@babylonjs/core 8.8.0 → 8.8.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (409) hide show
  1. package/Actions/actionManager.js +2 -0
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Animations/animatable.core.js +1 -1
  4. package/Animations/animatable.core.js.map +1 -1
  5. package/Animations/animation.js +4 -2
  6. package/Animations/animation.js.map +1 -1
  7. package/Audio/audioEngine.d.ts +1 -1
  8. package/Audio/audioEngine.js +20 -10
  9. package/Audio/audioEngine.js.map +1 -1
  10. package/Audio/audioSceneComponent.js +2 -0
  11. package/Audio/audioSceneComponent.js.map +1 -1
  12. package/Audio/sound.js +2 -0
  13. package/Audio/sound.js.map +1 -1
  14. package/AudioV2/abstractAudio/audioEngineV2.js +8 -1
  15. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  16. package/AudioV2/abstractAudio/streamingSound.js +3 -1
  17. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  18. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +6 -2
  19. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
  20. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +3 -0
  21. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +1 -0
  23. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  24. package/AudioV2/webAudio/webAudioEngine.js +5 -1
  25. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  26. package/AudioV2/webAudio/webAudioStaticSound.js +2 -0
  27. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  28. package/AudioV2/webAudio/webAudioStreamingSound.js +3 -0
  29. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  30. package/AudioV2/webAudio/webAudioUnmuteUI.js +1 -0
  31. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -1
  32. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +1 -0
  33. package/BakedVertexAnimation/vertexAnimationBaker.js +3 -1
  34. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  35. package/Buffers/buffer.nonFloatVertexBuffers.js +1 -0
  36. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  37. package/Buffers/storageBuffer.js +1 -1
  38. package/Buffers/storageBuffer.js.map +1 -1
  39. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +2 -0
  40. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  41. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +6 -1
  42. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  43. package/Cameras/VR/vrExperienceHelper.js +2 -0
  44. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  45. package/Collisions/gpuPicker.js +9 -6
  46. package/Collisions/gpuPicker.js.map +1 -1
  47. package/Compute/computeShader.js +1 -1
  48. package/Compute/computeShader.js.map +1 -1
  49. package/Culling/Helper/boundingInfoHelper.js +3 -3
  50. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  51. package/Culling/Helper/computeShaderBoundingHelper.js +3 -1
  52. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  53. package/Culling/Helper/transformFeedbackBoundingHelper.js +3 -0
  54. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  55. package/Debug/debugLayer.js +1 -1
  56. package/Debug/debugLayer.js.map +1 -1
  57. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +1 -0
  58. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  59. package/Engines/Extensions/engine.prefilteredCubeTexture.js +1 -0
  60. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.readTexture.js +1 -0
  62. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  63. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -0
  64. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -0
  66. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -0
  68. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  69. package/Engines/WebGPU/webgpuBufferManager.js +3 -1
  70. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  71. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -0
  72. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  73. package/Engines/WebGPU/webgpuQuerySet.js +15 -9
  74. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  75. package/Engines/WebGPU/webgpuTextureManager.js +1 -0
  76. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  77. package/Engines/WebGPU/webgpuTimestampQuery.js +4 -2
  78. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  79. package/Engines/WebGPU/webgpuTintWASM.js +1 -0
  80. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  81. package/Engines/abstractEngine.js +5 -2
  82. package/Engines/abstractEngine.js.map +1 -1
  83. package/Engines/constants.d.ts +23 -0
  84. package/Engines/constants.js +23 -0
  85. package/Engines/constants.js.map +1 -1
  86. package/Engines/engine.common.js +7 -1
  87. package/Engines/engine.common.js.map +1 -1
  88. package/Engines/engine.js +5 -3
  89. package/Engines/engine.js.map +1 -1
  90. package/Engines/engineFactory.js +1 -1
  91. package/Engines/engineFactory.js.map +1 -1
  92. package/Engines/nativeEngine.js +19 -11
  93. package/Engines/nativeEngine.js.map +1 -1
  94. package/Engines/thinEngine.d.ts +1 -0
  95. package/Engines/thinEngine.js +22 -18
  96. package/Engines/thinEngine.js.map +1 -1
  97. package/Engines/webgpuEngine.js +30 -11
  98. package/Engines/webgpuEngine.js.map +1 -1
  99. package/FlowGraph/flowGraphParser.js +2 -2
  100. package/FlowGraph/flowGraphParser.js.map +1 -1
  101. package/FrameGraph/Node/nodeRenderGraph.js +5 -1
  102. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  103. package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -1
  104. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  105. package/FrameGraph/frameGraph.js +1 -1
  106. package/FrameGraph/frameGraph.js.map +1 -1
  107. package/Helpers/sceneHelpers.js +1 -3
  108. package/Helpers/sceneHelpers.js.map +1 -1
  109. package/Helpers/videoDome.js +1 -0
  110. package/Helpers/videoDome.js.map +1 -1
  111. package/Layers/thinEffectLayer.js +1 -0
  112. package/Layers/thinEffectLayer.js.map +1 -1
  113. package/LensFlares/lensFlareSystem.js +1 -0
  114. package/LensFlares/lensFlareSystem.js.map +1 -1
  115. package/Lights/Shadows/shadowGenerator.js +3 -2
  116. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  117. package/Lights/areaLight.js +2 -0
  118. package/Lights/areaLight.js.map +1 -1
  119. package/Loading/sceneLoader.js +56 -22
  120. package/Loading/sceneLoader.js.map +1 -1
  121. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +15 -1
  122. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +34 -7
  123. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  124. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +1 -0
  125. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  126. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -0
  127. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  128. package/Materials/Node/Blocks/Dual/lightBlock.js +1 -0
  129. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  130. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -0
  131. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  132. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +1 -0
  133. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  134. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +1 -0
  135. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  136. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +1 -0
  137. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  138. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +9 -11
  139. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  140. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -1
  141. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +6 -2
  143. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  144. package/Materials/Node/Blocks/Vertex/bonesBlock.js +1 -0
  145. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  146. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +1 -0
  147. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  148. package/Materials/Node/nodeMaterial.js +11 -3
  149. package/Materials/Node/nodeMaterial.js.map +1 -1
  150. package/Materials/Node/nodeMaterialBuildState.js +1 -0
  151. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  152. package/Materials/PBR/pbrBRDFConfiguration.d.ts +11 -0
  153. package/Materials/PBR/pbrBRDFConfiguration.js +16 -0
  154. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  155. package/Materials/PBR/pbrBaseMaterial.d.ts +4 -0
  156. package/Materials/PBR/pbrBaseMaterial.js +12 -8
  157. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  158. package/Materials/PBR/pbrMaterial.d.ts +8 -0
  159. package/Materials/PBR/pbrMaterial.js +16 -0
  160. package/Materials/PBR/pbrMaterial.js.map +1 -1
  161. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +1 -0
  162. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -1
  163. package/Materials/Textures/Loaders/basisTextureLoader.js +4 -0
  164. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  165. package/Materials/Textures/Loaders/envTextureLoader.js +1 -0
  166. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  167. package/Materials/Textures/Loaders/exrTextureLoader.js +2 -0
  168. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  169. package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -0
  170. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  171. package/Materials/Textures/Loaders/textureLoaderManager.js +9 -9
  172. package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
  173. package/Materials/Textures/Packer/packer.js +3 -1
  174. package/Materials/Textures/Packer/packer.js.map +1 -1
  175. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -0
  176. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  177. package/Materials/Textures/baseTexture.polynomial.js +1 -0
  178. package/Materials/Textures/baseTexture.polynomial.js.map +1 -1
  179. package/Materials/Textures/hdrCubeTexture.js +1 -0
  180. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  181. package/Materials/Textures/internalTexture.js +1 -0
  182. package/Materials/Textures/internalTexture.js.map +1 -1
  183. package/Materials/Textures/rawCubeTexture.js +3 -0
  184. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  185. package/Materials/Textures/renderTargetTexture.js +2 -0
  186. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  187. package/Materials/Textures/videoTexture.js +6 -0
  188. package/Materials/Textures/videoTexture.js.map +1 -1
  189. package/Materials/effect.js +2 -1
  190. package/Materials/effect.js.map +1 -1
  191. package/Materials/effect.webgl.functions.js +3 -1
  192. package/Materials/effect.webgl.functions.js.map +1 -1
  193. package/Materials/effectRenderer.js +1 -0
  194. package/Materials/effectRenderer.js.map +1 -1
  195. package/Materials/material.js +2 -1
  196. package/Materials/material.js.map +1 -1
  197. package/Materials/shaderMaterial.js +4 -2
  198. package/Materials/shaderMaterial.js.map +1 -1
  199. package/Meshes/Compression/dracoCodec.js +5 -1
  200. package/Meshes/Compression/dracoCodec.js.map +1 -1
  201. package/Meshes/Compression/dracoCompression.js +4 -3
  202. package/Meshes/Compression/dracoCompression.js.map +1 -1
  203. package/Meshes/Compression/dracoCompressionWorker.js +5 -2
  204. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  205. package/Meshes/Compression/dracoDecoder.js +5 -1
  206. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  207. package/Meshes/Compression/dracoEncoder.js +3 -2
  208. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  209. package/Meshes/Compression/meshoptCompression.js +18 -18
  210. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  211. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +14 -15
  212. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  213. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +20 -10
  214. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  215. package/Meshes/Node/Blocks/booleanGeometryBlock.js +1 -0
  216. package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
  217. package/Meshes/Node/nodeGeometry.js +5 -1
  218. package/Meshes/Node/nodeGeometry.js.map +1 -1
  219. package/Meshes/mesh.js +2 -2
  220. package/Meshes/mesh.js.map +1 -1
  221. package/Meshes/meshUVSpaceRenderer.js +1 -0
  222. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  223. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +1 -0
  224. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  225. package/Misc/assetsManager.js +2 -1
  226. package/Misc/assetsManager.js.map +1 -1
  227. package/Misc/asyncLock.js +5 -2
  228. package/Misc/asyncLock.js.map +1 -1
  229. package/Misc/basis.js +9 -2
  230. package/Misc/basis.js.map +1 -1
  231. package/Misc/basisWorker.js +3 -1
  232. package/Misc/basisWorker.js.map +1 -1
  233. package/Misc/copyTextureToTexture.js +1 -0
  234. package/Misc/copyTextureToTexture.js.map +1 -1
  235. package/Misc/coroutine.js +2 -1
  236. package/Misc/coroutine.js.map +1 -1
  237. package/Misc/dataReader.js +3 -4
  238. package/Misc/dataReader.js.map +1 -1
  239. package/Misc/dumpTools.js +7 -1
  240. package/Misc/dumpTools.js.map +1 -1
  241. package/Misc/environmentTextureTools.d.ts +0 -2
  242. package/Misc/environmentTextureTools.js +20 -7
  243. package/Misc/environmentTextureTools.js.map +1 -1
  244. package/Misc/equirectangularCapture.js +2 -1
  245. package/Misc/equirectangularCapture.js.map +1 -1
  246. package/Misc/fileTools.js +2 -0
  247. package/Misc/fileTools.js.map +1 -1
  248. package/Misc/filesInput.js +5 -1
  249. package/Misc/filesInput.js.map +1 -1
  250. package/Misc/khronosTextureContainer2.js +10 -3
  251. package/Misc/khronosTextureContainer2.js.map +1 -1
  252. package/Misc/khronosTextureContainer2Worker.js +4 -1
  253. package/Misc/khronosTextureContainer2Worker.js.map +1 -1
  254. package/Misc/minMaxReducer.js +1 -0
  255. package/Misc/minMaxReducer.js.map +1 -1
  256. package/Misc/observable.extensions.js +3 -1
  257. package/Misc/observable.extensions.js.map +1 -1
  258. package/Misc/observable.js +2 -0
  259. package/Misc/observable.js.map +1 -1
  260. package/Misc/observableCoroutine.js +1 -0
  261. package/Misc/observableCoroutine.js.map +1 -1
  262. package/Misc/reflector.js +1 -0
  263. package/Misc/reflector.js.map +1 -1
  264. package/Misc/rgbdTextureTools.js +2 -1
  265. package/Misc/rgbdTextureTools.js.map +1 -1
  266. package/Misc/sceneSerializer.js +2 -2
  267. package/Misc/sceneSerializer.js.map +1 -1
  268. package/Misc/screenshotTools.js +9 -4
  269. package/Misc/screenshotTools.js.map +1 -1
  270. package/Misc/textureTools.js +2 -0
  271. package/Misc/textureTools.js.map +1 -1
  272. package/Misc/tools.internals.js +2 -1
  273. package/Misc/tools.internals.js.map +1 -1
  274. package/Misc/tools.js +9 -3
  275. package/Misc/tools.js.map +1 -1
  276. package/Misc/videoRecorder.js +1 -0
  277. package/Misc/videoRecorder.js.map +1 -1
  278. package/Misc/webRequest.fetch.js +2 -1
  279. package/Misc/webRequest.fetch.js.map +1 -1
  280. package/Misc/workerPool.js +3 -0
  281. package/Misc/workerPool.js.map +1 -1
  282. package/Particles/flowMap.js +1 -1
  283. package/Particles/flowMap.js.map +1 -1
  284. package/Particles/particleHelper.js +7 -0
  285. package/Particles/particleHelper.js.map +1 -1
  286. package/Particles/pointsCloudSystem.js +7 -7
  287. package/Particles/pointsCloudSystem.js.map +1 -1
  288. package/Particles/thinParticleSystem.js +2 -0
  289. package/Particles/thinParticleSystem.js.map +1 -1
  290. package/Physics/physicsHelper.js +2 -2
  291. package/Physics/physicsHelper.js.map +1 -1
  292. package/Physics/v1/Plugins/oimoJSPlugin.js +1 -1
  293. package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -1
  294. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
  295. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  296. package/Rendering/GlobalIllumination/giRSMManager.js +1 -0
  297. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  298. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +1 -0
  299. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  300. package/Rendering/depthRenderer.js +1 -0
  301. package/Rendering/depthRenderer.js.map +1 -1
  302. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +3 -1
  303. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  304. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  305. package/Rendering/geometryBufferRenderer.js +1 -0
  306. package/Rendering/geometryBufferRenderer.js.map +1 -1
  307. package/Rendering/iblCdfGenerator.js +4 -1
  308. package/Rendering/iblCdfGenerator.js.map +1 -1
  309. package/Shaders/ShadersInclude/lightFragment.js +5 -1
  310. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  311. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +12 -5
  312. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  313. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +3 -0
  314. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  315. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js +21 -8
  316. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  317. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -0
  318. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  319. package/Shaders/ShadersInclude/pbrBlockReflectance.js +6 -6
  320. package/Shaders/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  321. package/Shaders/ShadersInclude/pbrBlockReflectance0.js +2 -7
  322. package/Shaders/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  323. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +20 -16
  324. package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  325. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +6 -8
  326. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  327. package/Shaders/ShadersInclude/pbrDebug.js +2 -2
  328. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  329. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -5
  330. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  331. package/Shaders/pbr.fragment.js +7 -3
  332. package/Shaders/pbr.fragment.js.map +1 -1
  333. package/ShadersWGSL/ShadersInclude/lightFragment.js +5 -1
  334. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  335. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -5
  336. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  337. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +3 -0
  338. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  339. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +21 -8
  340. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  341. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -0
  342. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  343. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +6 -6
  344. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  345. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +2 -7
  346. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  347. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +22 -15
  348. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  349. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +6 -8
  350. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  351. package/ShadersWGSL/ShadersInclude/pbrDebug.js +2 -2
  352. package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
  353. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -7
  354. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  355. package/ShadersWGSL/pbr.fragment.js +7 -3
  356. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  357. package/Sprites/spriteManager.js +5 -1
  358. package/Sprites/spriteManager.js.map +1 -1
  359. package/Sprites/spriteRenderer.js +1 -0
  360. package/Sprites/spriteRenderer.js.map +1 -1
  361. package/XR/features/WebXRAnchorSystem.js +4 -3
  362. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  363. package/XR/features/WebXRDepthSensing.js +1 -1
  364. package/XR/features/WebXRDepthSensing.js.map +1 -1
  365. package/XR/features/WebXRHandTracking.js +4 -1
  366. package/XR/features/WebXRHandTracking.js.map +1 -1
  367. package/XR/features/WebXRHitTest.js +4 -1
  368. package/XR/features/WebXRHitTest.js.map +1 -1
  369. package/XR/features/WebXRHitTestLegacy.js +6 -5
  370. package/XR/features/WebXRHitTestLegacy.js.map +1 -1
  371. package/XR/features/WebXRImageTracking.js +2 -1
  372. package/XR/features/WebXRImageTracking.js.map +1 -1
  373. package/XR/features/WebXRLightEstimation.js +3 -0
  374. package/XR/features/WebXRLightEstimation.js.map +1 -1
  375. package/XR/features/WebXRNearInteraction.js +2 -0
  376. package/XR/features/WebXRNearInteraction.js.map +1 -1
  377. package/XR/features/WebXRPlaneDetector.js +2 -2
  378. package/XR/features/WebXRPlaneDetector.js.map +1 -1
  379. package/XR/motionController/webXRAbstractMotionController.js +3 -2
  380. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  381. package/XR/motionController/webXRMicrosoftMixedRealityController.js +6 -6
  382. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  383. package/XR/motionController/webXRMotionControllerManager.js +15 -9
  384. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  385. package/XR/motionController/webXRProfiledMotionController.js +1 -1
  386. package/XR/motionController/webXRProfiledMotionController.js.map +1 -1
  387. package/XR/native/nativeXRFrame.js +1 -0
  388. package/XR/native/nativeXRFrame.js.map +1 -1
  389. package/XR/webXRDefaultExperience.js +10 -12
  390. package/XR/webXRDefaultExperience.js.map +1 -1
  391. package/XR/webXREnterExitUI.js +2 -1
  392. package/XR/webXREnterExitUI.js.map +1 -1
  393. package/XR/webXRExperienceHelper.js +5 -2
  394. package/XR/webXRExperienceHelper.js.map +1 -1
  395. package/XR/webXRFeaturesManager.js +1 -0
  396. package/XR/webXRFeaturesManager.js.map +1 -1
  397. package/XR/webXRInput.js +1 -0
  398. package/XR/webXRInput.js.map +1 -1
  399. package/XR/webXRInputSource.js +2 -0
  400. package/XR/webXRInputSource.js.map +1 -1
  401. package/XR/webXRManagedOutputCanvas.js +5 -1
  402. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  403. package/XR/webXRSessionManager.js +56 -60
  404. package/XR/webXRSessionManager.js.map +1 -1
  405. package/assetContainer.js +28 -28
  406. package/assetContainer.js.map +1 -1
  407. package/package.json +1 -1
  408. package/scene.js +5 -4
  409. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"gpuPicker.js","sourceRoot":"","sources":["../../../../dev/core/src/Collisions/gpuPicker.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,EAAE,gCAA+B;AAGnD,OAAO,EAAE,mBAAmB,EAAE,qDAAoD;AAGlF,OAAO,EAAE,cAAc,EAAE,uCAAsC;AAC/D,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,+BAA8B;AAGvD,OAAO,EAAE,YAAY,EAAE,4BAA2B;AAGlD,OAAO,EAAE,MAAM,EAAE,0BAAyB;AAgC1C;;;GAGG;AACH,MAAM,OAAO,SAAS;IAAtB;QACY,oBAAe,GAAkC,IAAI,CAAC;QACtD,WAAM,GAAkB,EAAE,CAAC;QAC3B,eAAU,GAA8C,EAAE,CAAC;QAC3D,cAAS,GAAkB,EAAE,CAAC;QAK9B,qBAAgB,GAAsC,IAAI,GAAG,EAAE,CAAC;QAEhE,wBAAmB,GAAW,CAAC,CAAC;QACvB,mBAAc,GAAG,gBAAgB,CAAC;QAC3C,mBAAc,GAAG,KAAK,CAAC;QAE/B,4CAA4C;QAClC,oBAAe,+BAAuB;QAexC,uBAAkB,GAAG,KAAK,CAAC;IA6jBvC,CAAC;IApkBG;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAID;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAEO,MAAM,CAAC,QAAQ,CAAC,EAAU;QAC9B,SAAS,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,EAAE,CAAC;QAC/C,SAAS,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;QAC9C,SAAS,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;IAClD,CAAC;IAEO,yBAAyB,CAAC,MAAc;QAC5C,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QACnC,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACvC,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACvC,OAAO,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;IACpC,CAAC;IAEO,MAAM,CAAC,aAAa,CAAC,MAAoB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QACzF,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QACtB,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QAC1B,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QAC1B,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;IACxB,CAAC;IAEO,mBAAmB,CAAC,KAAY,EAAE,KAAa,EAAE,MAAc;QACnE,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QACnC,CAAC;QACD,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAC1C,eAAe,EACf,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,EAChC,KAAK,EACL,KAAK,EACL,SAAS,EACT,SAAS,CAAC,yBAAyB,EACnC,KAAK,EACL,SAAS,CAAC,uBAAuB,CACpC,CAAC;IACN,CAAC;IAED,4DAA4D;IACpD,KAAK,CAAC,yBAAyB,CAAC,KAAY;QAChD,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC9B,IAAI,CAAC,sBAAsB,CAAC,OAAO,EAAE,CAAC;QAC1C,CAAC;QAED,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;QAEnC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAClB,IAAI,CAAC,eAAe,8BAAsB,CAAC;QAC/C,CAAC;QAED,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,MAAM,OAAO,GAAoC;YAC7C,UAAU,EAAE,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,cAAc,EAAE,uCAAuC,CAAC;YACrG,QAAQ,EAAE,CAAC,OAAO,EAAE,gBAAgB,EAAE,QAAQ,CAAC;YAC/C,iBAAiB,EAAE,KAAK;YACxB,OAAO,EAAE,OAAO;YAChB,YAAY,EAAE,IAAI;YAClB,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,IAAI,CAAC,cAAc,gCAAwB,EAAE,CAAC;oBAC9C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,iCAAiC,CAAC,EAAE,MAAM,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;gBAC5G,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6BAA6B,CAAC,EAAE,MAAM,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC;gBACpG,CAAC;YACL,CAAC;SACJ,CAAC;QAEF,IAAI,CAAC,sBAAsB,GAAG,IAAI,cAAc,CAAC,eAAe,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;QAEpG,IAAI,CAAC,sBAAsB,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;IAC7G,CAAC;IAEO,qBAAqB,CAAC,IAA8B;QACxD,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,OAAO;QACX,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC;QAElD,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;gBACvB,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;gBAC3B,MAAM,CAAC,IAAI,CAAC,oIAAoI,CAAC,CAAC;YACtJ,CAAC;YACD,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,QAAQ,CAAC,SAAS,EAAE,CAAC;QAEpC,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,SAAS,EAAE,CAAC;YACpH,MAAM,CAAC,SAAS,CAAC,QAAQ,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,CAAC;QACjE,CAAC;QAED,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAEO,kBAAkB,CAAC,aAAqB,EAAE,EAAU,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,UAA2C;QACtI,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,CAAC,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;QAE5D,SAAS,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;YACrC,SAAS,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;YAEvB,UAAU,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YAClB,SAAS,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;YACxH,EAAE,EAAE,CAAC;QACT,CAAC;QAED,OAAO,SAAS,CAAC;IACrB,CAAC;IAEO,8BAA8B,CAAC,aAAqB,EAAE,EAAU,EAAE,UAA2C;QACjH,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC;QAEtD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;YACrC,SAAS,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;YAEvB,UAAU,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YAClB,SAAS,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;YAElH,EAAE,EAAE,CAAC;QACT,CAAC;QAED,OAAO,SAAS,CAAC;IACrB,CAAC;IAED;;;;;OAKG;IACI,cAAc,CAAC,IAAsF;QACxG,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,UAAU;YACV,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC/D,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;gBACzC,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;oBACnB,IAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;gBAC3D,CAAC;gBACD,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;oBACvB,IAAa,CAAC,qBAAqB,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,CAAC;gBACpE,CAAC;gBACD,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;oBACvB,IAAI,CAAC,eAAe,CAAC,uBAAuB,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;gBAClE,CAAC;gBAED,MAAM,QAAQ,GAAG,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC;gBAClD,IAAI,QAAQ,KAAK,IAAI,CAAC,sBAAsB,EAAE,CAAC;oBAC3C,QAAQ,CAAC,gBAAgB,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACzE,CAAC;YACL,CAAC;YACD,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC;YAChC,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;YAC9B,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;YACvB,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;YAC3B,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;YAC1B,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,EAAE,CAAC;YACzC,CAAC;QACL,CAAC;QACD,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,eAAe,GAAG,IAA2B,CAAC;QAEnD,iBAAiB;QACjB,MAAM,KAAK,GAAG,CAAC,MAAM,IAAI,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,EAAE,CAAC;QACtE,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,QAAQ,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QACzC,MAAM,QAAQ,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC1C,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;QACxD,CAAC;aAAM,CAAC;YACJ,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;YAE5C,IAAI,IAAI,CAAC,KAAK,KAAK,QAAQ,IAAI,IAAI,CAAC,MAAM,KAAK,QAAQ,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,CAAC;gBACrF,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;YACxD,CAAC;QACL,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,CAAC;YACpD,IAAI,CAAC,yBAAyB,CAAC,KAAK,CAAC,CAAC;QAC1C,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,MAAM,IAAI,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;YACrB,IAAI,MAAM,IAAI,IAAI,EAAE,CAAC;gBACjB,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;gBACpD,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC;YACxB,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,sBAAuB,CAAC,CAAC;YAClE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,eAAgB,CAAC,UAAU,GAAG,EAAE,CAAC;QAEtC,wDAAwD;QACxD,IAAI,EAAE,GAAG,CAAC,CAAC;QACX,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;YAC/D,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;YACzC,MAAM,QAAQ,GAAG,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC;YAElD,IAAI,QAAQ,KAAK,IAAI,CAAC,sBAAsB,EAAE,CAAC;gBAC3C,QAAQ,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;YAC1F,CAAC;YACD,IAAI,CAAC,eAAgB,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;YAC9D,IAAI,CAAC,eAAgB,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE5C,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACpB,SAAS,CAAC,0CAA0C;YACxD,CAAC;YAED,SAAS,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;YAEvB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACxB,MAAM,SAAS,GAAG,IAAI,CAAC,8BAA8B,CAAE,IAAa,CAAC,iBAAiB,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE;oBAClG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC,GAAG,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;gBACvD,CAAC,CAAC,CAAC;gBACH,EAAE,IAAK,IAAa,CAAC,iBAAiB,CAAC;gBACtC,IAAa,CAAC,qBAAqB,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC;YAC5E,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC;gBACxB,EAAE,EAAE,CAAC;gBAEL,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;oBACpB,MAAM,gBAAgB,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,YAAY,IAAK,CAAmB,CAAC,UAAU,KAAK,IAAI,CAAC,CAAC;oBACxH,MAAM,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,MAAM,EAAE,EAAE,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE;wBACrJ,MAAM,QAAQ,GAAG,gBAAgB,CAAC,CAAC,CAAC,CAAC;wBACrC,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;oBAC7D,CAAC,CAAC,CAAC;oBAEH,EAAE,IAAI,gBAAgB,CAAC,MAAM,CAAC;oBAC9B,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;oBAEhC,MAAM,MAAM,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,SAAS,EAAE,IAAI,CAAC,cAAc,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;oBAC9F,IAAa,CAAC,iBAAiB,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;gBACnD,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;gBAC5H,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,KAAK,CAAC,SAAS,CAAC,CAAS,EAAE,CAAS,EAAE,eAAe,GAAG,KAAK;QAChE,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC7D,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,gBAAgB,EAAE,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QAEvE,MAAM,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,SAAS,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,EAAE,gBAAgB,CAAC,CAAC;QACvF,IAAI,SAAS,GAAG,CAAC,IAAI,SAAS,GAAG,CAAC,IAAI,SAAS,IAAI,QAAQ,IAAI,SAAS,IAAI,QAAQ,EAAE,CAAC;YACnF,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAE/B,WAAW;QACX,MAAM,SAAS,GAAG,QAAQ,GAAG,SAAS,GAAG,CAAC,CAAC;QAC3C,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,OAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAE,SAAS,CAAC,CAAC;QAEpF,OAAO,IAAI,CAAC,oBAAoB,CAAC,SAAS,EAAE,SAAS,EAAE,eAAe,CAAC,CAAC;IAC5E,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,cAAc,CAAC,EAAkB,EAAE,eAAe,GAAG,KAAK;QACnE,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,KAAK,CAAC,IAAI,EAAE,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAChF,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,EAAE,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAClB,MAAM,EAAE,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC;YACnE,OAAO;gBACH,MAAM,EAAE,CAAC,EAAE,EAAE,IAAI,IAAI,IAAI,CAAC;gBAC1B,mBAAmB,EAAE,EAAE,EAAE,iBAAiB,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC,SAAS;aAClF,CAAC;QACN,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAE/B,MAAM,WAAW,GAAG,IAAI,KAAK,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC;QAEzC,IAAI,IAAI,GAAG,QAAQ,CAAC;QACpB,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;QACrB,IAAI,IAAI,GAAG,QAAQ,CAAC;QACpB,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;QAErB,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,gBAAgB,EAAE,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QAEvE,2CAA2C;QAC3C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjC,MAAM,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;YACnB,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;YAEtB,MAAM,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,SAAS,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,EAAE,gBAAgB,CAAC,CAAC;YAEvF,WAAW,CAAC,CAAC,CAAC,GAAG;gBACb,GAAG,IAAI;gBACP,CAAC,EAAE,SAAS;gBACZ,CAAC,EAAE,SAAS;aACf,CAAC;YAEF,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;YACjC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;YACjC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;YACjC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;QACrC,CAAC;QAED,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,GAAG,IAAI,EAAE,CAAC,CAAC,CAAC;QACnC,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,GAAG,IAAI,EAAE,CAAC,CAAC,CAAC;QACnC,MAAM,WAAW,GAAG,QAAQ,GAAG,IAAI,GAAG,CAAC,CAAC;QAExC,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,OAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEvF,OAAO,IAAI,CAAC,yBAAyB,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,eAAe,CAAC,CAAC;IACpG,CAAC;IAEO,cAAc;QAClB,MAAM,MAAM,GAAG,IAAI,CAAC,YAAa,CAAC,SAAS,EAAE,CAAC;QAC9C,MAAM,QAAQ,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QACzC,MAAM,QAAQ,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC1C,MAAM,gBAAgB,GAAG,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC;QAE1D,OAAO;YACH,QAAQ;YACR,QAAQ;YACR,gBAAgB;SACnB,CAAC;IACN,CAAC;IAEO,kBAAkB,CAAC,CAAS,EAAE,CAAS,EAAE,gBAAwB;QACrE,OAAO,EAAE,CAAC,EAAE,CAAC,gBAAgB,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,gBAAgB,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9E,CAAC;IAEO,qBAAqB,CAAC,MAAsB,EAAE,QAAgB,EAAE,QAAgB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC;QACxH,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;QAE7B,MAAM,kBAAkB,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QAClF,IAAI,CAAC,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,kBAAkB,EAAE,CAAC;YACpE,IAAI,CAAC,WAAW,GAAG,IAAI,UAAU,CAAC,kBAAkB,CAAC,CAAC;QAC1D,CAAC;QAED,iCAAiC;QACjC,MAAM,IAAI,GAAG,IAAI,CAAC,eAAgB,CAAC,OAAO,EAAE,CAAC;QAC7C,IAAI,IAAI,CAAC,KAAK,KAAK,QAAQ,IAAI,IAAI,CAAC,MAAM,KAAK,QAAQ,EAAE,CAAC;YACtD,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,YAAa,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;YACjE,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC;QAED,IAAI,CAAC,eAAgB,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE1D,IAAI,CAAC,eAAgB,CAAC,cAAc,GAAG,GAAG,EAAE;YACxC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,CAAC,CAAC;QAEF,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,eAAgB,CAAC,CAAC;IACvE,CAAC;IAED,iBAAiB;IACT,KAAK,CAAC,oBAAoB,CAAC,CAAS,EAAE,CAAS,EAAE,eAAwB;QAC7E,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACnC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;gBACxB,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;gBAChC,MAAM,EAAE,CAAC;gBACT,OAAO;YACX,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,aAAa,GAAG,KAAK,IAAI,EAAE;gBAC5C,IAAI,CAAC,eAAe,EAAE,CAAC;gBAEvB,IAAI,IAAI,CAAC,kBAAkB,EAAE,EAAE,CAAC;oBAC5B,IAAI,CAAC,eAAgB,CAAC,aAAa,GAAG,IAAW,CAAC;oBAClD,IAAI,UAAU,GAA2B,IAAI,CAAC;oBAC9C,IAAI,iBAAiB,GAAuB,SAAS,CAAC;oBAEtD,8BAA8B;oBAC9B,MAAM,KAAK,GAAG,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,eAAgB,CAAC,CAAC;oBACpF,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;wBACb,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;oBAC5D,CAAC;oBAED,wBAAwB;oBACxB,IAAI,MAAM,IAAI,CAAC,uBAAuB,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;wBAC3C,MAAM,OAAO,GAAG,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC;wBAElD,QAAQ;wBACR,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,EAAE,CAAC;4BAC3B,UAAU,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC;4BACnE,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC;wBACxD,CAAC;6BAAM,CAAC;4BACJ,UAAU,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC;wBAC5D,CAAC;oBACL,CAAC;oBAED,IAAI,eAAe,EAAE,CAAC;wBAClB,IAAI,CAAC,OAAO,EAAE,CAAC;oBACnB,CAAC;oBAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;oBAChC,IAAI,UAAU,EAAE,CAAC;wBACb,OAAO,CAAC,EAAE,IAAI,EAAE,UAAU,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,CAAC,CAAC;oBACxE,CAAC;yBAAM,CAAC;wBACJ,OAAO,CAAC,IAAI,CAAC,CAAC;oBAClB,CAAC;gBACL,CAAC;YACL,CAAC,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED,uBAAuB;IACf,KAAK,CAAC,yBAAyB,CACnC,EAAkB,EAClB,IAAY,EACZ,IAAY,EACZ,QAAgB,EAChB,CAAS,EACT,CAAS,EACT,eAAwB;QAExB,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACnC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;gBACxB,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;gBAChC,MAAM,EAAE,CAAC;gBACT,OAAO;YACX,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,aAAa,GAAG,KAAK,IAAI,EAAE;gBAC5C,IAAI,CAAC,eAAe,EAAE,CAAC;gBAEvB,IAAI,IAAI,CAAC,kBAAkB,EAAE,EAAE,CAAC;oBAC5B,IAAI,CAAC,eAAgB,CAAC,aAAa,GAAG,IAAW,CAAC;oBAClD,MAAM,YAAY,GAA6B,EAAE,CAAC;oBAClD,MAAM,mBAAmB,GAAa,EAAE,CAAC;oBAEzC,IAAI,MAAM,IAAI,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;wBACtE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;4BACjC,MAAM,EAAE,UAAU,EAAE,iBAAiB,EAAE,GAAG,IAAI,CAAC,0BAA0B,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;4BAC3G,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;4BAC9B,mBAAmB,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC,CAAC;wBACrD,CAAC;oBACL,CAAC;oBAED,IAAI,eAAe,EAAE,CAAC;wBAClB,IAAI,CAAC,OAAO,EAAE,CAAC;oBACnB,CAAC;oBAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;oBAChC,OAAO,CAAC,EAAE,MAAM,EAAE,YAAY,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,CAAC,CAAC;gBAChF,CAAC;YACL,CAAC,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,cAAc,CAAC,CAAS,EAAE,CAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC;QACrD,IAAK,IAAI,CAAC,OAAiC,CAAC,aAAa,EAAE,CAAC;YACvD,IAAI,CAAC,OAAiC,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACtE,CAAC;IACL,CAAC;IACO,eAAe;QACnB,IAAK,IAAI,CAAC,OAAiC,CAAC,cAAc,EAAE,CAAC;YACxD,IAAI,CAAC,OAAiC,CAAC,cAAc,EAAE,CAAC;QAC7D,CAAC;IACL,CAAC;IAED;;OAEG;IACK,kBAAkB;QACtB,MAAM,cAAc,GAAG,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;QACpD,IAAI,cAAc,EAAE,CAAC;YACjB,8BAA8B;YAC9B,MAAM,KAAK,GAAG,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,eAAgB,CAAC,CAAC;YACpF,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;gBACb,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAC5D,CAAC;YACD,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;QAC7B,OAAO,KAAK,CAAC,CAAC,+BAA+B;IACjD,CAAC;IAEO,0BAA0B,CAAC,CAAS,EAAE,CAAS,EAAE,IAAY,EAAE,IAAY,EAAE,CAAS;QAC1F,IAAI,OAAO,GAAG,CAAC,CAAC,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;QACjC,IAAI,OAAO,GAAG,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QAErC,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC;QAC/B,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC;QAE/B,MAAM,OAAO,GAAG,IAAI,CAAC,yBAAyB,CAAC,OAAO,GAAG,OAAO,CAAC,CAAC;QAElE,IAAI,UAAU,GAA2B,IAAI,CAAC;QAC9C,IAAI,iBAAqC,CAAC;QAE1C,IAAI,OAAO,GAAG,CAAC,EAAE,CAAC;YACd,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,EAAE,CAAC;gBAC3B,UAAU,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC;gBACnE,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC;YACxD,CAAC;iBAAM,CAAC;gBACJ,UAAU,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC;YAC5D,CAAC;QACL,CAAC;QAED,OAAO,EAAE,UAAU,EAAE,iBAAiB,EAAE,CAAC;IAC7C,CAAC;IAED;;OAEG;IACK,iBAAiB;QACrB,IAAI,CAAC,eAAgB,CAAC,UAAU,GAAG,EAAE,CAAC;QACtC,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACtC,IAAI,CAAC,eAAgB,CAAC,uBAAuB,CAAC,IAAI,EAAE,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC;YACrF,IAAI,CAAC,eAAgB,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChD,CAAC;IACL,CAAC;IAEO,KAAK,CAAC,uBAAuB,CAAC,CAAS,EAAE,CAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC;QACpE,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;YACxD,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,SAAS,EAAE,CAAC;QAC7C,MAAM,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEhH,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,4BAA4B;IACrB,OAAO;QACV,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC1B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAEzB,cAAc;QACd,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAC5B,IAAI,CAAC,sBAAsB,EAAE,OAAO,EAAE,CAAC;QACvC,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;IACvC,CAAC;;AAzkBc,oBAAU,GAAgB;IACrC,CAAC,EAAE,CAAC;IACJ,CAAC,EAAE,CAAC;IACJ,CAAC,EAAE,CAAC;CACP,AAJwB,CAIvB","sourcesContent":["import type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IShaderMaterialOptions } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { IColor3Like, IVector2Like } from \"core/Maths/math.like\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n private _idMap: Array<number> = [];\r\n private _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private _idColors: Array<Color3> = [];\r\n private _cachedScene: Nullable<Scene>;\r\n private _engine: Nullable<AbstractEngine>;\r\n private _defaultRenderMaterial: Nullable<ShaderMaterial>;\r\n private _pickableMeshes: Array<AbstractMesh>;\r\n private _meshMaterialMap: Map<AbstractMesh, ShaderMaterial> = new Map();\r\n private _readbuffer: Uint8Array;\r\n private _meshRenderingCount: number = 0;\r\n private readonly _attributeName = \"instanceMeshID\";\r\n private _warningIssued = false;\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n private static _TempColor: IColor3Like = {\r\n r: 0,\r\n g: 0,\r\n b: 0,\r\n };\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress() {\r\n return this._pickingInProgress;\r\n }\r\n\r\n private static _IdToRgb(id: number) {\r\n GPUPicker._TempColor.r = (id & 0xff0000) >> 16;\r\n GPUPicker._TempColor.g = (id & 0x00ff00) >> 8;\r\n GPUPicker._TempColor.b = (id & 0x0000ff) >> 0;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number) {\r\n const r = this._readbuffer[offset];\r\n const g = this._readbuffer[offset + 1];\r\n const b = this._readbuffer[offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private static _SetColorData(buffer: Float32Array, i: number, r: number, g: number, b: number) {\r\n buffer[i] = r / 255.0;\r\n buffer[i + 1] = g / 255.0;\r\n buffer[i + 2] = b / 255.0;\r\n buffer[i + 3] = 1.0;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\r\n \"pickingTexure\",\r\n { width: width, height: height },\r\n scene,\r\n false,\r\n undefined,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Constants.TEXTURE_NEAREST_NEAREST\r\n );\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/require-await\r\n private async _createColorMaterialAsync(scene: Scene) {\r\n if (this._defaultRenderMaterial) {\r\n this._defaultRenderMaterial.dispose();\r\n }\r\n\r\n this._defaultRenderMaterial = null;\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, this._attributeName, \"bakedVertexAnimationSettingsInstanced\"],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n this._defaultRenderMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n\r\n this._defaultRenderMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._warningIssued) {\r\n this._warningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._idColors[mesh.uniqueId] !== undefined) {\r\n effect.setColor4(\"meshID\", this._idColors[mesh.uniqueId], 1);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n private _generateColorData(instanceCount: number, id: number, r: number, g: number, b: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * (instanceCount + 1));\r\n\r\n GPUPicker._SetColorData(colorData, 0, r, g, b);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, (i + 1) * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n private _generateThinInstanceColorData(instanceCount: number, id: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * instanceCount);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, i * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>) {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(this._attributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, null);\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._idColors.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n this._pickableMeshes = list as Array<AbstractMesh>;\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._createColorMaterialAsync(scene);\r\n }\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n list[i] = item.mesh;\r\n } else {\r\n this._meshMaterialMap.set(item, this._defaultRenderMaterial!);\r\n }\r\n }\r\n\r\n this._pickingTexture!.renderList = [];\r\n\r\n // We will affect colors and create vertex color buffers\r\n let id = 1;\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n GPUPicker._IdToRgb(id);\r\n\r\n if (mesh.hasThinInstances) {\r\n const colorData = this._generateThinInstanceColorData((mesh as Mesh).thinInstanceCount, id, (i, id) => {\r\n this._thinIdMap[id] = { meshId: index, thinId: i };\r\n });\r\n id += (mesh as Mesh).thinInstanceCount;\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, colorData, 4);\r\n } else {\r\n this._idMap[id] = index;\r\n id++;\r\n\r\n if (mesh.hasInstances) {\r\n const instancesForPick = this._pickableMeshes.filter((m) => m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh);\r\n const colorData = this._generateColorData(instancesForPick.length, id, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b, (i, id) => {\r\n const instance = instancesForPick[i];\r\n this._idMap[id] = this._pickableMeshes.indexOf(instance);\r\n });\r\n\r\n id += instancesForPick.length;\r\n const engine = mesh.getEngine();\r\n\r\n const buffer = new VertexBuffer(engine, colorData, this._attributeName, false, false, 4, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._idColors[mesh.uniqueId] = Color3.FromInts(GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n return this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo() {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number) {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1) {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = () => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject();\r\n return;\r\n }\r\n\r\n this._pickingTexture.onAfterRender = async () => {\r\n this._disableScissor();\r\n\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject();\r\n return;\r\n }\r\n\r\n this._pickingTexture.onAfterRender = async () => {\r\n this._disableScissor();\r\n\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1) {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor() {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessfull = this._meshRenderingCount > 0;\r\n if (wasSuccessfull) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList() {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1) {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose() {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._defaultRenderMaterial?.dispose();\r\n this._defaultRenderMaterial = null;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"gpuPicker.js","sourceRoot":"","sources":["../../../../dev/core/src/Collisions/gpuPicker.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,EAAE,gCAA+B;AAGnD,OAAO,EAAE,mBAAmB,EAAE,qDAAoD;AAGlF,OAAO,EAAE,cAAc,EAAE,uCAAsC;AAC/D,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,+BAA8B;AAGvD,OAAO,EAAE,YAAY,EAAE,4BAA2B;AAGlD,OAAO,EAAE,MAAM,EAAE,0BAAyB;AAgC1C;;;GAGG;AACH,MAAM,OAAO,SAAS;IAAtB;QACY,oBAAe,GAAkC,IAAI,CAAC;QACtD,WAAM,GAAkB,EAAE,CAAC;QAC3B,eAAU,GAA8C,EAAE,CAAC;QAC3D,cAAS,GAAkB,EAAE,CAAC;QAK9B,qBAAgB,GAAsC,IAAI,GAAG,EAAE,CAAC;QAEhE,wBAAmB,GAAW,CAAC,CAAC;QACvB,mBAAc,GAAG,gBAAgB,CAAC;QAC3C,mBAAc,GAAG,KAAK,CAAC;QAE/B,4CAA4C;QAClC,oBAAe,+BAAuB;QAexC,uBAAkB,GAAG,KAAK,CAAC;IAgkBvC,CAAC;IAvkBG;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAID;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAEO,MAAM,CAAC,QAAQ,CAAC,EAAU;QAC9B,SAAS,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,EAAE,CAAC;QAC/C,SAAS,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;QAC9C,SAAS,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;IAClD,CAAC;IAEO,yBAAyB,CAAC,MAAc;QAC5C,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QACnC,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACvC,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACvC,OAAO,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;IACpC,CAAC;IAEO,MAAM,CAAC,aAAa,CAAC,MAAoB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QACzF,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QACtB,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QAC1B,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QAC1B,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;IACxB,CAAC;IAEO,mBAAmB,CAAC,KAAY,EAAE,KAAa,EAAE,MAAc;QACnE,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QACnC,CAAC;QACD,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAC1C,eAAe,EACf,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,EAChC,KAAK,EACL,KAAK,EACL,SAAS,EACT,SAAS,CAAC,yBAAyB,EACnC,KAAK,EACL,SAAS,CAAC,uBAAuB,CACpC,CAAC;IACN,CAAC;IAED,4DAA4D;IACpD,KAAK,CAAC,yBAAyB,CAAC,KAAY;QAChD,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC9B,IAAI,CAAC,sBAAsB,CAAC,OAAO,EAAE,CAAC;QAC1C,CAAC;QAED,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;QAEnC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAClB,IAAI,CAAC,eAAe,8BAAsB,CAAC;QAC/C,CAAC;QAED,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,MAAM,OAAO,GAAoC;YAC7C,UAAU,EAAE,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,cAAc,EAAE,uCAAuC,CAAC;YACrG,QAAQ,EAAE,CAAC,OAAO,EAAE,gBAAgB,EAAE,QAAQ,CAAC;YAC/C,iBAAiB,EAAE,KAAK;YACxB,OAAO,EAAE,OAAO;YAChB,YAAY,EAAE,IAAI;YAClB,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,IAAI,CAAC,cAAc,gCAAwB,EAAE,CAAC;oBAC9C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,iCAAiC,CAAC,EAAE,MAAM,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;gBAC5G,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6BAA6B,CAAC,EAAE,MAAM,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC;gBACpG,CAAC;YACL,CAAC;SACJ,CAAC;QAEF,IAAI,CAAC,sBAAsB,GAAG,IAAI,cAAc,CAAC,eAAe,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;QAEpG,IAAI,CAAC,sBAAsB,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;IAC7G,CAAC;IAEO,qBAAqB,CAAC,IAA8B;QACxD,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,OAAO;QACX,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC;QAElD,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;gBACvB,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;gBAC3B,MAAM,CAAC,IAAI,CAAC,oIAAoI,CAAC,CAAC;YACtJ,CAAC;YACD,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,QAAQ,CAAC,SAAS,EAAE,CAAC;QAEpC,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,SAAS,EAAE,CAAC;YACpH,MAAM,CAAC,SAAS,CAAC,QAAQ,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,CAAC;QACjE,CAAC;QAED,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAEO,kBAAkB,CAAC,aAAqB,EAAE,EAAU,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,UAA2C;QACtI,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,CAAC,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;QAE5D,SAAS,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;YACrC,SAAS,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;YAEvB,UAAU,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YAClB,SAAS,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;YACxH,EAAE,EAAE,CAAC;QACT,CAAC;QAED,OAAO,SAAS,CAAC;IACrB,CAAC;IAEO,8BAA8B,CAAC,aAAqB,EAAE,EAAU,EAAE,UAA2C;QACjH,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC;QAEtD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;YACrC,SAAS,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;YAEvB,UAAU,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YAClB,SAAS,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;YAElH,EAAE,EAAE,CAAC;QACT,CAAC;QAED,OAAO,SAAS,CAAC;IACrB,CAAC;IAED;;;;;OAKG;IACI,cAAc,CAAC,IAAsF;QACxG,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,UAAU;YACV,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC/D,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;gBACzC,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;oBACnB,IAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;gBAC3D,CAAC;gBACD,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;oBACvB,IAAa,CAAC,qBAAqB,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,CAAC;gBACpE,CAAC;gBACD,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;oBACvB,IAAI,CAAC,eAAe,CAAC,uBAAuB,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;gBAClE,CAAC;gBAED,MAAM,QAAQ,GAAG,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC;gBAClD,IAAI,QAAQ,KAAK,IAAI,CAAC,sBAAsB,EAAE,CAAC;oBAC3C,QAAQ,CAAC,gBAAgB,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACzE,CAAC;YACL,CAAC;YACD,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC;YAChC,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;YAC9B,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;YACvB,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;YAC3B,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;YAC1B,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,EAAE,CAAC;YACzC,CAAC;QACL,CAAC;QACD,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,eAAe,GAAG,IAA2B,CAAC;QAEnD,iBAAiB;QACjB,MAAM,KAAK,GAAG,CAAC,MAAM,IAAI,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,EAAE,CAAC;QACtE,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,QAAQ,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QACzC,MAAM,QAAQ,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC1C,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;QACxD,CAAC;aAAM,CAAC;YACJ,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;YAE5C,IAAI,IAAI,CAAC,KAAK,KAAK,QAAQ,IAAI,IAAI,CAAC,MAAM,KAAK,QAAQ,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,CAAC;gBACrF,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;YACxD,CAAC;QACL,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,CAAC;YACpD,mEAAmE;YACnE,IAAI,CAAC,yBAAyB,CAAC,KAAK,CAAC,CAAC;QAC1C,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,MAAM,IAAI,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;YACrB,IAAI,MAAM,IAAI,IAAI,EAAE,CAAC;gBACjB,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;gBACpD,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC;YACxB,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,sBAAuB,CAAC,CAAC;YAClE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,eAAgB,CAAC,UAAU,GAAG,EAAE,CAAC;QAEtC,wDAAwD;QACxD,IAAI,EAAE,GAAG,CAAC,CAAC;QACX,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;YAC/D,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;YACzC,MAAM,QAAQ,GAAG,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC;YAElD,IAAI,QAAQ,KAAK,IAAI,CAAC,sBAAsB,EAAE,CAAC;gBAC3C,QAAQ,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;YAC1F,CAAC;YACD,IAAI,CAAC,eAAgB,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;YAC9D,IAAI,CAAC,eAAgB,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE5C,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACpB,SAAS,CAAC,0CAA0C;YACxD,CAAC;YAED,SAAS,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;YAEvB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACxB,MAAM,SAAS,GAAG,IAAI,CAAC,8BAA8B,CAAE,IAAa,CAAC,iBAAiB,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE;oBAClG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC,GAAG,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;gBACvD,CAAC,CAAC,CAAC;gBACH,EAAE,IAAK,IAAa,CAAC,iBAAiB,CAAC;gBACtC,IAAa,CAAC,qBAAqB,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC;YAC5E,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC;gBACxB,EAAE,EAAE,CAAC;gBAEL,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;oBACpB,MAAM,gBAAgB,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,YAAY,IAAK,CAAmB,CAAC,UAAU,KAAK,IAAI,CAAC,CAAC;oBACxH,MAAM,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,MAAM,EAAE,EAAE,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE;wBACrJ,MAAM,QAAQ,GAAG,gBAAgB,CAAC,CAAC,CAAC,CAAC;wBACrC,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;oBAC7D,CAAC,CAAC,CAAC;oBAEH,EAAE,IAAI,gBAAgB,CAAC,MAAM,CAAC;oBAC9B,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;oBAEhC,MAAM,MAAM,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,SAAS,EAAE,IAAI,CAAC,cAAc,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;oBAC9F,IAAa,CAAC,iBAAiB,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;gBACnD,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;gBAC5H,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,KAAK,CAAC,SAAS,CAAC,CAAS,EAAE,CAAS,EAAE,eAAe,GAAG,KAAK;QAChE,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC7D,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,gBAAgB,EAAE,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QAEvE,MAAM,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,SAAS,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,EAAE,gBAAgB,CAAC,CAAC;QACvF,IAAI,SAAS,GAAG,CAAC,IAAI,SAAS,GAAG,CAAC,IAAI,SAAS,IAAI,QAAQ,IAAI,SAAS,IAAI,QAAQ,EAAE,CAAC;YACnF,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAE/B,WAAW;QACX,MAAM,SAAS,GAAG,QAAQ,GAAG,SAAS,GAAG,CAAC,CAAC;QAC3C,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,OAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAE,SAAS,CAAC,CAAC;QAEpF,OAAO,MAAM,IAAI,CAAC,oBAAoB,CAAC,SAAS,EAAE,SAAS,EAAE,eAAe,CAAC,CAAC;IAClF,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,cAAc,CAAC,EAAkB,EAAE,eAAe,GAAG,KAAK;QACnE,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,KAAK,CAAC,IAAI,EAAE,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAChF,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,EAAE,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAClB,MAAM,EAAE,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC;YACnE,OAAO;gBACH,MAAM,EAAE,CAAC,EAAE,EAAE,IAAI,IAAI,IAAI,CAAC;gBAC1B,mBAAmB,EAAE,EAAE,EAAE,iBAAiB,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC,SAAS;aAClF,CAAC;QACN,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAE/B,MAAM,WAAW,GAAG,IAAI,KAAK,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC;QAEzC,IAAI,IAAI,GAAG,QAAQ,CAAC;QACpB,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;QACrB,IAAI,IAAI,GAAG,QAAQ,CAAC;QACpB,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;QAErB,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,gBAAgB,EAAE,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QAEvE,2CAA2C;QAC3C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjC,MAAM,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;YACnB,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;YAEtB,MAAM,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,SAAS,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,EAAE,gBAAgB,CAAC,CAAC;YAEvF,WAAW,CAAC,CAAC,CAAC,GAAG;gBACb,GAAG,IAAI;gBACP,CAAC,EAAE,SAAS;gBACZ,CAAC,EAAE,SAAS;aACf,CAAC;YAEF,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;YACjC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;YACjC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;YACjC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;QACrC,CAAC;QAED,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,GAAG,IAAI,EAAE,CAAC,CAAC,CAAC;QACnC,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,GAAG,IAAI,EAAE,CAAC,CAAC,CAAC;QACnC,MAAM,WAAW,GAAG,QAAQ,GAAG,IAAI,GAAG,CAAC,CAAC;QAExC,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,OAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEvF,OAAO,MAAM,IAAI,CAAC,yBAAyB,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,eAAe,CAAC,CAAC;IAC1G,CAAC;IAEO,cAAc;QAClB,MAAM,MAAM,GAAG,IAAI,CAAC,YAAa,CAAC,SAAS,EAAE,CAAC;QAC9C,MAAM,QAAQ,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QACzC,MAAM,QAAQ,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC1C,MAAM,gBAAgB,GAAG,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC;QAE1D,OAAO;YACH,QAAQ;YACR,QAAQ;YACR,gBAAgB;SACnB,CAAC;IACN,CAAC;IAEO,kBAAkB,CAAC,CAAS,EAAE,CAAS,EAAE,gBAAwB;QACrE,OAAO,EAAE,CAAC,EAAE,CAAC,gBAAgB,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,gBAAgB,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9E,CAAC;IAEO,qBAAqB,CAAC,MAAsB,EAAE,QAAgB,EAAE,QAAgB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC;QACxH,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;QAE7B,MAAM,kBAAkB,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QAClF,IAAI,CAAC,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,kBAAkB,EAAE,CAAC;YACpE,IAAI,CAAC,WAAW,GAAG,IAAI,UAAU,CAAC,kBAAkB,CAAC,CAAC;QAC1D,CAAC;QAED,iCAAiC;QACjC,MAAM,IAAI,GAAG,IAAI,CAAC,eAAgB,CAAC,OAAO,EAAE,CAAC;QAC7C,IAAI,IAAI,CAAC,KAAK,KAAK,QAAQ,IAAI,IAAI,CAAC,MAAM,KAAK,QAAQ,EAAE,CAAC;YACtD,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,YAAa,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;YACjE,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC;QAED,IAAI,CAAC,eAAgB,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE1D,IAAI,CAAC,eAAgB,CAAC,cAAc,GAAG,GAAG,EAAE;YACxC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,CAAC,CAAC;QAEF,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,eAAgB,CAAC,CAAC;IACvE,CAAC;IAED,iBAAiB;IACT,KAAK,CAAC,oBAAoB,CAAC,CAAS,EAAE,CAAS,EAAE,eAAwB;QAC7E,OAAO,MAAM,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACzC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;gBACxB,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;gBAChC,MAAM,CAAC,IAAI,KAAK,CAAC,6BAA6B,CAAC,CAAC,CAAC;gBACjD,OAAO;YACX,CAAC;YAED,kEAAkE;YAClE,IAAI,CAAC,eAAe,CAAC,aAAa,GAAG,KAAK,IAAI,EAAE;gBAC5C,IAAI,CAAC,eAAe,EAAE,CAAC;gBAEvB,IAAI,IAAI,CAAC,kBAAkB,EAAE,EAAE,CAAC;oBAC5B,IAAI,CAAC,eAAgB,CAAC,aAAa,GAAG,IAAW,CAAC;oBAClD,IAAI,UAAU,GAA2B,IAAI,CAAC;oBAC9C,IAAI,iBAAiB,GAAuB,SAAS,CAAC;oBAEtD,8BAA8B;oBAC9B,MAAM,KAAK,GAAG,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,eAAgB,CAAC,CAAC;oBACpF,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;wBACb,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;oBAC5D,CAAC;oBAED,wBAAwB;oBACxB,IAAI,MAAM,IAAI,CAAC,uBAAuB,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;wBAC3C,MAAM,OAAO,GAAG,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC;wBAElD,QAAQ;wBACR,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,EAAE,CAAC;4BAC3B,UAAU,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC;4BACnE,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC;wBACxD,CAAC;6BAAM,CAAC;4BACJ,UAAU,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC;wBAC5D,CAAC;oBACL,CAAC;oBAED,IAAI,eAAe,EAAE,CAAC;wBAClB,IAAI,CAAC,OAAO,EAAE,CAAC;oBACnB,CAAC;oBAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;oBAChC,IAAI,UAAU,EAAE,CAAC;wBACb,OAAO,CAAC,EAAE,IAAI,EAAE,UAAU,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,CAAC,CAAC;oBACxE,CAAC;yBAAM,CAAC;wBACJ,OAAO,CAAC,IAAI,CAAC,CAAC;oBAClB,CAAC;gBACL,CAAC;YACL,CAAC,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED,uBAAuB;IACf,KAAK,CAAC,yBAAyB,CACnC,EAAkB,EAClB,IAAY,EACZ,IAAY,EACZ,QAAgB,EAChB,CAAS,EACT,CAAS,EACT,eAAwB;QAExB,OAAO,MAAM,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACzC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;gBACxB,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;gBAChC,MAAM,CAAC,IAAI,KAAK,CAAC,6BAA6B,CAAC,CAAC,CAAC;gBACjD,OAAO;YACX,CAAC;YAED,kEAAkE;YAClE,IAAI,CAAC,eAAe,CAAC,aAAa,GAAG,KAAK,IAAI,EAAE;gBAC5C,IAAI,CAAC,eAAe,EAAE,CAAC;gBAEvB,IAAI,IAAI,CAAC,kBAAkB,EAAE,EAAE,CAAC;oBAC5B,IAAI,CAAC,eAAgB,CAAC,aAAa,GAAG,IAAW,CAAC;oBAClD,MAAM,YAAY,GAA6B,EAAE,CAAC;oBAClD,MAAM,mBAAmB,GAAa,EAAE,CAAC;oBAEzC,IAAI,MAAM,IAAI,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;wBACtE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;4BACjC,MAAM,EAAE,UAAU,EAAE,iBAAiB,EAAE,GAAG,IAAI,CAAC,0BAA0B,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;4BAC3G,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;4BAC9B,mBAAmB,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC,CAAC;wBACrD,CAAC;oBACL,CAAC;oBAED,IAAI,eAAe,EAAE,CAAC;wBAClB,IAAI,CAAC,OAAO,EAAE,CAAC;oBACnB,CAAC;oBAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;oBAChC,OAAO,CAAC,EAAE,MAAM,EAAE,YAAY,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,CAAC,CAAC;gBAChF,CAAC;YACL,CAAC,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,cAAc,CAAC,CAAS,EAAE,CAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC;QACrD,IAAK,IAAI,CAAC,OAAiC,CAAC,aAAa,EAAE,CAAC;YACvD,IAAI,CAAC,OAAiC,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACtE,CAAC;IACL,CAAC;IACO,eAAe;QACnB,IAAK,IAAI,CAAC,OAAiC,CAAC,cAAc,EAAE,CAAC;YACxD,IAAI,CAAC,OAAiC,CAAC,cAAc,EAAE,CAAC;QAC7D,CAAC;IACL,CAAC;IAED;;OAEG;IACK,kBAAkB;QACtB,MAAM,cAAc,GAAG,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;QACpD,IAAI,cAAc,EAAE,CAAC;YACjB,8BAA8B;YAC9B,MAAM,KAAK,GAAG,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,eAAgB,CAAC,CAAC;YACpF,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;gBACb,IAAI,CAAC,YAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAC5D,CAAC;YACD,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;QAC7B,OAAO,KAAK,CAAC,CAAC,+BAA+B;IACjD,CAAC;IAEO,0BAA0B,CAAC,CAAS,EAAE,CAAS,EAAE,IAAY,EAAE,IAAY,EAAE,CAAS;QAC1F,IAAI,OAAO,GAAG,CAAC,CAAC,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;QACjC,IAAI,OAAO,GAAG,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QAErC,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC;QAC/B,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC;QAE/B,MAAM,OAAO,GAAG,IAAI,CAAC,yBAAyB,CAAC,OAAO,GAAG,OAAO,CAAC,CAAC;QAElE,IAAI,UAAU,GAA2B,IAAI,CAAC;QAC9C,IAAI,iBAAqC,CAAC;QAE1C,IAAI,OAAO,GAAG,CAAC,EAAE,CAAC;YACd,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,EAAE,CAAC;gBAC3B,UAAU,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC;gBACnE,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC;YACxD,CAAC;iBAAM,CAAC;gBACJ,UAAU,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC;YAC5D,CAAC;QACL,CAAC;QAED,OAAO,EAAE,UAAU,EAAE,iBAAiB,EAAE,CAAC;IAC7C,CAAC;IAED;;OAEG;IACK,iBAAiB;QACrB,IAAI,CAAC,eAAgB,CAAC,UAAU,GAAG,EAAE,CAAC;QACtC,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACtC,IAAI,CAAC,eAAgB,CAAC,uBAAuB,CAAC,IAAI,EAAE,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC;YACrF,IAAI,CAAC,eAAgB,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChD,CAAC;IACL,CAAC;IAEO,KAAK,CAAC,uBAAuB,CAAC,CAAS,EAAE,CAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC;QACpE,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;YACxD,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,SAAS,EAAE,CAAC;QAC7C,MAAM,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEhH,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,4BAA4B;IACrB,OAAO;QACV,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC1B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAEzB,cAAc;QACd,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAC5B,IAAI,CAAC,sBAAsB,EAAE,OAAO,EAAE,CAAC;QACvC,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;IACvC,CAAC;;AA5kBc,oBAAU,GAAgB;IACrC,CAAC,EAAE,CAAC;IACJ,CAAC,EAAE,CAAC;IACJ,CAAC,EAAE,CAAC;CACP,AAJwB,CAIvB","sourcesContent":["import type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IShaderMaterialOptions } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { IColor3Like, IVector2Like } from \"core/Maths/math.like\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n private _idMap: Array<number> = [];\r\n private _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private _idColors: Array<Color3> = [];\r\n private _cachedScene: Nullable<Scene>;\r\n private _engine: Nullable<AbstractEngine>;\r\n private _defaultRenderMaterial: Nullable<ShaderMaterial>;\r\n private _pickableMeshes: Array<AbstractMesh>;\r\n private _meshMaterialMap: Map<AbstractMesh, ShaderMaterial> = new Map();\r\n private _readbuffer: Uint8Array;\r\n private _meshRenderingCount: number = 0;\r\n private readonly _attributeName = \"instanceMeshID\";\r\n private _warningIssued = false;\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n private static _TempColor: IColor3Like = {\r\n r: 0,\r\n g: 0,\r\n b: 0,\r\n };\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress() {\r\n return this._pickingInProgress;\r\n }\r\n\r\n private static _IdToRgb(id: number) {\r\n GPUPicker._TempColor.r = (id & 0xff0000) >> 16;\r\n GPUPicker._TempColor.g = (id & 0x00ff00) >> 8;\r\n GPUPicker._TempColor.b = (id & 0x0000ff) >> 0;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number) {\r\n const r = this._readbuffer[offset];\r\n const g = this._readbuffer[offset + 1];\r\n const b = this._readbuffer[offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private static _SetColorData(buffer: Float32Array, i: number, r: number, g: number, b: number) {\r\n buffer[i] = r / 255.0;\r\n buffer[i + 1] = g / 255.0;\r\n buffer[i + 2] = b / 255.0;\r\n buffer[i + 3] = 1.0;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\r\n \"pickingTexure\",\r\n { width: width, height: height },\r\n scene,\r\n false,\r\n undefined,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Constants.TEXTURE_NEAREST_NEAREST\r\n );\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/require-await\r\n private async _createColorMaterialAsync(scene: Scene) {\r\n if (this._defaultRenderMaterial) {\r\n this._defaultRenderMaterial.dispose();\r\n }\r\n\r\n this._defaultRenderMaterial = null;\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, this._attributeName, \"bakedVertexAnimationSettingsInstanced\"],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n this._defaultRenderMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n\r\n this._defaultRenderMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._warningIssued) {\r\n this._warningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._idColors[mesh.uniqueId] !== undefined) {\r\n effect.setColor4(\"meshID\", this._idColors[mesh.uniqueId], 1);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n private _generateColorData(instanceCount: number, id: number, r: number, g: number, b: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * (instanceCount + 1));\r\n\r\n GPUPicker._SetColorData(colorData, 0, r, g, b);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, (i + 1) * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n private _generateThinInstanceColorData(instanceCount: number, id: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * instanceCount);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, i * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>) {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(this._attributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, null);\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._idColors.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n this._pickableMeshes = list as Array<AbstractMesh>;\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._createColorMaterialAsync(scene);\r\n }\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n list[i] = item.mesh;\r\n } else {\r\n this._meshMaterialMap.set(item, this._defaultRenderMaterial!);\r\n }\r\n }\r\n\r\n this._pickingTexture!.renderList = [];\r\n\r\n // We will affect colors and create vertex color buffers\r\n let id = 1;\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n GPUPicker._IdToRgb(id);\r\n\r\n if (mesh.hasThinInstances) {\r\n const colorData = this._generateThinInstanceColorData((mesh as Mesh).thinInstanceCount, id, (i, id) => {\r\n this._thinIdMap[id] = { meshId: index, thinId: i };\r\n });\r\n id += (mesh as Mesh).thinInstanceCount;\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, colorData, 4);\r\n } else {\r\n this._idMap[id] = index;\r\n id++;\r\n\r\n if (mesh.hasInstances) {\r\n const instancesForPick = this._pickableMeshes.filter((m) => m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh);\r\n const colorData = this._generateColorData(instancesForPick.length, id, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b, (i, id) => {\r\n const instance = instancesForPick[i];\r\n this._idMap[id] = this._pickableMeshes.indexOf(instance);\r\n });\r\n\r\n id += instancesForPick.length;\r\n const engine = mesh.getEngine();\r\n\r\n const buffer = new VertexBuffer(engine, colorData, this._attributeName, false, false, 4, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._idColors[mesh.uniqueId] = Color3.FromInts(GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo() {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number) {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1) {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = () => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async () => {\r\n this._disableScissor();\r\n\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async () => {\r\n this._disableScissor();\r\n\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1) {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor() {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessfull = this._meshRenderingCount > 0;\r\n if (wasSuccessfull) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList() {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1) {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose() {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._defaultRenderMaterial?.dispose();\r\n this._defaultRenderMaterial = null;\r\n }\r\n}\r\n"]}
@@ -310,7 +310,7 @@ export class ComputeShader {
310
310
  */
311
311
  // eslint-disable-next-line @typescript-eslint/naming-convention
312
312
  async dispatchWhenReady(x, y, z, delay = 10) {
313
- return new Promise((resolve) => {
313
+ return await new Promise((resolve) => {
314
314
  _RetryWithInterval(() => this.dispatch(x, y, z), resolve, undefined, delay);
315
315
  });
316
316
  }
@@ -1 +1 @@
1
- {"version":3,"file":"computeShader.js","sourceRoot":"","sources":["../../../../dev/core/src/Compute/computeShader.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAKlD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAG9D,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,MAAM,sCAAsC,CAAC;AAItE,OAAO,EAAE,iBAAiB,EAAE,+CAA8C;AAE1E,OAAO,EAAE,kBAAkB,EAAE,+BAA8B;AA+B3D;;GAEG;AACH,MAAM,OAAO,aAAa;IAsBtB;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAyBD;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,MAAsB,EAAE,UAAuC,EAAE,UAA0C,EAAE;QAhE/H,cAAS,GAA+B,EAAE,CAAC;QAC3C,cAAS,GAAsC,EAAE,CAAC;QAElD,oBAAe,GAAG,KAAK,CAAC;QA2BhC;;;WAGG;QAEI,aAAQ,GAAG,KAAK,CAAC;QAExB;;WAEG;QACI,eAAU,GAA8C,IAAI,CAAC;QAEpE;;WAEG;QACI,YAAO,GAA8D,IAAI,CAAC;QAoB7E,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,QAAQ,GAAG,iBAAiB,CAAC,QAAQ,CAAC;QAC3C,IAAK,MAAuB,CAAC,2BAA2B,EAAE,CAAC;YACvD,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,EAAE,CAAC;QAClD,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,qBAAqB,EAAE,CAAC;YAChD,MAAM,CAAC,KAAK,CAAC,+CAA+C,CAAC,CAAC;YAC9D,OAAO;QACX,CAAC;QACD,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,MAAM,CAAC,KAAK,CAAC,kGAAkG,CAAC,CAAC;YACjH,OAAO;QACX,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,oBAAoB,EAAG,CAAC;QAC/C,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAC9B,IAAI,CAAC,QAAQ,GAAG;YACZ,eAAe,EAAE,EAAE;YACnB,OAAO,EAAE,EAAE;YACX,GAAG,OAAO;SACb,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,YAAY;QACf,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED;;;;;OAKG;IACI,UAAU,CAAC,IAAY,EAAE,OAAoB,EAAE,WAAW,GAAG,IAAI;QACpE,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,EAAE,WAAW,CAAC,CAAC,oCAA4B,CAAC,iDAAyC;YACzF,MAAM,EAAE,OAAO;YACf,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;QAEF,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,OAAO,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,IAAI,EAAC;IAClH,CAAC;IAED;;;;OAIG;IACI,iBAAiB,CAAC,IAAY,EAAE,OAAoB;QACvD,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,OAAO,EAAC;QAEhE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,2CAAmC;YACvC,MAAM,EAAE,OAAO;YACf,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,IAAY,EAAE,OAAwB;QAC5D,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,OAAO,EAAC;QAEhE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,4CAAoC;YACxC,MAAM,EAAE,OAAO;YACf,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;;;OAKG;IACI,eAAe,CAAC,IAAY,EAAE,OAAqB;QACtD,IAAI,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC;YACvD,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,IAAY,EAAE,MAAkC;QACpE,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,MAAM,EAAC;QAE/D,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,EAAE,aAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC,CAAC,uCAA+B,CAAC,yCAAiC;YAClH,MAAM,EAAE,MAAM;YACd,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,IAAY,EAAE,MAAkC;QACpE,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,MAAM,EAAC;QAE/D,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,EAAE,aAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC,CAAC,uCAA+B,CAAC,yCAAiC;YAClH,MAAM,EAAE,MAAM;YACd,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,iBAAiB,CAAC,IAAY,EAAE,OAAuB;QAC1D,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,OAAO,CAAC,MAAM,CAAC,EAAC;QAE7E,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,oCAA4B;YAChC,MAAM,EAAE,OAAO;YACf,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAE1B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAC/B,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAC/B,IAAI,GAAG,OAAO,CAAC,IAAI,EACnB,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YAE5B,QAAQ,IAAI,EAAE,CAAC;gBACX,wCAAgC;gBAChC,sDAA8C;gBAC9C,8CAAsC,CAAC,CAAC,CAAC;oBACrC,MAAM,OAAO,GAAG,MAAqB,CAAC;oBACtC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE,CAAC;wBACrB,OAAO,KAAK,CAAC;oBACjB,CAAC;oBACD,MAAM;gBACV,CAAC;gBACD,+CAAuC,CAAC,CAAC,CAAC;oBACtC,MAAM,OAAO,GAAG,MAAyB,CAAC;oBAC1C,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE,CAAC;wBACrB,OAAO,KAAK,CAAC;oBACjB,CAAC;oBACD,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;QAEpC,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;YACxB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBAChE,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC;YAC/C,CAAC;QACL,CAAC;QAED,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEhC,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,EAAE,CAAC;YAC/B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;YAE3B,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,UAAU,EAAiC;gBACjF,OAAO,EAAE,IAAI;gBACb,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU;gBACpC,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;aACxB,CAAC,CAAC;YAEH,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAC1B,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YACpB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CAAC,CAAS,EAAE,CAAU,EAAE,CAAU;QAC7C,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,EAAE,CAAC;YAC1C,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAEvI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,MAAkC,EAAE,SAAiB,CAAC;QAC1E,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,EAAE,CAAC;YAC1C,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,MAAM,UAAU,GAAG,aAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAC3F,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,MAAM,EAAE,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC1J,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,aAAa;QACjB,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE,CAAC;YAClB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,8JAA8J;QAC9J,0JAA0J;QAC1J,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAC/B,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;YAEpC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,GAAG,CAAC,EAAE,CAAC;gBACtC,MAAM,IAAI,KAAK,CAAC,kBAAkB,GAAG,IAAI,CAAC,IAAI,GAAG,6DAA6D,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC;YAChI,CAAC;YAED,QAAQ,OAAO,CAAC,IAAI,EAAE,CAAC;gBACnB,uCAA+B,CAAC,CAAC,CAAC;oBAC9B,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;oBACpC,MAAM,OAAO,GAAG,OAAO,CAAC,MAAqB,CAAC;oBAE9C,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAC;wBAC7E,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,IAAI,cAAc,EAAE,CAAC,aAAa,CACpD,OAAO,CAAC,KAAK,EACb,OAAO,CAAC,KAAK,EACb,OAAO,CAAC,KAAK,EACb,OAAO,CAAC,yBAAyB,EACjC,OAAO,CAAC,QAAS,CAAC,YAAY,EAC9B,OAAO,CAAC,QAAQ,EAAE,mBAAmB,CACxC,CAAC;wBACF,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;oBAChC,CAAC;oBACD,MAAM;gBACV,CAAC;gBACD,+CAAuC,CAAC,CAAC,CAAC;oBACtC,4IAA4I;oBAC5I,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;oBAC5B,MAAM;gBACV,CAAC;gBACD,6CAAqC,CAAC,CAAC,CAAC;oBACpC,MAAM,GAAG,GAAG,OAAO,CAAC,MAAuB,CAAC;oBAC5C,IAAI,GAAG,CAAC,SAAS,EAAE,KAAK,OAAO,CAAC,MAAM,EAAE,CAAC;wBACrC,OAAO,CAAC,MAAM,GAAG,GAAG,CAAC,SAAS,EAAE,CAAC;wBACjC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;oBAChC,CAAC;oBACD,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;YAC7B,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QAC1B,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;;OAOG;IACH,gEAAgE;IACzD,KAAK,CAAC,iBAAiB,CAAC,CAAS,EAAE,CAAU,EAAE,CAAU,EAAE,KAAK,GAAG,EAAE;QACxE,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;YAC3B,kBAAkB,CAAC,GAAG,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,OAAO,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;QAChF,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAEhE,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC5C,mBAAmB,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;QAClD,mBAAmB,CAAC,QAAQ,GAAG,EAAE,CAAC;QAClC,mBAAmB,CAAC,QAAQ,GAAG,EAAE,CAAC;QAElC,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAC/B,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;YACpC,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YAE9B,QAAQ,OAAO,CAAC,IAAI,EAAE,CAAC;gBACnB,wCAAgC;gBAChC,sDAA8C;gBAC9C,8CAAsC,CAAC,CAAC,CAAC;oBACrC,MAAM,cAAc,GAAI,MAAsB,CAAC,SAAS,EAAE,CAAC;oBAC3D,IAAI,cAAc,EAAE,CAAC;wBACjB,mBAAmB,CAAC,QAAQ,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC;wBACnD,mBAAmB,CAAC,QAAQ,CAAC,GAAG,CAAC,GAAG;4BAChC,IAAI,EAAE,OAAO,CAAC,IAAI;yBACrB,CAAC;oBACN,CAAC;oBACD,MAAM;gBACV,CAAC;gBAED,6CAAqC,CAAC,CAAC,CAAC;oBACpC,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,MAAM,OAAO,GAAG,mBAAmB,CAAC,KAAK,CACrC,GAAG,EAAE,CAAC,IAAI,aAAa,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,SAAS,EAAkB,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,OAAO,CAAC,EAC1G,MAAM,EACN,KAAK,EACL,OAAO,CACV,CAAC;QAEF,KAAK,MAAM,GAAG,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,OAAO,GAAG,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;YACrC,MAAM,OAAO,GAAY,OAAO,CAAC,KAAK,CAAC,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;YAE7E,IAAI,OAAO,CAAC,IAAI,uCAA+B,EAAE,CAAC;gBAC9C,OAAO,CAAC,UAAU,CAAC,GAAG,EAAE,OAAO,CAAC,CAAC;YACrC,CAAC;iBAAM,IAAI,OAAO,CAAC,IAAI,qDAA6C,EAAE,CAAC;gBACnE,OAAO,CAAC,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;YAC5C,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,iBAAiB,CAAC,GAAG,EAAE,OAAO,CAAC,CAAC;YAC5C,CAAC;QACL,CAAC;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAES,MAAM,CAAC,mBAAmB,CAAC,MAAkD;QACnF,OAAQ,MAAqB,CAAC,kBAAkB,KAAK,SAAS,CAAC;IACnE,CAAC;CACJ;AAzbU;IADN,SAAS,EAAE;2CACQ;AAqBb;IADN,SAAS,EAAE;+CACY;AAsa5B,aAAa,CAAC,uBAAuB,EAAE,aAAa,CAAC,CAAC","sourcesContent":["import type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { WebGPUEngine } from \"../Engines/webgpuEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { ComputeEffect, IComputeEffectCreationOptions, IComputeShaderPath } from \"./computeEffect\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { ComputeBindingType } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { UniqueIdGenerator } from \"../Misc/uniqueIdGenerator\";\r\nimport type { IComputeContext } from \"./IComputeContext\";\r\nimport type { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TextureSampler } from \"../Materials/Textures/textureSampler\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ExternalTexture } from \"core/Materials/Textures/externalTexture\";\r\nimport type { VideoTexture } from \"core/Materials/Textures/videoTexture\";\r\nimport { WebGPUPerfCounter } from \"core/Engines/WebGPU/webgpuPerfCounter\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/**\r\n * Defines the options associated with the creation of a compute shader.\r\n */\r\nexport interface IComputeShaderOptions {\r\n /**\r\n * list of bindings mapping (key is property name, value is binding location)\r\n * Must be provided because browsers don't support reflection for wgsl shaders yet (so there's no way to query the binding/group from a variable name)\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\n bindingsMapping: ComputeBindingMapping;\r\n\r\n /**\r\n * The list of defines used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\ntype ComputeBindingListInternal = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number; buffer?: Nullable<DataBuffer> } };\r\n\r\n/**\r\n * The ComputeShader object lets you execute a compute shader on your GPU (if supported by the engine)\r\n */\r\nexport class ComputeShader {\r\n private _engine: AbstractEngine;\r\n private _shaderPath: IComputeShaderPath | string;\r\n private _options: IComputeShaderOptions;\r\n private _effect: ComputeEffect;\r\n private _cachedDefines: string;\r\n private _bindings: ComputeBindingListInternal = {};\r\n private _samplers: { [key: string]: TextureSampler } = {};\r\n private _context: IComputeContext;\r\n private _contextIsDirty = false;\r\n\r\n /**\r\n * Gets the unique id of the compute shader\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * The name of the shader\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The options used to create the shader\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * The shaderPath used to create the shader\r\n */\r\n public get shaderPath() {\r\n return this._shaderPath;\r\n }\r\n\r\n /**\r\n * When set to true, dispatch won't call isReady anymore and won't check if the underlying GPU resources should be (re)created because of a change in the inputs (texture, uniform buffer, etc.)\r\n * If you know that your inputs did not change since last time dispatch was called and that isReady() returns true, set this flag to true to improve performance\r\n */\r\n @serialize()\r\n public fastMode = false;\r\n\r\n /**\r\n * Callback triggered when the shader is compiled\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n\r\n /**\r\n * Gets the GPU time spent running the compute shader for the last frame rendered (in nanoseconds).\r\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\r\n */\r\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\r\n\r\n /**\r\n * Instantiates a new compute shader.\r\n * @param name Defines the name of the compute shader in the scene\r\n * @param engine Defines the engine the compute shader belongs to\r\n * @param shaderPath Defines the route to the shader code in one of three ways:\r\n * * object: \\{ compute: \"custom\" \\}, used with ShaderStore.ShadersStoreWGSL[\"customComputeShader\"]\r\n * * object: \\{ computeElement: \"HTMLElementId\" \\}, used with shader code in script tags\r\n * * object: \\{ computeSource: \"compute shader code string\" \\}, where the string contains the shader code\r\n * * string: try first to find the code in ShaderStore.ShadersStoreWGSL[shaderPath + \"ComputeShader\"]. If not, assumes it is a file with name shaderPath.compute.fx in index.html folder.\r\n * @param options Define the options used to create the shader\r\n */\r\n constructor(name: string, engine: AbstractEngine, shaderPath: IComputeShaderPath | string, options: Partial<IComputeShaderOptions> = {}) {\r\n this.name = name;\r\n this._engine = engine;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n if ((engine as WebGPUEngine).enableGPUTimingMeasurements) {\r\n this.gpuTimeInFrame = new WebGPUPerfCounter();\r\n }\r\n\r\n if (!this._engine.getCaps().supportComputeShaders) {\r\n Logger.Error(\"This engine does not support compute shaders!\");\r\n return;\r\n }\r\n if (!options.bindingsMapping) {\r\n Logger.Error(\"You must provide the binding mappings as browsers don't support reflection for wgsl shaders yet!\");\r\n return;\r\n }\r\n\r\n this._context = engine.createComputeContext()!;\r\n this._shaderPath = shaderPath;\r\n this._options = {\r\n bindingsMapping: {},\r\n defines: [],\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"ComputeShader\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ComputeShader\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @param bindSampler Bind the sampler corresponding to the texture (default: true). The sampler will be bound just before the binding index of the texture\r\n */\r\n public setTexture(name: string, texture: BaseTexture, bindSampler = true): void {\r\n const current = this._bindings[name];\r\n\r\n this._bindings[name] = {\r\n type: bindSampler ? ComputeBindingType.Texture : ComputeBindingType.TextureWithoutSampler,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\r\n }\r\n\r\n /**\r\n * Binds a storage texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setStorageTexture(name: string, texture: BaseTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.StorageTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds an external texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setExternalTexture(name: string, texture: ExternalTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.ExternalTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a video texture to the shader (by binding the external texture attached to this video)\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @returns true if the video texture was successfully bound, else false. false will be returned if the current engine does not support external textures\r\n */\r\n public setVideoTexture(name: string, texture: VideoTexture) {\r\n if (texture.externalTexture) {\r\n this.setExternalTexture(name, texture.externalTexture);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds a uniform buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setUniformBuffer(name: string, buffer: UniformBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.UniformBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a storage buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setStorageBuffer(name: string, buffer: StorageBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.StorageBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a texture sampler to the shader\r\n * @param name Binding name of the sampler\r\n * @param sampler Sampler to bind\r\n */\r\n public setTextureSampler(name: string, sampler: TextureSampler): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || !sampler.compareSampler(current.object);\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.Sampler,\r\n object: sampler,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Specifies that the compute shader is ready to be executed (the compute effect and all the resources are ready)\r\n * @returns true if the compute shader is ready to be executed\r\n */\r\n public isReady(): boolean {\r\n let effect = this._effect;\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key],\r\n type = binding.type,\r\n object = binding.object;\r\n\r\n switch (type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const texture = object as BaseTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n const texture = object as ExternalTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n const defines = [];\r\n\r\n const shaderName = this._shaderPath;\r\n\r\n if (this._options.defines) {\r\n for (let index = 0; index < this._options.defines.length; index++) {\r\n defines.push(this._options.defines[index]);\r\n }\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n\r\n effect = this._engine.createComputeEffect(shaderName, <IComputeEffectCreationOptions>{\r\n defines: join,\r\n entryPoint: this._options.entryPoint,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n });\r\n\r\n this._effect = effect;\r\n }\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatch(x: number, y?: number, z?: number): boolean {\r\n if (!this.fastMode && !this._checkContext()) {\r\n return false;\r\n }\r\n this._engine.computeDispatch(this._effect, this._context, this._bindings, x, y, z, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader.\r\n * @param buffer Buffer containing the number of workgroups to execute on the X, Y and Z dimensions\r\n * @param offset Offset in the buffer where the workgroup counts are stored (default: 0)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatchIndirect(buffer: StorageBuffer | DataBuffer, offset: number = 0): boolean {\r\n if (!this.fastMode && !this._checkContext()) {\r\n return false;\r\n }\r\n const dataBuffer = ComputeShader._BufferIsDataBuffer(buffer) ? buffer : buffer.getBuffer();\r\n this._engine.computeDispatchIndirect(this._effect, this._context, this._bindings, dataBuffer, offset, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n return true;\r\n }\r\n\r\n private _checkContext(): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n // If the sampling parameters of a texture bound to the shader have changed, we must clear the compute context so that it is recreated with the updated values\r\n // Also, if the actual (gpu) buffer used by a uniform buffer has changed, we must clear the compute context so that it is recreated with the updated value\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n\r\n if (!this._options.bindingsMapping[key]) {\r\n throw new Error(\"ComputeShader ('\" + this.name + \"'): No binding mapping has been provided for the property '\" + key + \"'\");\r\n }\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture: {\r\n const sampler = this._samplers[key];\r\n const texture = binding.object as BaseTexture;\r\n\r\n if (!sampler || !texture._texture || !sampler.compareSampler(texture._texture)) {\r\n this._samplers[key] = new TextureSampler().setParameters(\r\n texture.wrapU,\r\n texture.wrapV,\r\n texture.wrapR,\r\n texture.anisotropicFilteringLevel,\r\n texture._texture!.samplingMode,\r\n texture._texture?._comparisonFunction\r\n );\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n // we must recreate the bind groups each time if there's an external texture, because device.importExternalTexture must be called each frame\r\n this._contextIsDirty = true;\r\n break;\r\n }\r\n case ComputeBindingType.UniformBuffer: {\r\n const ubo = binding.object as UniformBuffer;\r\n if (ubo.getBuffer() !== binding.buffer) {\r\n binding.buffer = ubo.getBuffer();\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (this._contextIsDirty) {\r\n this._contextIsDirty = false;\r\n this._context.clear();\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Waits for the compute shader to be ready and executes it\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @param delay Delay between the retries while the shader is not ready (in milliseconds - 10 by default)\r\n * @returns A promise that is resolved once the shader has been sent to the GPU. Note that it does not mean that the shader execution itself is finished!\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async dispatchWhenReady(x: number, y?: number, z?: number, delay = 10): Promise<void> {\r\n return new Promise((resolve) => {\r\n _RetryWithInterval(() => this.dispatch(x, y, z), resolve, undefined, delay);\r\n });\r\n }\r\n\r\n /**\r\n * Serializes this compute shader in a JSON representation\r\n * @returns the serialized compute shader object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n serializationObject.options = this._options;\r\n serializationObject.shaderPath = this._shaderPath;\r\n serializationObject.bindings = {};\r\n serializationObject.textures = {};\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n const object = binding.object;\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const serializedData = (object as BaseTexture).serialize();\r\n if (serializedData) {\r\n serializationObject.textures[key] = serializedData;\r\n serializationObject.bindings[key] = {\r\n type: binding.type,\r\n };\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.UniformBuffer: {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a compute shader from parsed compute shader data\r\n * @param source defines the JSON representation of the compute shader\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new compute shader\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ComputeShader {\r\n const compute = SerializationHelper.Parse(\r\n () => new ComputeShader(source.name, scene.getEngine() as WebGPUEngine, source.shaderPath, source.options),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n for (const key in source.textures) {\r\n const binding = source.bindings[key];\r\n const texture = <Texture>Texture.Parse(source.textures[key], scene, rootUrl);\r\n\r\n if (binding.type === ComputeBindingType.Texture) {\r\n compute.setTexture(key, texture);\r\n } else if (binding.type === ComputeBindingType.TextureWithoutSampler) {\r\n compute.setTexture(key, texture, false);\r\n } else {\r\n compute.setStorageTexture(key, texture);\r\n }\r\n }\r\n\r\n return compute;\r\n }\r\n\r\n protected static _BufferIsDataBuffer(buffer: UniformBuffer | StorageBuffer | DataBuffer): buffer is DataBuffer {\r\n return (buffer as DataBuffer).underlyingResource !== undefined;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShader\", ComputeShader);\r\n"]}
1
+ {"version":3,"file":"computeShader.js","sourceRoot":"","sources":["../../../../dev/core/src/Compute/computeShader.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAKlD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAG9D,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,MAAM,sCAAsC,CAAC;AAItE,OAAO,EAAE,iBAAiB,EAAE,+CAA8C;AAE1E,OAAO,EAAE,kBAAkB,EAAE,+BAA8B;AA+B3D;;GAEG;AACH,MAAM,OAAO,aAAa;IAsBtB;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAyBD;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,MAAsB,EAAE,UAAuC,EAAE,UAA0C,EAAE;QAhE/H,cAAS,GAA+B,EAAE,CAAC;QAC3C,cAAS,GAAsC,EAAE,CAAC;QAElD,oBAAe,GAAG,KAAK,CAAC;QA2BhC;;;WAGG;QAEI,aAAQ,GAAG,KAAK,CAAC;QAExB;;WAEG;QACI,eAAU,GAA8C,IAAI,CAAC;QAEpE;;WAEG;QACI,YAAO,GAA8D,IAAI,CAAC;QAoB7E,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,QAAQ,GAAG,iBAAiB,CAAC,QAAQ,CAAC;QAC3C,IAAK,MAAuB,CAAC,2BAA2B,EAAE,CAAC;YACvD,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,EAAE,CAAC;QAClD,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,qBAAqB,EAAE,CAAC;YAChD,MAAM,CAAC,KAAK,CAAC,+CAA+C,CAAC,CAAC;YAC9D,OAAO;QACX,CAAC;QACD,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,MAAM,CAAC,KAAK,CAAC,kGAAkG,CAAC,CAAC;YACjH,OAAO;QACX,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,oBAAoB,EAAG,CAAC;QAC/C,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAC9B,IAAI,CAAC,QAAQ,GAAG;YACZ,eAAe,EAAE,EAAE;YACnB,OAAO,EAAE,EAAE;YACX,GAAG,OAAO;SACb,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,YAAY;QACf,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED;;;;;OAKG;IACI,UAAU,CAAC,IAAY,EAAE,OAAoB,EAAE,WAAW,GAAG,IAAI;QACpE,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,EAAE,WAAW,CAAC,CAAC,oCAA4B,CAAC,iDAAyC;YACzF,MAAM,EAAE,OAAO;YACf,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;QAEF,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,OAAO,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,IAAI,EAAC;IAClH,CAAC;IAED;;;;OAIG;IACI,iBAAiB,CAAC,IAAY,EAAE,OAAoB;QACvD,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,OAAO,EAAC;QAEhE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,2CAAmC;YACvC,MAAM,EAAE,OAAO;YACf,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,IAAY,EAAE,OAAwB;QAC5D,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,OAAO,EAAC;QAEhE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,4CAAoC;YACxC,MAAM,EAAE,OAAO;YACf,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;;;OAKG;IACI,eAAe,CAAC,IAAY,EAAE,OAAqB;QACtD,IAAI,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC;YACvD,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,IAAY,EAAE,MAAkC;QACpE,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,MAAM,EAAC;QAE/D,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,EAAE,aAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC,CAAC,uCAA+B,CAAC,yCAAiC;YAClH,MAAM,EAAE,MAAM;YACd,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,IAAY,EAAE,MAAkC;QACpE,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,KAAK,MAAM,EAAC;QAE/D,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,EAAE,aAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC,CAAC,uCAA+B,CAAC,yCAAiC;YAClH,MAAM,EAAE,MAAM;YACd,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;;OAIG;IACI,iBAAiB,CAAC,IAAY,EAAE,OAAuB;QAC1D,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAErC,IAAI,CAAC,eAAe,KAApB,IAAI,CAAC,eAAe,GAAK,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,OAAO,CAAC,MAAM,CAAC,EAAC;QAE7E,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG;YACnB,IAAI,oCAA4B;YAChC,MAAM,EAAE,OAAO;YACf,mBAAmB,EAAE,OAAO,EAAE,mBAAmB;SACpD,CAAC;IACN,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAE1B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAC/B,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAC/B,IAAI,GAAG,OAAO,CAAC,IAAI,EACnB,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YAE5B,QAAQ,IAAI,EAAE,CAAC;gBACX,wCAAgC;gBAChC,sDAA8C;gBAC9C,8CAAsC,CAAC,CAAC,CAAC;oBACrC,MAAM,OAAO,GAAG,MAAqB,CAAC;oBACtC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE,CAAC;wBACrB,OAAO,KAAK,CAAC;oBACjB,CAAC;oBACD,MAAM;gBACV,CAAC;gBACD,+CAAuC,CAAC,CAAC,CAAC;oBACtC,MAAM,OAAO,GAAG,MAAyB,CAAC;oBAC1C,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE,CAAC;wBACrB,OAAO,KAAK,CAAC;oBACjB,CAAC;oBACD,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;QAEpC,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;YACxB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBAChE,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC;YAC/C,CAAC;QACL,CAAC;QAED,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEhC,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,EAAE,CAAC;YAC/B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;YAE3B,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,UAAU,EAAiC;gBACjF,OAAO,EAAE,IAAI;gBACb,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU;gBACpC,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;aACxB,CAAC,CAAC;YAEH,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAC1B,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YACpB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CAAC,CAAS,EAAE,CAAU,EAAE,CAAU;QAC7C,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,EAAE,CAAC;YAC1C,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAEvI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,MAAkC,EAAE,SAAiB,CAAC;QAC1E,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,EAAE,CAAC;YAC1C,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,MAAM,UAAU,GAAG,aAAa,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAC3F,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,MAAM,EAAE,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC1J,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,aAAa;QACjB,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE,CAAC;YAClB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,8JAA8J;QAC9J,0JAA0J;QAC1J,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAC/B,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;YAEpC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,GAAG,CAAC,EAAE,CAAC;gBACtC,MAAM,IAAI,KAAK,CAAC,kBAAkB,GAAG,IAAI,CAAC,IAAI,GAAG,6DAA6D,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC;YAChI,CAAC;YAED,QAAQ,OAAO,CAAC,IAAI,EAAE,CAAC;gBACnB,uCAA+B,CAAC,CAAC,CAAC;oBAC9B,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;oBACpC,MAAM,OAAO,GAAG,OAAO,CAAC,MAAqB,CAAC;oBAE9C,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAC;wBAC7E,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,IAAI,cAAc,EAAE,CAAC,aAAa,CACpD,OAAO,CAAC,KAAK,EACb,OAAO,CAAC,KAAK,EACb,OAAO,CAAC,KAAK,EACb,OAAO,CAAC,yBAAyB,EACjC,OAAO,CAAC,QAAS,CAAC,YAAY,EAC9B,OAAO,CAAC,QAAQ,EAAE,mBAAmB,CACxC,CAAC;wBACF,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;oBAChC,CAAC;oBACD,MAAM;gBACV,CAAC;gBACD,+CAAuC,CAAC,CAAC,CAAC;oBACtC,4IAA4I;oBAC5I,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;oBAC5B,MAAM;gBACV,CAAC;gBACD,6CAAqC,CAAC,CAAC,CAAC;oBACpC,MAAM,GAAG,GAAG,OAAO,CAAC,MAAuB,CAAC;oBAC5C,IAAI,GAAG,CAAC,SAAS,EAAE,KAAK,OAAO,CAAC,MAAM,EAAE,CAAC;wBACrC,OAAO,CAAC,MAAM,GAAG,GAAG,CAAC,SAAS,EAAE,CAAC;wBACjC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;oBAChC,CAAC;oBACD,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;YAC7B,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QAC1B,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;;OAOG;IACH,gEAAgE;IACzD,KAAK,CAAC,iBAAiB,CAAC,CAAS,EAAE,CAAU,EAAE,CAAU,EAAE,KAAK,GAAG,EAAE;QACxE,OAAO,MAAM,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;YACjC,kBAAkB,CAAC,GAAG,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,OAAO,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;QAChF,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAEhE,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC5C,mBAAmB,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;QAClD,mBAAmB,CAAC,QAAQ,GAAG,EAAE,CAAC;QAClC,mBAAmB,CAAC,QAAQ,GAAG,EAAE,CAAC;QAElC,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAC/B,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;YACpC,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YAE9B,QAAQ,OAAO,CAAC,IAAI,EAAE,CAAC;gBACnB,wCAAgC;gBAChC,sDAA8C;gBAC9C,8CAAsC,CAAC,CAAC,CAAC;oBACrC,MAAM,cAAc,GAAI,MAAsB,CAAC,SAAS,EAAE,CAAC;oBAC3D,IAAI,cAAc,EAAE,CAAC;wBACjB,mBAAmB,CAAC,QAAQ,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC;wBACnD,mBAAmB,CAAC,QAAQ,CAAC,GAAG,CAAC,GAAG;4BAChC,IAAI,EAAE,OAAO,CAAC,IAAI;yBACrB,CAAC;oBACN,CAAC;oBACD,MAAM;gBACV,CAAC;gBAED,6CAAqC,CAAC,CAAC,CAAC;oBACpC,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,MAAM,OAAO,GAAG,mBAAmB,CAAC,KAAK,CACrC,GAAG,EAAE,CAAC,IAAI,aAAa,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,SAAS,EAAkB,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,OAAO,CAAC,EAC1G,MAAM,EACN,KAAK,EACL,OAAO,CACV,CAAC;QAEF,KAAK,MAAM,GAAG,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,OAAO,GAAG,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;YACrC,MAAM,OAAO,GAAY,OAAO,CAAC,KAAK,CAAC,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;YAE7E,IAAI,OAAO,CAAC,IAAI,uCAA+B,EAAE,CAAC;gBAC9C,OAAO,CAAC,UAAU,CAAC,GAAG,EAAE,OAAO,CAAC,CAAC;YACrC,CAAC;iBAAM,IAAI,OAAO,CAAC,IAAI,qDAA6C,EAAE,CAAC;gBACnE,OAAO,CAAC,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;YAC5C,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,iBAAiB,CAAC,GAAG,EAAE,OAAO,CAAC,CAAC;YAC5C,CAAC;QACL,CAAC;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAES,MAAM,CAAC,mBAAmB,CAAC,MAAkD;QACnF,OAAQ,MAAqB,CAAC,kBAAkB,KAAK,SAAS,CAAC;IACnE,CAAC;CACJ;AAzbU;IADN,SAAS,EAAE;2CACQ;AAqBb;IADN,SAAS,EAAE;+CACY;AAsa5B,aAAa,CAAC,uBAAuB,EAAE,aAAa,CAAC,CAAC","sourcesContent":["import type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { WebGPUEngine } from \"../Engines/webgpuEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { ComputeEffect, IComputeEffectCreationOptions, IComputeShaderPath } from \"./computeEffect\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { ComputeBindingType } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { UniqueIdGenerator } from \"../Misc/uniqueIdGenerator\";\r\nimport type { IComputeContext } from \"./IComputeContext\";\r\nimport type { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TextureSampler } from \"../Materials/Textures/textureSampler\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ExternalTexture } from \"core/Materials/Textures/externalTexture\";\r\nimport type { VideoTexture } from \"core/Materials/Textures/videoTexture\";\r\nimport { WebGPUPerfCounter } from \"core/Engines/WebGPU/webgpuPerfCounter\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/**\r\n * Defines the options associated with the creation of a compute shader.\r\n */\r\nexport interface IComputeShaderOptions {\r\n /**\r\n * list of bindings mapping (key is property name, value is binding location)\r\n * Must be provided because browsers don't support reflection for wgsl shaders yet (so there's no way to query the binding/group from a variable name)\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\n bindingsMapping: ComputeBindingMapping;\r\n\r\n /**\r\n * The list of defines used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\ntype ComputeBindingListInternal = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number; buffer?: Nullable<DataBuffer> } };\r\n\r\n/**\r\n * The ComputeShader object lets you execute a compute shader on your GPU (if supported by the engine)\r\n */\r\nexport class ComputeShader {\r\n private _engine: AbstractEngine;\r\n private _shaderPath: IComputeShaderPath | string;\r\n private _options: IComputeShaderOptions;\r\n private _effect: ComputeEffect;\r\n private _cachedDefines: string;\r\n private _bindings: ComputeBindingListInternal = {};\r\n private _samplers: { [key: string]: TextureSampler } = {};\r\n private _context: IComputeContext;\r\n private _contextIsDirty = false;\r\n\r\n /**\r\n * Gets the unique id of the compute shader\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * The name of the shader\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The options used to create the shader\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * The shaderPath used to create the shader\r\n */\r\n public get shaderPath() {\r\n return this._shaderPath;\r\n }\r\n\r\n /**\r\n * When set to true, dispatch won't call isReady anymore and won't check if the underlying GPU resources should be (re)created because of a change in the inputs (texture, uniform buffer, etc.)\r\n * If you know that your inputs did not change since last time dispatch was called and that isReady() returns true, set this flag to true to improve performance\r\n */\r\n @serialize()\r\n public fastMode = false;\r\n\r\n /**\r\n * Callback triggered when the shader is compiled\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n\r\n /**\r\n * Gets the GPU time spent running the compute shader for the last frame rendered (in nanoseconds).\r\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\r\n */\r\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\r\n\r\n /**\r\n * Instantiates a new compute shader.\r\n * @param name Defines the name of the compute shader in the scene\r\n * @param engine Defines the engine the compute shader belongs to\r\n * @param shaderPath Defines the route to the shader code in one of three ways:\r\n * * object: \\{ compute: \"custom\" \\}, used with ShaderStore.ShadersStoreWGSL[\"customComputeShader\"]\r\n * * object: \\{ computeElement: \"HTMLElementId\" \\}, used with shader code in script tags\r\n * * object: \\{ computeSource: \"compute shader code string\" \\}, where the string contains the shader code\r\n * * string: try first to find the code in ShaderStore.ShadersStoreWGSL[shaderPath + \"ComputeShader\"]. If not, assumes it is a file with name shaderPath.compute.fx in index.html folder.\r\n * @param options Define the options used to create the shader\r\n */\r\n constructor(name: string, engine: AbstractEngine, shaderPath: IComputeShaderPath | string, options: Partial<IComputeShaderOptions> = {}) {\r\n this.name = name;\r\n this._engine = engine;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n if ((engine as WebGPUEngine).enableGPUTimingMeasurements) {\r\n this.gpuTimeInFrame = new WebGPUPerfCounter();\r\n }\r\n\r\n if (!this._engine.getCaps().supportComputeShaders) {\r\n Logger.Error(\"This engine does not support compute shaders!\");\r\n return;\r\n }\r\n if (!options.bindingsMapping) {\r\n Logger.Error(\"You must provide the binding mappings as browsers don't support reflection for wgsl shaders yet!\");\r\n return;\r\n }\r\n\r\n this._context = engine.createComputeContext()!;\r\n this._shaderPath = shaderPath;\r\n this._options = {\r\n bindingsMapping: {},\r\n defines: [],\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"ComputeShader\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ComputeShader\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @param bindSampler Bind the sampler corresponding to the texture (default: true). The sampler will be bound just before the binding index of the texture\r\n */\r\n public setTexture(name: string, texture: BaseTexture, bindSampler = true): void {\r\n const current = this._bindings[name];\r\n\r\n this._bindings[name] = {\r\n type: bindSampler ? ComputeBindingType.Texture : ComputeBindingType.TextureWithoutSampler,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\r\n }\r\n\r\n /**\r\n * Binds a storage texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setStorageTexture(name: string, texture: BaseTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.StorageTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds an external texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setExternalTexture(name: string, texture: ExternalTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.ExternalTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a video texture to the shader (by binding the external texture attached to this video)\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @returns true if the video texture was successfully bound, else false. false will be returned if the current engine does not support external textures\r\n */\r\n public setVideoTexture(name: string, texture: VideoTexture) {\r\n if (texture.externalTexture) {\r\n this.setExternalTexture(name, texture.externalTexture);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds a uniform buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setUniformBuffer(name: string, buffer: UniformBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.UniformBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a storage buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setStorageBuffer(name: string, buffer: StorageBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.StorageBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a texture sampler to the shader\r\n * @param name Binding name of the sampler\r\n * @param sampler Sampler to bind\r\n */\r\n public setTextureSampler(name: string, sampler: TextureSampler): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || !sampler.compareSampler(current.object);\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.Sampler,\r\n object: sampler,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Specifies that the compute shader is ready to be executed (the compute effect and all the resources are ready)\r\n * @returns true if the compute shader is ready to be executed\r\n */\r\n public isReady(): boolean {\r\n let effect = this._effect;\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key],\r\n type = binding.type,\r\n object = binding.object;\r\n\r\n switch (type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const texture = object as BaseTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n const texture = object as ExternalTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n const defines = [];\r\n\r\n const shaderName = this._shaderPath;\r\n\r\n if (this._options.defines) {\r\n for (let index = 0; index < this._options.defines.length; index++) {\r\n defines.push(this._options.defines[index]);\r\n }\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n\r\n effect = this._engine.createComputeEffect(shaderName, <IComputeEffectCreationOptions>{\r\n defines: join,\r\n entryPoint: this._options.entryPoint,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n });\r\n\r\n this._effect = effect;\r\n }\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatch(x: number, y?: number, z?: number): boolean {\r\n if (!this.fastMode && !this._checkContext()) {\r\n return false;\r\n }\r\n this._engine.computeDispatch(this._effect, this._context, this._bindings, x, y, z, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader.\r\n * @param buffer Buffer containing the number of workgroups to execute on the X, Y and Z dimensions\r\n * @param offset Offset in the buffer where the workgroup counts are stored (default: 0)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatchIndirect(buffer: StorageBuffer | DataBuffer, offset: number = 0): boolean {\r\n if (!this.fastMode && !this._checkContext()) {\r\n return false;\r\n }\r\n const dataBuffer = ComputeShader._BufferIsDataBuffer(buffer) ? buffer : buffer.getBuffer();\r\n this._engine.computeDispatchIndirect(this._effect, this._context, this._bindings, dataBuffer, offset, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n return true;\r\n }\r\n\r\n private _checkContext(): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n // If the sampling parameters of a texture bound to the shader have changed, we must clear the compute context so that it is recreated with the updated values\r\n // Also, if the actual (gpu) buffer used by a uniform buffer has changed, we must clear the compute context so that it is recreated with the updated value\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n\r\n if (!this._options.bindingsMapping[key]) {\r\n throw new Error(\"ComputeShader ('\" + this.name + \"'): No binding mapping has been provided for the property '\" + key + \"'\");\r\n }\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture: {\r\n const sampler = this._samplers[key];\r\n const texture = binding.object as BaseTexture;\r\n\r\n if (!sampler || !texture._texture || !sampler.compareSampler(texture._texture)) {\r\n this._samplers[key] = new TextureSampler().setParameters(\r\n texture.wrapU,\r\n texture.wrapV,\r\n texture.wrapR,\r\n texture.anisotropicFilteringLevel,\r\n texture._texture!.samplingMode,\r\n texture._texture?._comparisonFunction\r\n );\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n // we must recreate the bind groups each time if there's an external texture, because device.importExternalTexture must be called each frame\r\n this._contextIsDirty = true;\r\n break;\r\n }\r\n case ComputeBindingType.UniformBuffer: {\r\n const ubo = binding.object as UniformBuffer;\r\n if (ubo.getBuffer() !== binding.buffer) {\r\n binding.buffer = ubo.getBuffer();\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (this._contextIsDirty) {\r\n this._contextIsDirty = false;\r\n this._context.clear();\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Waits for the compute shader to be ready and executes it\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @param delay Delay between the retries while the shader is not ready (in milliseconds - 10 by default)\r\n * @returns A promise that is resolved once the shader has been sent to the GPU. Note that it does not mean that the shader execution itself is finished!\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async dispatchWhenReady(x: number, y?: number, z?: number, delay = 10): Promise<void> {\r\n return await new Promise((resolve) => {\r\n _RetryWithInterval(() => this.dispatch(x, y, z), resolve, undefined, delay);\r\n });\r\n }\r\n\r\n /**\r\n * Serializes this compute shader in a JSON representation\r\n * @returns the serialized compute shader object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n serializationObject.options = this._options;\r\n serializationObject.shaderPath = this._shaderPath;\r\n serializationObject.bindings = {};\r\n serializationObject.textures = {};\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n const object = binding.object;\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const serializedData = (object as BaseTexture).serialize();\r\n if (serializedData) {\r\n serializationObject.textures[key] = serializedData;\r\n serializationObject.bindings[key] = {\r\n type: binding.type,\r\n };\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.UniformBuffer: {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a compute shader from parsed compute shader data\r\n * @param source defines the JSON representation of the compute shader\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new compute shader\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ComputeShader {\r\n const compute = SerializationHelper.Parse(\r\n () => new ComputeShader(source.name, scene.getEngine() as WebGPUEngine, source.shaderPath, source.options),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n for (const key in source.textures) {\r\n const binding = source.bindings[key];\r\n const texture = <Texture>Texture.Parse(source.textures[key], scene, rootUrl);\r\n\r\n if (binding.type === ComputeBindingType.Texture) {\r\n compute.setTexture(key, texture);\r\n } else if (binding.type === ComputeBindingType.TextureWithoutSampler) {\r\n compute.setTexture(key, texture, false);\r\n } else {\r\n compute.setStorageTexture(key, texture);\r\n }\r\n }\r\n\r\n return compute;\r\n }\r\n\r\n protected static _BufferIsDataBuffer(buffer: UniformBuffer | StorageBuffer | DataBuffer): buffer is DataBuffer {\r\n return (buffer as DataBuffer).underlyingResource !== undefined;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShader\", ComputeShader);\r\n"]}
@@ -37,7 +37,7 @@ export class BoundingInfoHelper {
37
37
  */
38
38
  async computeAsync(target) {
39
39
  await this._initializePlatformAsync();
40
- return this._platform.processAsync(target);
40
+ return await this._platform.processAsync(target);
41
41
  }
42
42
  /**
43
43
  * Register a mesh / array of meshes to be processed per batch
@@ -47,7 +47,7 @@ export class BoundingInfoHelper {
47
47
  */
48
48
  async batchInitializeAsync(target) {
49
49
  await this._initializePlatformAsync();
50
- return this._platform.registerMeshListAsync(target);
50
+ return await this._platform.registerMeshListAsync(target);
51
51
  }
52
52
  /**
53
53
  * Processes meshes registered with batchRegisterAsync
@@ -66,7 +66,7 @@ export class BoundingInfoHelper {
66
66
  */
67
67
  async batchFetchResultsAsync() {
68
68
  await this._initializePlatformAsync();
69
- return this._platform.fetchResultsForMeshListAsync();
69
+ return await this._platform.fetchResultsForMeshListAsync();
70
70
  }
71
71
  /**
72
72
  * Dispose and release associated resources
@@ -1 +1 @@
1
- {"version":3,"file":"boundingInfoHelper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Culling/Helper/boundingInfoHelper.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,MAAM,EAAE,6BAAyB;AAE1C;;;;;;;GAOG;AACH,MAAM,OAAO,kBAAkB;IAI3B;;;OAGG;IACH,YAAmB,MAAsB;QACrC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAEO,KAAK,CAAC,wBAAwB;QAClC,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;YAClB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,qBAAqB,EAAE,CAAC;gBAC/C,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,+BAA+B,CAAC,CAAC;gBAC7D,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,2BAA2B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC1E,CAAC;iBAAM,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,yBAAyB,EAAE,CAAC;gBAC1D,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,mCAAmC,CAAC,CAAC;gBACjE,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,+BAA+B,CAAC,IAAI,CAAC,OAAqB,CAAC,CAAC;YAC5F,CAAC;iBAAM,CAAC;gBACJ,MAAM,IAAI,KAAK,CAAC,qEAAqE,CAAC,CAAC;YAC3F,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,YAAY,CAAC,MAAqC;QAC3D,MAAM,IAAI,CAAC,wBAAwB,EAAE,CAAC;QACtC,OAAO,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,oBAAoB,CAAC,MAAqC;QACnE,MAAM,IAAI,CAAC,wBAAwB,EAAE,CAAC;QACtC,OAAO,IAAI,CAAC,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAAC,CAAC;IACxD,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,SAAS,KAAK,IAAI,EAAE,CAAC;YAC1B,MAAM,CAAC,IAAI,CAAC,4CAA4C,CAAC,CAAC;YAC1D,OAAO;QACX,CAAC;QACD,IAAI,CAAC,SAAS,CAAC,eAAe,EAAE,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,KAAK,CAAC,sBAAsB;QAC/B,MAAM,IAAI,CAAC,wBAAwB,EAAE,CAAC;QACtC,OAAO,IAAI,CAAC,SAAS,CAAC,4BAA4B,EAAE,CAAC;IACzD,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QAC7B,CAAC;IACL,CAAC;CACJ","sourcesContent":["import type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { ThinEngine } from \"core/Engines\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Utility class to help with bounding info management\r\n * Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!\r\n * This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)\r\n * The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices\r\n * https://playground.babylonjs.com/#QPOERJ#9 : WebGL\r\n * https://playground.babylonjs.com/#QPOERJ#10 : WebGPU\r\n */\r\nexport class BoundingInfoHelper {\r\n private _platform: IBoundingInfoHelperPlatform;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Creates a new BoundingInfoHelper\r\n * @param engine defines the engine to use\r\n */\r\n public constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private async _initializePlatformAsync() {\r\n if (!this._platform) {\r\n if (this._engine.getCaps().supportComputeShaders) {\r\n const module = await import(\"./computeShaderBoundingHelper\");\r\n this._platform = new module.ComputeShaderBoundingHelper(this._engine);\r\n } else if (this._engine.getCaps().supportTransformFeedbacks) {\r\n const module = await import(\"./transformFeedbackBoundingHelper\");\r\n this._platform = new module.TransformFeedbackBoundingHelper(this._engine as ThinEngine);\r\n } else {\r\n throw new Error(\"Your engine does not support Compute Shaders or Transform Feedbacks\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Compute the bounding info of a mesh / array of meshes using shaders\r\n * @param target defines the mesh(es) to update\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async computeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatformAsync();\r\n return this._platform.processAsync(target);\r\n }\r\n\r\n /**\r\n * Register a mesh / array of meshes to be processed per batch\r\n * This method must be called before calling batchProcess (which can be called several times) and batchFetchResultsAsync\r\n * @param target defines the mesh(es) to be processed per batch\r\n * @returns a promise that resolves when the initialization is done\r\n */\r\n public async batchInitializeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatformAsync();\r\n return this._platform.registerMeshListAsync(target);\r\n }\r\n\r\n /**\r\n * Processes meshes registered with batchRegisterAsync\r\n * If called multiple times, the second, third, etc calls will perform a union of the bounding boxes calculated in the previous calls\r\n */\r\n public batchProcess(): void {\r\n if (this._platform === null) {\r\n Logger.Warn(\"Helper is not initialized. Skipping batch.\");\r\n return;\r\n }\r\n this._platform.processMeshList();\r\n }\r\n\r\n /**\r\n * Update the bounding info of the meshes registered with batchRegisterAsync, after batchProcess has been called once or several times\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async batchFetchResultsAsync(): Promise<void> {\r\n await this._initializePlatformAsync();\r\n return this._platform.fetchResultsForMeshListAsync();\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._platform) {\r\n this._platform.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"boundingInfoHelper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Culling/Helper/boundingInfoHelper.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,MAAM,EAAE,6BAAyB;AAE1C;;;;;;;GAOG;AACH,MAAM,OAAO,kBAAkB;IAI3B;;;OAGG;IACH,YAAmB,MAAsB;QACrC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAEO,KAAK,CAAC,wBAAwB;QAClC,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;YAClB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,qBAAqB,EAAE,CAAC;gBAC/C,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,+BAA+B,CAAC,CAAC;gBAC7D,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,2BAA2B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC1E,CAAC;iBAAM,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,yBAAyB,EAAE,CAAC;gBAC1D,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,mCAAmC,CAAC,CAAC;gBACjE,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,+BAA+B,CAAC,IAAI,CAAC,OAAqB,CAAC,CAAC;YAC5F,CAAC;iBAAM,CAAC;gBACJ,MAAM,IAAI,KAAK,CAAC,qEAAqE,CAAC,CAAC;YAC3F,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,YAAY,CAAC,MAAqC;QAC3D,MAAM,IAAI,CAAC,wBAAwB,EAAE,CAAC;QACtC,OAAO,MAAM,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;IACrD,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,oBAAoB,CAAC,MAAqC;QACnE,MAAM,IAAI,CAAC,wBAAwB,EAAE,CAAC;QACtC,OAAO,MAAM,IAAI,CAAC,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAAC,CAAC;IAC9D,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,SAAS,KAAK,IAAI,EAAE,CAAC;YAC1B,MAAM,CAAC,IAAI,CAAC,4CAA4C,CAAC,CAAC;YAC1D,OAAO;QACX,CAAC;QACD,IAAI,CAAC,SAAS,CAAC,eAAe,EAAE,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,KAAK,CAAC,sBAAsB;QAC/B,MAAM,IAAI,CAAC,wBAAwB,EAAE,CAAC;QACtC,OAAO,MAAM,IAAI,CAAC,SAAS,CAAC,4BAA4B,EAAE,CAAC;IAC/D,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QAC7B,CAAC;IACL,CAAC;CACJ","sourcesContent":["import type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { ThinEngine } from \"core/Engines\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Utility class to help with bounding info management\r\n * Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!\r\n * This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)\r\n * The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices\r\n * https://playground.babylonjs.com/#QPOERJ#9 : WebGL\r\n * https://playground.babylonjs.com/#QPOERJ#10 : WebGPU\r\n */\r\nexport class BoundingInfoHelper {\r\n private _platform: IBoundingInfoHelperPlatform;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Creates a new BoundingInfoHelper\r\n * @param engine defines the engine to use\r\n */\r\n public constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private async _initializePlatformAsync() {\r\n if (!this._platform) {\r\n if (this._engine.getCaps().supportComputeShaders) {\r\n const module = await import(\"./computeShaderBoundingHelper\");\r\n this._platform = new module.ComputeShaderBoundingHelper(this._engine);\r\n } else if (this._engine.getCaps().supportTransformFeedbacks) {\r\n const module = await import(\"./transformFeedbackBoundingHelper\");\r\n this._platform = new module.TransformFeedbackBoundingHelper(this._engine as ThinEngine);\r\n } else {\r\n throw new Error(\"Your engine does not support Compute Shaders or Transform Feedbacks\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Compute the bounding info of a mesh / array of meshes using shaders\r\n * @param target defines the mesh(es) to update\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async computeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatformAsync();\r\n return await this._platform.processAsync(target);\r\n }\r\n\r\n /**\r\n * Register a mesh / array of meshes to be processed per batch\r\n * This method must be called before calling batchProcess (which can be called several times) and batchFetchResultsAsync\r\n * @param target defines the mesh(es) to be processed per batch\r\n * @returns a promise that resolves when the initialization is done\r\n */\r\n public async batchInitializeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatformAsync();\r\n return await this._platform.registerMeshListAsync(target);\r\n }\r\n\r\n /**\r\n * Processes meshes registered with batchRegisterAsync\r\n * If called multiple times, the second, third, etc calls will perform a union of the bounding boxes calculated in the previous calls\r\n */\r\n public batchProcess(): void {\r\n if (this._platform === null) {\r\n Logger.Warn(\"Helper is not initialized. Skipping batch.\");\r\n return;\r\n }\r\n this._platform.processMeshList();\r\n }\r\n\r\n /**\r\n * Update the bounding info of the meshes registered with batchRegisterAsync, after batchProcess has been called once or several times\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async batchFetchResultsAsync(): Promise<void> {\r\n await this._initializePlatformAsync();\r\n return await this._platform.fetchResultsForMeshListAsync();\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._platform) {\r\n this._platform.dispose();\r\n }\r\n }\r\n}\r\n"]}
@@ -103,6 +103,7 @@ export class ComputeShaderBoundingHelper {
103
103
  await this.fetchResultsForMeshListAsync();
104
104
  }
105
105
  /** @internal */
106
+ // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
106
107
  registerMeshListAsync(meshes) {
107
108
  this._disposeForMeshList();
108
109
  if (!Array.isArray(meshes)) {
@@ -219,7 +220,7 @@ export class ComputeShaderBoundingHelper {
219
220
  }
220
221
  /** @internal */
221
222
  async fetchResultsForMeshListAsync() {
222
- return new Promise((resolve) => {
223
+ return await new Promise((resolve) => {
223
224
  const buffers = [];
224
225
  let size = 0;
225
226
  for (let i = 0; i < this._resultBuffers.length; i++) {
@@ -231,6 +232,7 @@ export class ComputeShaderBoundingHelper {
231
232
  const minimum = Vector3.Zero();
232
233
  const maximum = Vector3.Zero();
233
234
  const minmax = { minimum, maximum };
235
+ // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
234
236
  this._engine.readFromMultipleStorageBuffers(buffers, 0, undefined, resultData, true).then(() => {
235
237
  let resultDataOffset = 0;
236
238
  for (let j = 0; j < this._resultBuffers.length; j++) {