@babylonjs/core 8.16.1 → 8.16.3
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/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/Materials/Textures/Loaders/iesTextureLoader.js +1 -1
- package/Materials/Textures/Loaders/iesTextureLoader.js.map +1 -1
- package/Materials/Textures/thinTexture.d.ts +2 -1
- package/Materials/Textures/thinTexture.js +3 -2
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.js +1 -0
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/transformNode.js +5 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/index.d.ts +1 -0
- package/Particles/Node/Blocks/Emitters/index.js +1 -0
- package/Particles/Node/Blocks/Emitters/index.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.d.ts +79 -0
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +223 -0
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -0
- package/Particles/Node/Blocks/Update/updateAttractorBlock.d.ts +39 -0
- package/Particles/Node/Blocks/Update/updateAttractorBlock.js +85 -0
- package/Particles/Node/Blocks/Update/updateAttractorBlock.js.map +1 -0
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +1 -1
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
- package/Particles/Node/Blocks/index.d.ts +1 -0
- package/Particles/Node/Blocks/index.js +1 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/nodeParticleBlock.js +1 -0
- package/Particles/Node/nodeParticleBlock.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -0
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/particleSystem.d.ts +7 -0
- package/Particles/particleSystem.js +8 -0
- package/Particles/particleSystem.js.map +1 -1
- package/Physics/v2/ragdoll.d.ts +1 -0
- package/Physics/v2/ragdoll.js +15 -1
- package/Physics/v2/ragdoll.js.map +1 -1
- package/PostProcesses/postProcess.js +2 -5
- package/PostProcesses/postProcess.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +19 -0
- package/scene.js +34 -0
- package/scene.js.map +1 -1
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@@ -347,6 +347,7 @@ export class NodeRenderGraphBlock {
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serializationObject.customType = "BABYLON." + this.getClassName();
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serializationObject.id = this.uniqueId;
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serializationObject.name = this.name;
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+
serializationObject.comments = this.comments;
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serializationObject.visibleOnFrame = this.visibleOnFrame;
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serializationObject.disabled = this.disabled;
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if (this._additionalConstructionParameters) {
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@@ -1 +1 @@
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1
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-
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type {\r\n NodeRenderGraphBuildState,\r\n Nullable,\r\n NodeRenderGraphInputBlock,\r\n AbstractEngine,\r\n Scene,\r\n FrameGraphTask,\r\n FrameGraph,\r\n NodeRenderGraphResourceContainerBlock,\r\n FrameGraphTextureHandle,\r\n} from \"core/index\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointDirection } from \"./Types/nodeRenderGraphTypes\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { NodeRenderGraphConnectionPoint } from \"./nodeRenderGraphBlockConnectionPoint\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node render graph\r\n */\r\nexport class NodeRenderGraphBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _frameGraph: FrameGraph;\r\n protected _frameGraphTask?: FrameGraphTask;\r\n\r\n /**\r\n * Gets or sets the disable flag of the task associated with this block\r\n */\r\n public get disabled() {\r\n return !!this._frameGraphTask?.disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.disabled = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraphBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _outputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /** @internal */\r\n public _additionalConstructionParameters: Nullable<unknown[]> = null;\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per node render graph\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeRenderGraphBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeRenderGraphBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeRenderGraphBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<NodeRenderGraphBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeRenderGraphBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param _additionalConstructionParameters defines additional parameters to pass to the block constructor\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, ..._additionalConstructionParameters: unknown[]) {\r\n this._name = name;\r\n this._frameGraph = frameGraph;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, isOptional: boolean = false, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n protected _addDependenciesInput(additionalAllowedTypes = 0) {\r\n this.registerInput(\"dependencies\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n const dependencies = this.getInputByName(\"dependencies\")!;\r\n\r\n dependencies.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer |\r\n NodeRenderGraphBlockConnectionPointTypes.ResourceContainer |\r\n NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator |\r\n additionalAllowedTypes\r\n );\r\n\r\n return dependencies;\r\n }\r\n\r\n protected _buildBlock(_state: NodeRenderGraphBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n protected _customBuildStep(_state: NodeRenderGraphBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n protected _propagateInputValueToOutput(inputConnectionPoint: NodeRenderGraphConnectionPoint, outputConnectionPoint: NodeRenderGraphConnectionPoint) {\r\n if (inputConnectionPoint.connectedPoint) {\r\n outputConnectionPoint.value = inputConnectionPoint.connectedPoint.value;\r\n }\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeRenderGraphBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state._notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.name = this.name;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.dependencies = undefined;\r\n\r\n const dependenciesConnectedPoint = this.getInputByName(\"dependencies\")?.connectedPoint;\r\n if (dependenciesConnectedPoint) {\r\n if (dependenciesConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = dependenciesConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n for (let i = 0; i < container.inputs.length; i++) {\r\n const input = container.inputs[i];\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsTextureHandle(input.connectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(input.connectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n } else if (NodeRenderGraphConnectionPoint.IsTextureHandle(dependenciesConnectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(dependenciesConnectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n this._frameGraph.addTask(this._frameGraphTask);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex0]._isMainLinkSource = true;\r\n }\r\n\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n */\r\n public autoConfigure() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.disabled = this.disabled;\r\n if (this._additionalConstructionParameters) {\r\n serializationObject.additionalConstructionParameters = this._additionalConstructionParameters;\r\n }\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = serializationObject.visibleOnFrame;\r\n this.disabled = serializationObject.disabled;\r\n\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n\r\n if (serializedInputs) {\r\n for (const port of serializedInputs) {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n if (!input) {\r\n continue;\r\n }\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n\r\n if (serializedOutputs) {\r\n for (let i = 0; i < serializedOutputs.length; i++) {\r\n const port = serializedOutputs[i];\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n${variableName}.disabled = ${this.disabled};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeRenderGraphBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeRenderGraphBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"NodeRenderGraphInputBlock\") {\r\n const block = this as unknown as NodeRenderGraphInputBlock;\r\n const blockType = block.type;\r\n\r\n codeString += `var ${this._codeVariableName} = new BABYLON.NodeRenderGraphInputBlock(\"${this.name}\", nodeRenderGraph.frameGraph, scene, BABYLON.NodeRenderGraphBlockConnectionPointTypes.${NodeRenderGraphBlockConnectionPointTypes[blockType]});\\n`;\r\n } else {\r\n if (this._additionalConstructionParameters) {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene, ...${JSON.stringify(this._additionalConstructionParameters)});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene);\\n`;\r\n }\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode() + \"\\n\";\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(serializationObject.customType);\r\n\r\n if (blockType) {\r\n const additionalConstructionParameters = serializationObject.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(serializationObject);\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = undefined as any;\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
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1
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+
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type {\r\n NodeRenderGraphBuildState,\r\n Nullable,\r\n NodeRenderGraphInputBlock,\r\n AbstractEngine,\r\n Scene,\r\n FrameGraphTask,\r\n FrameGraph,\r\n NodeRenderGraphResourceContainerBlock,\r\n FrameGraphTextureHandle,\r\n} from \"core/index\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointDirection } from \"./Types/nodeRenderGraphTypes\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { NodeRenderGraphConnectionPoint } from \"./nodeRenderGraphBlockConnectionPoint\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node render graph\r\n */\r\nexport class NodeRenderGraphBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _frameGraph: FrameGraph;\r\n protected _frameGraphTask?: FrameGraphTask;\r\n\r\n /**\r\n * Gets or sets the disable flag of the task associated with this block\r\n */\r\n public get disabled() {\r\n return !!this._frameGraphTask?.disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.disabled = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraphBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _outputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /** @internal */\r\n public _additionalConstructionParameters: Nullable<unknown[]> = null;\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per node render graph\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeRenderGraphBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeRenderGraphBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeRenderGraphBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<NodeRenderGraphBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeRenderGraphBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param _additionalConstructionParameters defines additional parameters to pass to the block constructor\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, ..._additionalConstructionParameters: unknown[]) {\r\n this._name = name;\r\n this._frameGraph = frameGraph;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, isOptional: boolean = false, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n protected _addDependenciesInput(additionalAllowedTypes = 0) {\r\n this.registerInput(\"dependencies\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n const dependencies = this.getInputByName(\"dependencies\")!;\r\n\r\n dependencies.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer |\r\n NodeRenderGraphBlockConnectionPointTypes.ResourceContainer |\r\n NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator |\r\n additionalAllowedTypes\r\n );\r\n\r\n return dependencies;\r\n }\r\n\r\n protected _buildBlock(_state: NodeRenderGraphBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n protected _customBuildStep(_state: NodeRenderGraphBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n protected _propagateInputValueToOutput(inputConnectionPoint: NodeRenderGraphConnectionPoint, outputConnectionPoint: NodeRenderGraphConnectionPoint) {\r\n if (inputConnectionPoint.connectedPoint) {\r\n outputConnectionPoint.value = inputConnectionPoint.connectedPoint.value;\r\n }\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeRenderGraphBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state._notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.name = this.name;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.dependencies = undefined;\r\n\r\n const dependenciesConnectedPoint = this.getInputByName(\"dependencies\")?.connectedPoint;\r\n if (dependenciesConnectedPoint) {\r\n if (dependenciesConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = dependenciesConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n for (let i = 0; i < container.inputs.length; i++) {\r\n const input = container.inputs[i];\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsTextureHandle(input.connectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(input.connectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n } else if (NodeRenderGraphConnectionPoint.IsTextureHandle(dependenciesConnectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(dependenciesConnectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n this._frameGraph.addTask(this._frameGraphTask);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex0]._isMainLinkSource = true;\r\n }\r\n\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n */\r\n public autoConfigure() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.comments = this.comments;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.disabled = this.disabled;\r\n if (this._additionalConstructionParameters) {\r\n serializationObject.additionalConstructionParameters = this._additionalConstructionParameters;\r\n }\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = serializationObject.visibleOnFrame;\r\n this.disabled = serializationObject.disabled;\r\n\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n\r\n if (serializedInputs) {\r\n for (const port of serializedInputs) {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n if (!input) {\r\n continue;\r\n }\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n\r\n if (serializedOutputs) {\r\n for (let i = 0; i < serializedOutputs.length; i++) {\r\n const port = serializedOutputs[i];\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n${variableName}.disabled = ${this.disabled};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeRenderGraphBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeRenderGraphBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"NodeRenderGraphInputBlock\") {\r\n const block = this as unknown as NodeRenderGraphInputBlock;\r\n const blockType = block.type;\r\n\r\n codeString += `var ${this._codeVariableName} = new BABYLON.NodeRenderGraphInputBlock(\"${this.name}\", nodeRenderGraph.frameGraph, scene, BABYLON.NodeRenderGraphBlockConnectionPointTypes.${NodeRenderGraphBlockConnectionPointTypes[blockType]});\\n`;\r\n } else {\r\n if (this._additionalConstructionParameters) {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene, ...${JSON.stringify(this._additionalConstructionParameters)});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene);\\n`;\r\n }\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode() + \"\\n\";\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(serializationObject.customType);\r\n\r\n if (blockType) {\r\n const additionalConstructionParameters = serializationObject.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(serializationObject);\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = undefined as any;\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
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@@ -28,7 +28,7 @@ export class _IESTextureLoader {
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loadData(data, texture, callback) {
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const uint8array = new Uint8Array(data.buffer, data.byteOffset, data.byteLength);
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const textureData = LoadIESData(uint8array);
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callback(textureData.width, textureData.height,
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callback(textureData.width, textureData.height, texture.useMipMaps, false, () => {
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const engine = texture.getEngine();
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texture.type = 1;
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texture.format = 6;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"iesTextureLoader.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Textures/Loaders/iesTextureLoader.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,yCAAkC;AAExD;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,iBAAiB;IAA9B;QACI;;WAEG;QACa,oBAAe,GAAG,KAAK,CAAC;IAiC5C,CAAC;IA/BG;;OAEG;IACI,YAAY;QACf,4CAA4C;QAC5C,MAAM,6BAA6B,CAAC;IACxC,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CACX,IAAqB,EACrB,OAAwB,EACxB,QAA+G;QAE/G,MAAM,UAAU,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAEjF,MAAM,WAAW,GAAG,WAAW,CAAC,UAAU,CAAC,CAAC;QAE5C,QAAQ,CAAC,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,
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1
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+
{"version":3,"file":"iesTextureLoader.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Textures/Loaders/iesTextureLoader.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,yCAAkC;AAExD;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,iBAAiB;IAA9B;QACI;;WAEG;QACa,oBAAe,GAAG,KAAK,CAAC;IAiC5C,CAAC;IA/BG;;OAEG;IACI,YAAY;QACf,4CAA4C;QAC5C,MAAM,6BAA6B,CAAC;IACxC,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CACX,IAAqB,EACrB,OAAwB,EACxB,QAA+G;QAE/G,MAAM,UAAU,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAEjF,MAAM,WAAW,GAAG,WAAW,CAAC,UAAU,CAAC,CAAC;QAE5C,QAAQ,CAAC,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,UAAU,EAAE,KAAK,EAAE,GAAG,EAAE;YAC5E,MAAM,MAAM,GAAG,OAAO,CAAC,SAAS,EAAE,CAAC;YACnC,OAAO,CAAC,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;YAC3C,OAAO,CAAC,MAAM,GAAG,SAAS,CAAC,eAAe,CAAC;YAC3C,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC;YAC5B,MAAM,CAAC,4BAA4B,CAAC,OAAO,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QACnE,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["import type { InternalTexture } from \"../internalTexture\";\r\nimport type { IInternalTextureLoader } from \"./internalTextureLoader\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { LoadIESData } from \"core/Lights/IES/iesLoader\";\r\n\r\n/**\r\n * Implementation of the IES Texture Loader.\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _IESTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n */\r\n public loadCubeData(): void {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \".ies not supported in Cube.\";\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void\r\n ): void {\r\n const uint8array = new Uint8Array(data.buffer, data.byteOffset, data.byteLength);\r\n\r\n const textureData = LoadIESData(uint8array);\r\n\r\n callback(textureData.width, textureData.height, texture.useMipMaps, false, () => {\r\n const engine = texture.getEngine();\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n texture.format = Constants.TEXTUREFORMAT_R;\r\n texture._gammaSpace = false;\r\n engine._uploadDataToTextureDirectly(texture, textureData.data);\r\n });\r\n }\r\n}\r\n"]}
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@@ -138,8 +138,9 @@ export declare class ThinTexture {
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* > _min_: minification filter (far from the viewer)
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* > _mip_: filter used between mip map levels
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*@param samplingMode Define the new sampling mode of the texture
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*@param generateMipMaps Define if the texture should generate mip maps or not. Default is false.
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*/
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updateSamplingMode(samplingMode: number): void;
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updateSamplingMode(samplingMode: number, generateMipMaps?: boolean): void;
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/**
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* Release and destroy the underlying lower level texture aka internalTexture.
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*/
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@@ -234,10 +234,11 @@ export class ThinTexture {
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* > _min_: minification filter (far from the viewer)
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* > _mip_: filter used between mip map levels
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*@param samplingMode Define the new sampling mode of the texture
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*@param generateMipMaps Define if the texture should generate mip maps or not. Default is false.
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*/
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updateSamplingMode(samplingMode) {
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updateSamplingMode(samplingMode, generateMipMaps = false) {
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if (this._texture && this._engine) {
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-
this._engine.updateTextureSamplingMode(samplingMode, this._texture, this._texture.generateMipMaps);
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this._engine.updateTextureSamplingMode(samplingMode, this._texture, this._texture.generateMipMaps && generateMipMaps);
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type { Nullable } from \"../../types\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Size } from \"../../Maths/math.size\";\r\n\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties required to work with Thin Engine.\r\n */\r\nexport class ThinTexture {\r\n protected _wrapU = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n protected _wrapV = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n public anisotropicFilteringLevel = 4;\r\n\r\n /**\r\n * Define the current state of the loading sequence when in delayed load mode.\r\n */\r\n public delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n * Unused in thin texture mode.\r\n */\r\n public get coordinatesMode(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected set isCube(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.isCube = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"ThinTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"ThinTexture\";\r\n }\r\n\r\n /** @internal */\r\n public _texture: Nullable<InternalTexture> = null;\r\n\r\n protected _engine: Nullable<AbstractEngine> = null;\r\n\r\n private _cachedSize: ISize = Size.Zero();\r\n private _cachedBaseSize: ISize = Size.Zero();\r\n\r\n private static _IsRenderTargetWrapper(texture: Nullable<InternalTexture> | Nullable<RenderTargetWrapper>): texture is RenderTargetWrapper {\r\n return (texture as RenderTargetWrapper)?.shareDepth !== undefined;\r\n }\r\n\r\n /**\r\n * Instantiates a new ThinTexture.\r\n * Base class of all the textures in babylon.\r\n * This can be used as an internal texture wrapper in AbstractEngine to benefit from the cache\r\n * @param internalTexture Define the internalTexture to wrap. You can also pass a RenderTargetWrapper, in which case the texture will be the render target's texture\r\n */\r\n constructor(internalTexture: Nullable<InternalTexture | RenderTargetWrapper>) {\r\n this._texture = ThinTexture._IsRenderTargetWrapper(internalTexture) ? internalTexture.texture : internalTexture;\r\n if (this._texture) {\r\n this._engine = this._texture.getEngine();\r\n\r\n this.wrapU = this._texture._cachedWrapU ?? this.wrapU;\r\n this.wrapV = this._texture._cachedWrapV ?? this.wrapV;\r\n this.wrapR = this._texture._cachedWrapR ?? this.wrapR;\r\n }\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n public isReady(): boolean {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n this.delayLoad();\r\n return false;\r\n }\r\n\r\n if (this._texture) {\r\n return this._texture.isReady;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Triggers the load sequence in delayed load mode.\r\n */\r\n public delayLoad(): void {}\r\n\r\n /**\r\n * Get the underlying lower level texture from Babylon.\r\n * @returns the internal texture\r\n */\r\n public getInternalTexture(): Nullable<InternalTexture> {\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Get the size of the texture.\r\n * @returns the texture size.\r\n */\r\n public getSize(): ISize {\r\n if (this._texture) {\r\n if (this._texture.width) {\r\n this._cachedSize.width = this._texture.width;\r\n this._cachedSize.height = this._texture.height;\r\n return this._cachedSize;\r\n }\r\n\r\n if (this._texture._size) {\r\n this._cachedSize.width = this._texture._size;\r\n this._cachedSize.height = this._texture._size;\r\n return this._cachedSize;\r\n }\r\n }\r\n\r\n return this._cachedSize;\r\n }\r\n\r\n /**\r\n * Get the base size of the texture.\r\n * It can be different from the size if the texture has been resized for POT for instance\r\n * @returns the base size\r\n */\r\n public getBaseSize(): ISize {\r\n if (!this.isReady() || !this._texture) {\r\n this._cachedBaseSize.width = 0;\r\n this._cachedBaseSize.height = 0;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n if (this._texture._size) {\r\n this._cachedBaseSize.width = this._texture._size;\r\n this._cachedBaseSize.height = this._texture._size;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n this._cachedBaseSize.width = this._texture.baseWidth;\r\n this._cachedBaseSize.height = this._texture.baseHeight;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n /** @internal */\r\n protected _initialSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * Get the current sampling mode associated with the texture.\r\n */\r\n public get samplingMode(): number {\r\n if (!this._texture) {\r\n return this._initialSamplingMode;\r\n }\r\n\r\n return this._texture.samplingMode;\r\n }\r\n\r\n /**\r\n * Update the sampling mode of the texture.\r\n * Default is Trilinear mode.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |\r\n * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |\r\n * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |\r\n * | 4 | NEAREST_NEAREST_MIPNEAREST | |\r\n * | 5 | NEAREST_LINEAR_MIPNEAREST | |\r\n * | 6 | NEAREST_LINEAR_MIPLINEAR | |\r\n * | 7 | NEAREST_LINEAR | |\r\n * | 8 | NEAREST_NEAREST | |\r\n * | 9 | LINEAR_NEAREST_MIPNEAREST | |\r\n * | 10 | LINEAR_NEAREST_MIPLINEAR | |\r\n * | 11 | LINEAR_LINEAR | |\r\n * | 12 | LINEAR_NEAREST | |\r\n *\r\n * > _mag_: magnification filter (close to the viewer)\r\n * > _min_: minification filter (far from the viewer)\r\n * > _mip_: filter used between mip map levels\r\n *@param samplingMode Define the new sampling mode of the texture\r\n */\r\n public updateSamplingMode(samplingMode: number): void {\r\n if (this._texture && this._engine) {\r\n this._engine.updateTextureSamplingMode(samplingMode, this._texture, this._texture.generateMipMaps);\r\n }\r\n }\r\n\r\n /**\r\n * Release and destroy the underlying lower level texture aka internalTexture.\r\n */\r\n public releaseInternalTexture(): void {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._texture) {\r\n this.releaseInternalTexture();\r\n this._engine = null;\r\n }\r\n }\r\n}\r\n"]}
|
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1
|
+
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type { Nullable } from \"../../types\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Size } from \"../../Maths/math.size\";\r\n\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties required to work with Thin Engine.\r\n */\r\nexport class ThinTexture {\r\n protected _wrapU = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n protected _wrapV = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n public anisotropicFilteringLevel = 4;\r\n\r\n /**\r\n * Define the current state of the loading sequence when in delayed load mode.\r\n */\r\n public delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n * Unused in thin texture mode.\r\n */\r\n public get coordinatesMode(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected set isCube(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.isCube = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"ThinTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"ThinTexture\";\r\n }\r\n\r\n /** @internal */\r\n public _texture: Nullable<InternalTexture> = null;\r\n\r\n protected _engine: Nullable<AbstractEngine> = null;\r\n\r\n private _cachedSize: ISize = Size.Zero();\r\n private _cachedBaseSize: ISize = Size.Zero();\r\n\r\n private static _IsRenderTargetWrapper(texture: Nullable<InternalTexture> | Nullable<RenderTargetWrapper>): texture is RenderTargetWrapper {\r\n return (texture as RenderTargetWrapper)?.shareDepth !== undefined;\r\n }\r\n\r\n /**\r\n * Instantiates a new ThinTexture.\r\n * Base class of all the textures in babylon.\r\n * This can be used as an internal texture wrapper in AbstractEngine to benefit from the cache\r\n * @param internalTexture Define the internalTexture to wrap. You can also pass a RenderTargetWrapper, in which case the texture will be the render target's texture\r\n */\r\n constructor(internalTexture: Nullable<InternalTexture | RenderTargetWrapper>) {\r\n this._texture = ThinTexture._IsRenderTargetWrapper(internalTexture) ? internalTexture.texture : internalTexture;\r\n if (this._texture) {\r\n this._engine = this._texture.getEngine();\r\n\r\n this.wrapU = this._texture._cachedWrapU ?? this.wrapU;\r\n this.wrapV = this._texture._cachedWrapV ?? this.wrapV;\r\n this.wrapR = this._texture._cachedWrapR ?? this.wrapR;\r\n }\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n public isReady(): boolean {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n this.delayLoad();\r\n return false;\r\n }\r\n\r\n if (this._texture) {\r\n return this._texture.isReady;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Triggers the load sequence in delayed load mode.\r\n */\r\n public delayLoad(): void {}\r\n\r\n /**\r\n * Get the underlying lower level texture from Babylon.\r\n * @returns the internal texture\r\n */\r\n public getInternalTexture(): Nullable<InternalTexture> {\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Get the size of the texture.\r\n * @returns the texture size.\r\n */\r\n public getSize(): ISize {\r\n if (this._texture) {\r\n if (this._texture.width) {\r\n this._cachedSize.width = this._texture.width;\r\n this._cachedSize.height = this._texture.height;\r\n return this._cachedSize;\r\n }\r\n\r\n if (this._texture._size) {\r\n this._cachedSize.width = this._texture._size;\r\n this._cachedSize.height = this._texture._size;\r\n return this._cachedSize;\r\n }\r\n }\r\n\r\n return this._cachedSize;\r\n }\r\n\r\n /**\r\n * Get the base size of the texture.\r\n * It can be different from the size if the texture has been resized for POT for instance\r\n * @returns the base size\r\n */\r\n public getBaseSize(): ISize {\r\n if (!this.isReady() || !this._texture) {\r\n this._cachedBaseSize.width = 0;\r\n this._cachedBaseSize.height = 0;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n if (this._texture._size) {\r\n this._cachedBaseSize.width = this._texture._size;\r\n this._cachedBaseSize.height = this._texture._size;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n this._cachedBaseSize.width = this._texture.baseWidth;\r\n this._cachedBaseSize.height = this._texture.baseHeight;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n /** @internal */\r\n protected _initialSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * Get the current sampling mode associated with the texture.\r\n */\r\n public get samplingMode(): number {\r\n if (!this._texture) {\r\n return this._initialSamplingMode;\r\n }\r\n\r\n return this._texture.samplingMode;\r\n }\r\n\r\n /**\r\n * Update the sampling mode of the texture.\r\n * Default is Trilinear mode.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |\r\n * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |\r\n * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |\r\n * | 4 | NEAREST_NEAREST_MIPNEAREST | |\r\n * | 5 | NEAREST_LINEAR_MIPNEAREST | |\r\n * | 6 | NEAREST_LINEAR_MIPLINEAR | |\r\n * | 7 | NEAREST_LINEAR | |\r\n * | 8 | NEAREST_NEAREST | |\r\n * | 9 | LINEAR_NEAREST_MIPNEAREST | |\r\n * | 10 | LINEAR_NEAREST_MIPLINEAR | |\r\n * | 11 | LINEAR_LINEAR | |\r\n * | 12 | LINEAR_NEAREST | |\r\n *\r\n * > _mag_: magnification filter (close to the viewer)\r\n * > _min_: minification filter (far from the viewer)\r\n * > _mip_: filter used between mip map levels\r\n *@param samplingMode Define the new sampling mode of the texture\r\n *@param generateMipMaps Define if the texture should generate mip maps or not. Default is false.\r\n */\r\n public updateSamplingMode(samplingMode: number, generateMipMaps = false): void {\r\n if (this._texture && this._engine) {\r\n this._engine.updateTextureSamplingMode(samplingMode, this._texture, this._texture.generateMipMaps && generateMipMaps);\r\n }\r\n }\r\n\r\n /**\r\n * Release and destroy the underlying lower level texture aka internalTexture.\r\n */\r\n public releaseInternalTexture(): void {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._texture) {\r\n this.releaseInternalTexture();\r\n this._engine = null;\r\n }\r\n }\r\n}\r\n"]}
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@@ -317,6 +317,7 @@ export class NodeGeometryBlock {
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serializationObject.id = this.uniqueId;
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serializationObject.comments = this.comments;
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for (const input of this.inputs) {
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-
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{ GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport type { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryConnectionPoint, NodeGeometryConnectionPointDirection } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { NodeGeometry } from \"./nodeGeometry\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node based geometry\r\n */\r\nexport class NodeGeometryBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n private _buildExecutionTime: number = 0;\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeGeometryBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeGeometryConnectionPoint>();\r\n /** @internal */\r\n public _outputs = new Array<NodeGeometryConnectionPoint>();\r\n /** @internal */\r\n public _preparationId: number;\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /**\r\n * Gets the time spent to build this block (in ms)\r\n */\r\n public get buildExecutionTime() {\r\n return this._buildExecutionTime;\r\n }\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeGeometryConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeGeometryConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per NodeGeometry\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeGeometryBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeGeometryBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeGeometryBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeGeometryBlock) => boolean): Nullable<NodeGeometryBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get _isReadyState(): Nullable<Promise<void>> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeGeometryBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n this._name = name;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param value value to return if there is no connection\r\n * @param valueMin min value accepted for value\r\n * @param valueMax max value accepted for value\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeGeometryBlockConnectionPointTypes, isOptional: boolean = false, value?: any, valueMin?: any, valueMax?: any) {\r\n const point = new NodeGeometryConnectionPoint(name, this, NodeGeometryConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n point.defaultValue = value;\r\n point.value = value;\r\n point.valueMin = valueMin;\r\n point.valueMax = valueMax;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeGeometryBlockConnectionPointTypes, point?: NodeGeometryConnectionPoint) {\r\n point = point ?? new NodeGeometryConnectionPoint(name, this, NodeGeometryConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _customBuildStep(state: NodeGeometryBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeGeometryBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n if (this._outputs.length > 0) {\r\n if (!this._outputs.some((o) => o.hasEndpoints) && !this.isDebug) {\r\n return false;\r\n }\r\n\r\n for (const o of this.outputs) {\r\n o._resetCounters();\r\n }\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state.notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n const now = PrecisionDate.Now;\r\n this._buildBlock(state);\r\n this._buildExecutionTime = PrecisionDate.Now - now;\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex0]._isMainLinkSource = true;\r\n }\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n * @param _nodeGeometry defines the node geometry to use for auto connection\r\n */\r\n public autoConfigure(_nodeGeometry: NodeGeometry) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = !!serializationObject.visibleOnFrame;\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n if (serializedInputs) {\r\n for (const port of serializedInputs) {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n\r\n if (!input) {\r\n return;\r\n }\r\n\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n if (port.value !== undefined && port.value !== null) {\r\n if (port.valueType === \"number\") {\r\n input.value = port.value;\r\n } else {\r\n const valueType = GetClass(port.valueType);\r\n\r\n if (valueType) {\r\n input.value = valueType.FromArray(port.value);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n if (serializedOutputs) {\r\n for (let i = 0; i < serializedOutputs.length; i++) {\r\n const port = serializedOutputs[i];\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeGeometryBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeGeometryBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"GeometryInputBlock\") {\r\n const block = this as unknown as GeometryInputBlock;\r\n const blockType = block.type;\r\n codeString += `var ${this._codeVariableName} = new BABYLON.GeometryInputBlock(\"${this.name}\", ${blockType});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\");\\n`;\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode();\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n\r\n const blockType = GetClass(serializationObject.customType);\r\n if (blockType) {\r\n const block: NodeGeometryBlock = new blockType();\r\n block._deserialize(serializationObject);\r\n\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
|
|
1
|
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{ GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport type { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryConnectionPoint, NodeGeometryConnectionPointDirection } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport type { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { NodeGeometry } from \"./nodeGeometry\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node based geometry\r\n */\r\nexport class NodeGeometryBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n private _buildExecutionTime: number = 0;\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeGeometryBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeGeometryConnectionPoint>();\r\n /** @internal */\r\n public _outputs = new Array<NodeGeometryConnectionPoint>();\r\n /** @internal */\r\n public _preparationId: number;\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /**\r\n * Gets the time spent to build this block (in ms)\r\n */\r\n public get buildExecutionTime() {\r\n return this._buildExecutionTime;\r\n }\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeGeometryConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeGeometryConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per NodeGeometry\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeGeometryBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeGeometryBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeGeometryBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeGeometryBlock) => boolean): Nullable<NodeGeometryBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get _isReadyState(): Nullable<Promise<void>> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeGeometryBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n this._name = name;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param value value to return if there is no connection\r\n * @param valueMin min value accepted for value\r\n * @param valueMax max value accepted for value\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeGeometryBlockConnectionPointTypes, isOptional: boolean = false, value?: any, valueMin?: any, valueMax?: any) {\r\n const point = new NodeGeometryConnectionPoint(name, this, NodeGeometryConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n point.defaultValue = value;\r\n point.value = value;\r\n point.valueMin = valueMin;\r\n point.valueMax = valueMax;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeGeometryBlockConnectionPointTypes, point?: NodeGeometryConnectionPoint) {\r\n point = point ?? new NodeGeometryConnectionPoint(name, this, NodeGeometryConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _customBuildStep(state: NodeGeometryBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeGeometryBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n if (this._outputs.length > 0) {\r\n if (!this._outputs.some((o) => o.hasEndpoints) && !this.isDebug) {\r\n return false;\r\n }\r\n\r\n for (const o of this.outputs) {\r\n o._resetCounters();\r\n }\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state.notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n const now = PrecisionDate.Now;\r\n this._buildBlock(state);\r\n this._buildExecutionTime = PrecisionDate.Now - now;\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex0]._isMainLinkSource = true;\r\n }\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n * @param _nodeGeometry defines the node geometry to use for auto connection\r\n */\r\n public autoConfigure(_nodeGeometry: NodeGeometry) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.comments = this.comments;\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = !!serializationObject.visibleOnFrame;\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n if (serializedInputs) {\r\n for (const port of serializedInputs) {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n\r\n if (!input) {\r\n return;\r\n }\r\n\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n if (port.value !== undefined && port.value !== null) {\r\n if (port.valueType === \"number\") {\r\n input.value = port.value;\r\n } else {\r\n const valueType = GetClass(port.valueType);\r\n\r\n if (valueType) {\r\n input.value = valueType.FromArray(port.value);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n if (serializedOutputs) {\r\n for (let i = 0; i < serializedOutputs.length; i++) {\r\n const port = serializedOutputs[i];\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeGeometryBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeGeometryBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"GeometryInputBlock\") {\r\n const block = this as unknown as GeometryInputBlock;\r\n const blockType = block.type;\r\n codeString += `var ${this._codeVariableName} = new BABYLON.GeometryInputBlock(\"${this.name}\", ${blockType});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\");\\n`;\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode();\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n\r\n const blockType = GetClass(serializationObject.customType);\r\n if (blockType) {\r\n const block: NodeGeometryBlock = new blockType();\r\n block._deserialize(serializationObject);\r\n\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
|
package/Meshes/transformNode.js
CHANGED
|
@@ -1015,7 +1015,8 @@ export class TransformNode extends Node {
|
|
|
1015
1015
|
this._worldMatrix.getTranslationToRef(storedTranslation); // Save translation
|
|
1016
1016
|
// Get camera view matrix
|
|
1017
1017
|
TmpVectors.Matrix[1].copyFrom(camera.getViewMatrix());
|
|
1018
|
-
|
|
1018
|
+
const isRH = this.getScene().useRightHandedSystem;
|
|
1019
|
+
if (isRH) {
|
|
1019
1020
|
// This operation is necessary to cancel out the scaling component of the matrix without decomposing it.
|
|
1020
1021
|
// It's a trick to extract only the rotation part.
|
|
1021
1022
|
TmpVectors.Matrix[1].multiplyToRef(TransformNode._TmpRHRestore, TmpVectors.Matrix[1]);
|
|
@@ -1036,6 +1037,9 @@ export class TransformNode extends Node {
|
|
|
1036
1037
|
if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) !== TransformNode.BILLBOARDMODE_Z) {
|
|
1037
1038
|
eulerAngles.z = 0;
|
|
1038
1039
|
}
|
|
1040
|
+
if (isRH) {
|
|
1041
|
+
eulerAngles.y += Math.PI; // Yaw correction
|
|
1042
|
+
}
|
|
1039
1043
|
Matrix.RotationYawPitchRollToRef(eulerAngles.y, eulerAngles.x, eulerAngles.z, TmpVectors.Matrix[0]);
|
|
1040
1044
|
}
|
|
1041
1045
|
this._worldMatrix.setTranslationFromFloats(0, 0, 0);
|