingDeclarationFragment += emitCode(true);\r\n } else {\r\n const code = emitCode();\r\n this.sharedData.varyingDeclaration += code;\r\n this.sharedData.varyingDeclarationFragment += code;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.sharedData.formatConfig.getUniformAnnotation) {\r\n this._uniformDeclaration += this.sharedData.formatConfig.getUniformAnnotation(name);\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\"} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${isConst ? \"const \" : \"\"}${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport { Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport type { _IProcessingOptions } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { WebGLShaderProcessor } from \"core/Engines/WebGL/webGLShaderProcessors\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n /** @internal */\r\n public _injectAtTop = \"\";\r\n /** @internal */\r\n public _customEntryHeader = \"\";\r\n /** @internal */\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Returns the processed, compiled shader code\r\n * @param defines defines to use for the shader processing\r\n * @returns the raw shader code used by the engine\r\n */\r\n public async getProcessedShaderAsync(defines: string): Promise<string> {\r\n if (!this._builtCompilationString) {\r\n Logger.Error(\"getProcessedShaderAsync: Shader not built yet.\");\r\n return \"\";\r\n }\r\n\r\n const engine = this.sharedData.nodeMaterial.getScene().getEngine();\r\n const options: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: this.target === NodeMaterialBlockTargets.Fragment,\r\n shouldUseHighPrecisionShader: engine._shouldUseHighPrecisionShader,\r\n processor: engine._getShaderProcessor(this.shaderLanguage),\r\n supportsUniformBuffers: engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this.shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage),\r\n version: (engine.version * 100).toString(),\r\n platformName: engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: engine.useReverseDepthBuffer,\r\n };\r\n\r\n // Export WebGL2 shaders with WebGL1 syntax for max compatibility\r\n if (!engine.isWebGPU && engine.version > 1.0) {\r\n options.processor = new WebGLShaderProcessor();\r\n }\r\n\r\n return await new Promise((resolve) => {\r\n Process(\r\n this._builtCompilationString,\r\n options,\r\n (migratedCode, _) => {\r\n resolve(migratedCode);\r\n },\r\n engine\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n let entryPointString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}`;\r\n if (this._customEntryHeader) {\r\n entryPointString += this._customEntryHeader;\r\n } else if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n entryPointString += `@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.sharedData.varyingInitializationsFragment}`;\r\n } else {\r\n entryPointString += `@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n`;\r\n }\r\n } else {\r\n entryPointString += `void main(void) {\\n`;\r\n }\r\n\r\n this.compilationString = entryPointString + this.compilationString;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${isFragmentMode ? this.sharedData.varyingDeclarationFragment : this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n if (this._injectAtTop) {\r\n this.compilationString = `${this._injectAtTop}\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = this.sharedData.formatConfig.formatVariablename(prefix);\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false, annotation?: string, unsignedSampler?: boolean, precision?: string) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"f\";\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<${unsignedSamplerPrefix}32>;\\n`;\r\n } else {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"\";\r\n const precisionDecl = precision ?? \"\";\r\n this._samplerDeclaration += `uniform ${precisionDecl} ${unsignedSamplerPrefix}sampler2D ${name}; ${annotation ? annotation : \"\"}\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n const shaderType = this._getShaderType(type);\r\n\r\n const emitCode = (forFragment = false) => {\r\n let code = \"\";\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n code += `#if ${define}\\n`;\r\n } else {\r\n code += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n switch (shaderType) {\r\n case \"mat4x4f\":\r\n // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors\r\n code += `varying ${name}_r0: vec4f;\\n`;\r\n code += `varying ${name}_r1: vec4f;\\n`;\r\n code += `varying ${name}_r2: vec4f;\\n`;\r\n code += `varying ${name}_r3: vec4f;\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: mat4x4f;\\n`;\r\n this.sharedData.varyingInitializationsFragment += `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\\n`;\r\n }\r\n break;\r\n default:\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n break;\r\n }\r\n } else {\r\n code += `varying ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n code += `#endif\\n`;\r\n }\r\n return code;\r\n };\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += emitCode(false);\r\n this.sharedData.varyingDeclarationFragment += emitCode(true);\r\n } else {\r\n const code = emitCode();\r\n this.sharedData.varyingDeclaration += code;\r\n this.sharedData.varyingDeclarationFragment += code;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.sharedData.formatConfig.getUniformAnnotation) {\r\n this._uniformDeclaration += this.sharedData.formatConfig.getUniformAnnotation(name);\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\"} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${isConst ? \"const \" : \"\"}${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -13,6 +13,7 @@ import { Tools } from "../../Misc/tools.js";
13
13
  import { SmartFilterTextureBlock } from "./Blocks/Dual/smartFilterTextureBlock.js";
14
14
  import { Color4 } from "../../Maths/math.color.js";
15
15
  import { AddBlock } from "./Blocks/addBlock.js";
16
+ import { SmartFilterFragmentOutputBlock } from "./Blocks/Fragment/smartFilterFragmentOutputBlock.js";
16
17
  /**
17
18
  * Clear the material and set it to a default state for gaussian splatting
18
19
  * @param nodeMaterial node material to use
@@ -80,7 +81,7 @@ export function SetToDefaultSFE(nodeMaterial) {
80
81
  const multiply = new MultiplyBlock("Multiply");
81
82
  color.connectTo(multiply);
82
83
  currentScreen.connectTo(multiply);
83
- const fragmentOutput = new FragmentOutputBlock("FragmentOutput");
84
+ const fragmentOutput = new SmartFilterFragmentOutputBlock("FragmentOutput");
84
85
  multiply.connectTo(fragmentOutput);
85
86
  nodeMaterial.addOutputNode(fragmentOutput);
86
87
  nodeMaterial._mode = NodeMaterialModes.SFE;
@@ -1 +1 @@
1
- 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{ TransformBlock } from \"./Blocks/transformBlock\";\r\nimport { VertexOutputBlock } from \"./Blocks/Vertex/vertexOutputBlock\";\r\nimport { FragmentOutputBlock } from \"./Blocks/Fragment/fragmentOutputBlock\";\r\nimport { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { GaussianSplattingBlock } from \"./Blocks/GaussianSplatting/gaussianSplattingBlock\";\r\nimport { GaussianBlock } from \"./Blocks/GaussianSplatting/gaussianBlock\";\r\nimport { SplatReaderBlock } from \"./Blocks/GaussianSplatting/splatReaderBlock\";\r\nimport { NodeMaterialModes } from \"./Enums/nodeMaterialModes\";\r\nimport { NodeMaterialSystemValues } from \"./Enums/nodeMaterialSystemValues\";\r\nimport type { NodeMaterial } from \"./nodeMaterial\";\r\nimport { MultiplyBlock } from \"./Blocks/multiplyBlock\";\r\nimport { Texture } from \"../Textures/texture\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { SmartFilterTextureBlock } from \"./Blocks/Dual/smartFilterTextureBlock\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { AddBlock } from \"./Blocks/addBlock\";\r\n\r\n/**\r\n * Clear the material and set it to a default state for gaussian splatting\r\n * @param nodeMaterial node material to use\r\n */\r\nexport function SetToDefaultGaussianSplatting(nodeMaterial: NodeMaterial): void {\r\n nodeMaterial.clear();\r\n\r\n nodeMaterial.editorData = null;\r\n\r\n // reading splat datas\r\n const splatIndex = new InputBlock(\"SplatIndex\");\r\n splatIndex.setAsAttribute(\"splatIndex\");\r\n\r\n const splatReader = new SplatReaderBlock(\"SplatReader\");\r\n splatIndex.connectTo(splatReader);\r\n\r\n // transforming datas into renderable positions\r\n const gs = new GaussianSplattingBlock(\"GaussianSplatting\");\r\n splatReader.connectTo(gs);\r\n\r\n // world transformation\r\n const worldInput = new InputBlock(\"World\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n\r\n const worldPos = new TransformBlock(\"WorldPos\");\r\n\r\n splatReader.connectTo(worldPos);\r\n worldInput.connectTo(worldPos);\r\n worldPos.connectTo(gs, { output: \"xyz\", input: \"splatPosition\" });\r\n\r\n // view and projections\r\n\r\n const view = new InputBlock(\"view\");\r\n view.setAsSystemValue(NodeMaterialSystemValues.View);\r\n\r\n const projection = new InputBlock(\"Projection\");\r\n projection.setAsSystemValue(NodeMaterialSystemValues.Projection);\r\n\r\n worldInput.connectTo(gs, { input: \"world\" });\r\n view.connectTo(gs, { input: \"view\" });\r\n projection.connectTo(gs, { input: \"projection\" });\r\n\r\n const addBlock = new AddBlock(\"Add SH\");\r\n\r\n // from color to gaussian color\r\n const gaussian = new GaussianBlock(\"Gaussian\");\r\n splatReader.connectTo(gaussian, { input: \"splatColor\", output: \"splatColor\" });\r\n\r\n // fragment and vertex outputs\r\n const fragmentOutput = new FragmentOutputBlock(\"FragmentOutput\");\r\n\r\n gs.SH.connectTo(addBlock.left);\r\n gaussian.rgb.connectTo(addBlock.right);\r\n addBlock.output.connectTo(fragmentOutput.rgb);\r\n gaussian.alpha.connectTo(fragmentOutput.a);\r\n\r\n const vertexOutput = new VertexOutputBlock(\"VertexOutput\");\r\n gs.connectTo(vertexOutput);\r\n\r\n // Add to nodes\r\n nodeMaterial.addOutputNode(vertexOutput);\r\n nodeMaterial.addOutputNode(fragmentOutput);\r\n\r\n nodeMaterial._mode = NodeMaterialModes.GaussianSplatting;\r\n}\r\n\r\n/**\r\n * Clear the material and set it to a default state for Smart Filter effects\r\n * @param nodeMaterial node material to use\r\n */\r\nexport function SetToDefaultSFE(nodeMaterial: NodeMaterial): void {\r\n nodeMaterial.clear();\r\n\r\n nodeMaterial.editorData = null;\r\n\r\n const uv = new InputBlock(\"uv\");\r\n uv.setAsAttribute(\"postprocess_uv\");\r\n uv.comments = \"Normalized screen position to sample our texture with.\";\r\n\r\n const currentScreen = new SmartFilterTextureBlock(\"Input Texture\");\r\n currentScreen.comments = \"A placeholder that represents the input texture to compose.\";\r\n uv.connectTo(currentScreen);\r\n const textureUrl = Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/nme/currentScreenPostProcess.png\");\r\n currentScreen.texture = new Texture(textureUrl, nodeMaterial.getScene());\r\n\r\n const color = new InputBlock(\"Color4\");\r\n color.value = new Color4(1, 0, 0, 1);\r\n\r\n const multiply = new MultiplyBlock(\"Multiply\");\r\n color.connectTo(multiply);\r\n currentScreen.connectTo(multiply);\r\n\r\n const fragmentOutput = new FragmentOutputBlock(\"FragmentOutput\");\r\n multiply.connectTo(fragmentOutput);\r\n\r\n nodeMaterial.addOutputNode(fragmentOutput);\r\n\r\n nodeMaterial._mode = NodeMaterialModes.SFE;\r\n}\r\n"]}
1
+ 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{ TransformBlock } from \"./Blocks/transformBlock\";\r\nimport { VertexOutputBlock } from \"./Blocks/Vertex/vertexOutputBlock\";\r\nimport { FragmentOutputBlock } from \"./Blocks/Fragment/fragmentOutputBlock\";\r\nimport { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { GaussianSplattingBlock } from \"./Blocks/GaussianSplatting/gaussianSplattingBlock\";\r\nimport { GaussianBlock } from \"./Blocks/GaussianSplatting/gaussianBlock\";\r\nimport { SplatReaderBlock } from \"./Blocks/GaussianSplatting/splatReaderBlock\";\r\nimport { NodeMaterialModes } from \"./Enums/nodeMaterialModes\";\r\nimport { NodeMaterialSystemValues } from \"./Enums/nodeMaterialSystemValues\";\r\nimport type { NodeMaterial } from \"./nodeMaterial\";\r\nimport { MultiplyBlock } from \"./Blocks/multiplyBlock\";\r\nimport { Texture } from \"../Textures/texture\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { SmartFilterTextureBlock } from \"./Blocks/Dual/smartFilterTextureBlock\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { AddBlock } from \"./Blocks/addBlock\";\r\nimport { SmartFilterFragmentOutputBlock } from \"./Blocks/Fragment/smartFilterFragmentOutputBlock\";\r\n\r\n/**\r\n * Clear the material and set it to a default state for gaussian splatting\r\n * @param nodeMaterial node material to use\r\n */\r\nexport function SetToDefaultGaussianSplatting(nodeMaterial: NodeMaterial): void {\r\n nodeMaterial.clear();\r\n\r\n nodeMaterial.editorData = null;\r\n\r\n // reading splat datas\r\n const splatIndex = new InputBlock(\"SplatIndex\");\r\n splatIndex.setAsAttribute(\"splatIndex\");\r\n\r\n const splatReader = new SplatReaderBlock(\"SplatReader\");\r\n splatIndex.connectTo(splatReader);\r\n\r\n // transforming datas into renderable positions\r\n const gs = new GaussianSplattingBlock(\"GaussianSplatting\");\r\n splatReader.connectTo(gs);\r\n\r\n // world transformation\r\n const worldInput = new InputBlock(\"World\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n\r\n const worldPos = new TransformBlock(\"WorldPos\");\r\n\r\n splatReader.connectTo(worldPos);\r\n worldInput.connectTo(worldPos);\r\n worldPos.connectTo(gs, { output: \"xyz\", input: \"splatPosition\" });\r\n\r\n // view and projections\r\n\r\n const view = new InputBlock(\"view\");\r\n view.setAsSystemValue(NodeMaterialSystemValues.View);\r\n\r\n const projection = new InputBlock(\"Projection\");\r\n projection.setAsSystemValue(NodeMaterialSystemValues.Projection);\r\n\r\n worldInput.connectTo(gs, { input: \"world\" });\r\n view.connectTo(gs, { input: \"view\" });\r\n projection.connectTo(gs, { input: \"projection\" });\r\n\r\n const addBlock = new AddBlock(\"Add SH\");\r\n\r\n // from color to gaussian color\r\n const gaussian = new GaussianBlock(\"Gaussian\");\r\n splatReader.connectTo(gaussian, { input: \"splatColor\", output: \"splatColor\" });\r\n\r\n // fragment and vertex outputs\r\n const fragmentOutput = new FragmentOutputBlock(\"FragmentOutput\");\r\n\r\n gs.SH.connectTo(addBlock.left);\r\n gaussian.rgb.connectTo(addBlock.right);\r\n addBlock.output.connectTo(fragmentOutput.rgb);\r\n gaussian.alpha.connectTo(fragmentOutput.a);\r\n\r\n const vertexOutput = new VertexOutputBlock(\"VertexOutput\");\r\n gs.connectTo(vertexOutput);\r\n\r\n // Add to nodes\r\n nodeMaterial.addOutputNode(vertexOutput);\r\n nodeMaterial.addOutputNode(fragmentOutput);\r\n\r\n nodeMaterial._mode = NodeMaterialModes.GaussianSplatting;\r\n}\r\n\r\n/**\r\n * Clear the material and set it to a default state for Smart Filter effects\r\n * @param nodeMaterial node material to use\r\n */\r\nexport function SetToDefaultSFE(nodeMaterial: NodeMaterial): void {\r\n nodeMaterial.clear();\r\n\r\n nodeMaterial.editorData = null;\r\n\r\n const uv = new InputBlock(\"uv\");\r\n uv.setAsAttribute(\"postprocess_uv\");\r\n uv.comments = \"Normalized screen position to sample our texture with.\";\r\n\r\n const currentScreen = new SmartFilterTextureBlock(\"Input Texture\");\r\n currentScreen.comments = \"A placeholder that represents the input texture to compose.\";\r\n uv.connectTo(currentScreen);\r\n const textureUrl = Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/nme/currentScreenPostProcess.png\");\r\n currentScreen.texture = new Texture(textureUrl, nodeMaterial.getScene());\r\n\r\n const color = new InputBlock(\"Color4\");\r\n color.value = new Color4(1, 0, 0, 1);\r\n\r\n const multiply = new MultiplyBlock(\"Multiply\");\r\n color.connectTo(multiply);\r\n currentScreen.connectTo(multiply);\r\n\r\n const fragmentOutput = new SmartFilterFragmentOutputBlock(\"FragmentOutput\");\r\n multiply.connectTo(fragmentOutput);\r\n\r\n nodeMaterial.addOutputNode(fragmentOutput);\r\n\r\n nodeMaterial._mode = NodeMaterialModes.SFE;\r\n}\r\n"]}
@@ -2875,6 +2875,20 @@ export declare class Quaternion implements Tensor<Tuple<number, 4>, Quaternion>,
2875
2875
  * @returns the dot product
2876
2876
  */
2877
2877
  dot(other: DeepImmutable<this>): number;
2878
+ /**
2879
+ * Converts the current quaternion to an axis angle representation
2880
+ * @returns the axis and angle in radians
2881
+ */
2882
+ toAxisAngle(): {
2883
+ axis: Vector3;
2884
+ angle: number;
2885
+ };
2886
+ /**
2887
+ * Converts the current quaternion to an axis angle representation
2888
+ * @param axis defines the target axis vector
2889
+ * @returns the angle in radians
2890
+ */
2891
+ toAxisAngleToRef<T extends Vector3>(axis: T): number;
2878
2892
  /**
2879
2893
  * Creates a new quaternion from a rotation matrix
2880
2894
  * Example Playground https://playground.babylonjs.com/#L49EJ7#101
@@ -1,4 +1,6 @@
1
- import type { Vector2, Vector3, Vector4 } from "./math.vector.js";
1
+ import type { DeepImmutable } from "../types.js";
2
+ import type { Vector2, Vector4 } from "./math.vector.js";
3
+ import { Quaternion, Vector3 } from "./math.vector.js";
2
4
  /**
3
5
  * Creates a string representation of the Vector2
4
6
  * @param vector defines the Vector2 to stringify
@@ -20,3 +22,25 @@ export declare function Vector3ToFixed(vector: Vector3, decimalCount: number): s
20
22
  * @returns a string with the Vector4 coordinates.
21
23
  */
22
24
  export declare function Vector4ToFixed(vector: Vector4, decimalCount: number): string;
25
+ /**
26
+ * Returns the angle in radians between two quaternions
27
+ * @param q1 defines the first quaternion
28
+ * @param q2 defines the second quaternion
29
+ * @returns the angle in radians between the two quaternions
30
+ */
31
+ export declare function GetAngleBetweenQuaternions(q1: DeepImmutable<Quaternion>, q2: DeepImmutable<Quaternion>): number;
32
+ /**
33
+ * Creates a quaternion from two direction vectors
34
+ * @param a defines the first direction vector
35
+ * @param b defines the second direction vector
36
+ * @returns the target quaternion
37
+ */
38
+ export declare function GetQuaternionFromDirections<T extends Vector3>(a: T, b: T): Quaternion;
39
+ /**
40
+ * Creates a quaternion from two direction vectors
41
+ * @param a defines the first direction vector
42
+ * @param b defines the second direction vector
43
+ * @param result defines the target quaternion
44
+ * @returns the target quaternion
45
+ */
46
+ export declare function GetQuaternionFromDirectionsToRef<T extends Vector3, ResultT extends Quaternion>(a: T, b: T, result: ResultT): ResultT;
@@ -1,3 +1,5 @@
1
+ import { Clamp } from "./math.scalar.functions.js";
2
+ import { Quaternion, Vector3 } from "./math.vector.js";
1
3
  /**
2
4
  * Creates a string representation of the Vector2
3
5
  * @param vector defines the Vector2 to stringify
@@ -25,4 +27,37 @@ export function Vector3ToFixed(vector, decimalCount) {
25
27
  export function Vector4ToFixed(vector, decimalCount) {
26
28
  return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)} W: ${vector.w.toFixed(decimalCount)}}`;
27
29
  }
30
+ /**
31
+ * Returns the angle in radians between two quaternions
32
+ * @param q1 defines the first quaternion
33
+ * @param q2 defines the second quaternion
34
+ * @returns the angle in radians between the two quaternions
35
+ */
36
+ export function GetAngleBetweenQuaternions(q1, q2) {
37
+ return Math.acos(Clamp(Quaternion.Dot(q1, q2))) * 2;
38
+ }
39
+ /**
40
+ * Creates a quaternion from two direction vectors
41
+ * @param a defines the first direction vector
42
+ * @param b defines the second direction vector
43
+ * @returns the target quaternion
44
+ */
45
+ export function GetQuaternionFromDirections(a, b) {
46
+ const result = new Quaternion();
47
+ GetQuaternionFromDirectionsToRef(a, b, result);
48
+ return result;
49
+ }
50
+ /**
51
+ * Creates a quaternion from two direction vectors
52
+ * @param a defines the first direction vector
53
+ * @param b defines the second direction vector
54
+ * @param result defines the target quaternion
55
+ * @returns the target quaternion
56
+ */
57
+ export function GetQuaternionFromDirectionsToRef(a, b, result) {
58
+ const axis = Vector3.Cross(a, b);
59
+ const angle = Math.acos(Clamp(Vector3.Dot(a, b), -1, 1));
60
+ Quaternion.RotationAxisToRef(axis, angle, result);
61
+ return result;
62
+ }
28
63
  //# sourceMappingURL=math.vector.functions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"math.vector.functions.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.vector.functions.ts"],"names":[],"mappings":"AAEA;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACzF,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACjI,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACnK,CAAC","sourcesContent":["import type { Vector2, Vector3, Vector4 } from \"./math.vector\";\r\n\r\n/**\r\n * Creates a string representation of the Vector2\r\n * @param vector defines the Vector2 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector2 coordinates.\r\n */\r\nexport function Vector2ToFixed(vector: Vector2, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the Vector3\r\n * @param vector defines the Vector3 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector3 coordinates.\r\n */\r\nexport function Vector3ToFixed(vector: Vector3, decimalCount: number): string {\r\n return `{X: ${vector._x.toFixed(decimalCount)} Y: ${vector._y.toFixed(decimalCount)} Z: ${vector._z.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the Vector4\r\n * @param vector defines the Vector4 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector4 coordinates.\r\n */\r\nexport function Vector4ToFixed(vector: Vector4, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)} W: ${vector.w.toFixed(decimalCount)}}`;\r\n}\r\n"]}
1
+ {"version":3,"file":"math.vector.functions.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.vector.functions.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,yBAAyB,CAAC;AAEhD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAEpD;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACzF,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACjI,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACnK,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,0BAA0B,CAAC,EAA6B,EAAE,EAA6B;IACnG,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACxD,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,2BAA2B,CAAoB,CAAI,EAAE,CAAI;IACrE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,CAAC;IAChC,gCAAgC,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;IAC/C,OAAO,MAAM,CAAC;AAClB,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,gCAAgC,CAAgD,CAAI,EAAE,CAAI,EAAE,MAAe;IACvH,MAAM,IAAI,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACjC,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACzD,UAAU,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;IAClD,OAAO,MAAM,CAAC;AAClB,CAAC","sourcesContent":["import type { DeepImmutable } from \"../types\";\r\nimport { Clamp } from \"./math.scalar.functions\";\r\nimport type { Vector2, Vector4 } from \"./math.vector\";\r\nimport { Quaternion, Vector3 } from \"./math.vector\";\r\n\r\n/**\r\n * Creates a string representation of the Vector2\r\n * @param vector defines the Vector2 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector2 coordinates.\r\n */\r\nexport function Vector2ToFixed(vector: Vector2, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the Vector3\r\n * @param vector defines the Vector3 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector3 coordinates.\r\n */\r\nexport function Vector3ToFixed(vector: Vector3, decimalCount: number): string {\r\n return `{X: ${vector._x.toFixed(decimalCount)} Y: ${vector._y.toFixed(decimalCount)} Z: ${vector._z.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the Vector4\r\n * @param vector defines the Vector4 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector4 coordinates.\r\n */\r\nexport function Vector4ToFixed(vector: Vector4, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)} W: ${vector.w.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Returns the angle in radians between two quaternions\r\n * @param q1 defines the first quaternion\r\n * @param q2 defines the second quaternion\r\n * @returns the angle in radians between the two quaternions\r\n */\r\nexport function GetAngleBetweenQuaternions(q1: DeepImmutable<Quaternion>, q2: DeepImmutable<Quaternion>): number {\r\n return Math.acos(Clamp(Quaternion.Dot(q1, q2))) * 2;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from two direction vectors\r\n * @param a defines the first direction vector\r\n * @param b defines the second direction vector\r\n * @returns the target quaternion\r\n */\r\nexport function GetQuaternionFromDirections<T extends Vector3>(a: T, b: T): Quaternion {\r\n const result = new Quaternion();\r\n GetQuaternionFromDirectionsToRef(a, b, result);\r\n return result;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from two direction vectors\r\n * @param a defines the first direction vector\r\n * @param b defines the second direction vector\r\n * @param result defines the target quaternion\r\n * @returns the target quaternion\r\n */\r\nexport function GetQuaternionFromDirectionsToRef<T extends Vector3, ResultT extends Quaternion>(a: T, b: T, result: ResultT): ResultT {\r\n const axis = Vector3.Cross(a, b);\r\n const angle = Math.acos(Clamp(Vector3.Dot(a, b), -1, 1));\r\n Quaternion.RotationAxisToRef(axis, angle, result);\r\n return result;\r\n}\r\n"]}
@@ -4579,6 +4579,34 @@ export class Quaternion {
4579
4579
  dot(other) {
4580
4580
  return this._x * other._x + this._y * other._y + this._z * other._z + this._w * other._w;
4581
4581
  }
4582
+ /**
4583
+ * Converts the current quaternion to an axis angle representation
4584
+ * @returns the axis and angle in radians
4585
+ */
4586
+ toAxisAngle() {
4587
+ const axis = Vector3.Zero();
4588
+ const angle = this.toAxisAngleToRef(axis);
4589
+ return { axis, angle };
4590
+ }
4591
+ /**
4592
+ * Converts the current quaternion to an axis angle representation
4593
+ * @param axis defines the target axis vector
4594
+ * @returns the angle in radians
4595
+ */
4596
+ toAxisAngleToRef(axis) {
4597
+ let angle = 0;
4598
+ const sinHalfAngle = Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z);
4599
+ const cosHalfAngle = this._w;
4600
+ if (sinHalfAngle > 0) {
4601
+ angle = 2 * Math.atan2(sinHalfAngle, cosHalfAngle);
4602
+ axis.set(this._x / sinHalfAngle, this._y / sinHalfAngle, this._z / sinHalfAngle);
4603
+ }
4604
+ else {
4605
+ angle = 0;
4606
+ axis.set(1, 0, 0);
4607
+ }
4608
+ return angle;
4609
+ }
4582
4610
  // Statics
4583
4611
  /**
4584
4612
  * Creates a new quaternion from a rotation matrix