@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":"observableCoroutine.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/observableCoroutine.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,iBAAiB,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC;AAEjE,SAAS,yBAAyB,CAAI,UAA2B;IAC7D,MAAM,UAAU,GAAG,IAAI,KAAK,EAAqB,CAAC;IAClD,MAAM,OAAO,GAAG,IAAI,KAAK,EAA0C,CAAC;IACpE,MAAM,QAAQ,GAAG,IAAI,KAAK,EAA4B,CAAC;IAEvD,MAAM,QAAQ,GAAG,UAAU,CAAC,GAAG,CAAC,GAAG,EAAE;QACjC,MAAM,KAAK,GAAG,UAAU,CAAC,MAAM,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7B,eAAe,CAAC,UAAU,CAAC,KAAK,EAAG,EAAE,OAAO,CAAC,KAAK,EAAG,EAAE,QAAQ,CAAC,KAAK,EAAG,CAAC,CAAC;QAC9E,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,MAAM,SAAS,GAAG,CAAC,SAA4B,EAAE,MAA8C,EAAE,OAAiC,EAAE,EAAE;QAClI,UAAU,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3B,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACrB,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAC3B,CAAC,CAAC;IAEF,OAAO;QACH,SAAS,EAAE,SAAS;QACpB,OAAO,EAAE,GAAG,EAAE;YACV,UAAU,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;QAChC,CAAC;KACJ,CAAC;AACN,CAAC;AA6BD,UAAU,CAAC,SAAS,CAAC,iBAAiB,GAAG,UAAU,SAA+B;IAC9E,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAC5B,MAAM,mBAAmB,GAAG,yBAAyB,CAAO,IAAI,CAAC,CAAC;QAClE,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC;QACzD,IAAI,CAAC,0BAA0B,GAAG,mBAAmB,CAAC,OAAO,CAAC;IAClE,CAAC;IAED,OAAO,iBAAiB,CAAC,SAAS,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;AAClE,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,mBAAmB,GAAG;IACvC,IAAI,IAAI,CAAC,0BAA0B,EAAE,CAAC;QAClC,IAAI,CAAC,0BAA0B,EAAE,CAAC;IACtC,CAAC;IACD,IAAI,CAAC,mBAAmB,GAAG,SAAS,CAAC;IACrC,IAAI,CAAC,0BAA0B,GAAG,SAAS,CAAC;AAChD,CAAC,CAAC","sourcesContent":["import { Observable } from \"./observable\";\r\nimport type { AsyncCoroutine, CoroutineStep, CoroutineScheduler } from \"./coroutine\";\r\nimport { runCoroutineAsync, inlineScheduler } from \"./coroutine\";\r\n\r\nfunction CreateObservableScheduler<T>(observable: Observable<any>): { scheduler: CoroutineScheduler<T>; dispose: () => void } {\r\n const coroutines = new Array<AsyncCoroutine<T>>();\r\n const onSteps = new Array<(stepResult: CoroutineStep<T>) => void>();\r\n const onErrors = new Array<(stepError: any) => void>();\r\n\r\n const observer = observable.add(() => {\r\n const count = coroutines.length;\r\n for (let i = 0; i < count; i++) {\r\n inlineScheduler(coroutines.shift()!, onSteps.shift()!, onErrors.shift()!);\r\n }\r\n });\r\n\r\n const scheduler = (coroutine: AsyncCoroutine<T>, onStep: (stepResult: CoroutineStep<T>) => void, onError: (stepError: any) => void) => {\r\n coroutines.push(coroutine);\r\n onSteps.push(onStep);\r\n onErrors.push(onError);\r\n };\r\n\r\n return {\r\n scheduler: scheduler,\r\n dispose: () => {\r\n observable.remove(observer);\r\n },\r\n };\r\n}\r\n\r\ndeclare module \"./observable\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Observable<T> {\r\n /**\r\n * Internal observable-based coroutine scheduler instance.\r\n */\r\n _coroutineScheduler?: CoroutineScheduler<void>;\r\n\r\n /**\r\n * Internal disposal method for observable-based coroutine scheduler instance.\r\n */\r\n _coroutineSchedulerDispose?: () => void;\r\n\r\n /**\r\n * Runs a coroutine asynchronously on this observable\r\n * @param coroutine the iterator resulting from having started the coroutine\r\n * @returns a promise which will be resolved when the coroutine finishes or rejected if the coroutine is cancelled\r\n */\r\n runCoroutineAsync(coroutine: AsyncCoroutine<void>): Promise<void>;\r\n\r\n /**\r\n * Cancels all coroutines currently running on this observable\r\n */\r\n cancelAllCoroutines(): void;\r\n }\r\n}\r\n\r\nObservable.prototype.runCoroutineAsync = function (coroutine: AsyncCoroutine<void>) {\r\n if (!this._coroutineScheduler) {\r\n const schedulerAndDispose = CreateObservableScheduler<void>(this);\r\n this._coroutineScheduler = schedulerAndDispose.scheduler;\r\n this._coroutineSchedulerDispose = schedulerAndDispose.dispose;\r\n }\r\n\r\n return runCoroutineAsync(coroutine, this._coroutineScheduler);\r\n};\r\n\r\nObservable.prototype.cancelAllCoroutines = function () {\r\n if (this._coroutineSchedulerDispose) {\r\n this._coroutineSchedulerDispose();\r\n }\r\n this._coroutineScheduler = undefined;\r\n this._coroutineSchedulerDispose = undefined;\r\n};\r\n"]}
1
+ {"version":3,"file":"observableCoroutine.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/observableCoroutine.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,iBAAiB,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC;AAEjE,SAAS,yBAAyB,CAAI,UAA2B;IAC7D,MAAM,UAAU,GAAG,IAAI,KAAK,EAAqB,CAAC;IAClD,MAAM,OAAO,GAAG,IAAI,KAAK,EAA0C,CAAC;IACpE,MAAM,QAAQ,GAAG,IAAI,KAAK,EAA4B,CAAC;IAEvD,MAAM,QAAQ,GAAG,UAAU,CAAC,GAAG,CAAC,GAAG,EAAE;QACjC,MAAM,KAAK,GAAG,UAAU,CAAC,MAAM,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7B,eAAe,CAAC,UAAU,CAAC,KAAK,EAAG,EAAE,OAAO,CAAC,KAAK,EAAG,EAAE,QAAQ,CAAC,KAAK,EAAG,CAAC,CAAC;QAC9E,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,MAAM,SAAS,GAAG,CAAC,SAA4B,EAAE,MAA8C,EAAE,OAAiC,EAAE,EAAE;QAClI,UAAU,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3B,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACrB,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAC3B,CAAC,CAAC;IAEF,OAAO;QACH,SAAS,EAAE,SAAS;QACpB,OAAO,EAAE,GAAG,EAAE;YACV,UAAU,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;QAChC,CAAC;KACJ,CAAC;AACN,CAAC;AA6BD,qEAAqE;AACrE,UAAU,CAAC,SAAS,CAAC,iBAAiB,GAAG,UAAU,SAA+B;IAC9E,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAC5B,MAAM,mBAAmB,GAAG,yBAAyB,CAAO,IAAI,CAAC,CAAC;QAClE,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC;QACzD,IAAI,CAAC,0BAA0B,GAAG,mBAAmB,CAAC,OAAO,CAAC;IAClE,CAAC;IAED,OAAO,iBAAiB,CAAC,SAAS,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;AAClE,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,mBAAmB,GAAG;IACvC,IAAI,IAAI,CAAC,0BAA0B,EAAE,CAAC;QAClC,IAAI,CAAC,0BAA0B,EAAE,CAAC;IACtC,CAAC;IACD,IAAI,CAAC,mBAAmB,GAAG,SAAS,CAAC;IACrC,IAAI,CAAC,0BAA0B,GAAG,SAAS,CAAC;AAChD,CAAC,CAAC","sourcesContent":["import { Observable } from \"./observable\";\r\nimport type { AsyncCoroutine, CoroutineStep, CoroutineScheduler } from \"./coroutine\";\r\nimport { runCoroutineAsync, inlineScheduler } from \"./coroutine\";\r\n\r\nfunction CreateObservableScheduler<T>(observable: Observable<any>): { scheduler: CoroutineScheduler<T>; dispose: () => void } {\r\n const coroutines = new Array<AsyncCoroutine<T>>();\r\n const onSteps = new Array<(stepResult: CoroutineStep<T>) => void>();\r\n const onErrors = new Array<(stepError: any) => void>();\r\n\r\n const observer = observable.add(() => {\r\n const count = coroutines.length;\r\n for (let i = 0; i < count; i++) {\r\n inlineScheduler(coroutines.shift()!, onSteps.shift()!, onErrors.shift()!);\r\n }\r\n });\r\n\r\n const scheduler = (coroutine: AsyncCoroutine<T>, onStep: (stepResult: CoroutineStep<T>) => void, onError: (stepError: any) => void) => {\r\n coroutines.push(coroutine);\r\n onSteps.push(onStep);\r\n onErrors.push(onError);\r\n };\r\n\r\n return {\r\n scheduler: scheduler,\r\n dispose: () => {\r\n observable.remove(observer);\r\n },\r\n };\r\n}\r\n\r\ndeclare module \"./observable\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Observable<T> {\r\n /**\r\n * Internal observable-based coroutine scheduler instance.\r\n */\r\n _coroutineScheduler?: CoroutineScheduler<void>;\r\n\r\n /**\r\n * Internal disposal method for observable-based coroutine scheduler instance.\r\n */\r\n _coroutineSchedulerDispose?: () => void;\r\n\r\n /**\r\n * Runs a coroutine asynchronously on this observable\r\n * @param coroutine the iterator resulting from having started the coroutine\r\n * @returns a promise which will be resolved when the coroutine finishes or rejected if the coroutine is cancelled\r\n */\r\n runCoroutineAsync(coroutine: AsyncCoroutine<void>): Promise<void>;\r\n\r\n /**\r\n * Cancels all coroutines currently running on this observable\r\n */\r\n cancelAllCoroutines(): void;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/promise-function-async\r\nObservable.prototype.runCoroutineAsync = function (coroutine: AsyncCoroutine<void>) {\r\n if (!this._coroutineScheduler) {\r\n const schedulerAndDispose = CreateObservableScheduler<void>(this);\r\n this._coroutineScheduler = schedulerAndDispose.scheduler;\r\n this._coroutineSchedulerDispose = schedulerAndDispose.dispose;\r\n }\r\n\r\n return runCoroutineAsync(coroutine, this._coroutineScheduler);\r\n};\r\n\r\nObservable.prototype.cancelAllCoroutines = function () {\r\n if (this._coroutineSchedulerDispose) {\r\n this._coroutineSchedulerDispose();\r\n }\r\n this._coroutineScheduler = undefined;\r\n this._coroutineSchedulerDispose = undefined;\r\n};\r\n"]}
package/Misc/reflector.js CHANGED
@@ -41,6 +41,7 @@ export class Reflector {
41
41
  _handleServerMessage(message) {
42
42
  switch (message) {
43
43
  case "connected": {
44
+ // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
44
45
  SceneSerializer.SerializeAsync(this._scene).then((serialized) => {
45
46
  this._webSocket.send(`load|${JSON.stringify(serialized)}`);
46
47
  });
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"reflector.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/reflector.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD;;;GAGG;AACH,MAAM,OAAO,SAAS;IAMlB;;;;;OAKG;IACH,YAAmB,KAAY,EAAE,QAAgB,EAAE,IAAY;QAC3D,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,MAAM,CAAC,GAAG,CAAC,kCAAkC,QAAQ,IAAI,IAAI,EAAE,CAAC,CAAC;QACjE,IAAI,CAAC,UAAU,GAAG,IAAI,SAAS,CAAC,QAAQ,QAAQ,IAAI,IAAI,EAAE,CAAC,CAAC;QAE5D,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,KAAK,EAAE,EAAE;YAClC,MAAM,OAAO,GAAW,KAAK,CAAC,IAAI,CAAC;YACnC,IAAI,OAAO,CAAC,UAAU,CAAC,SAAS,CAAC,cAAc,CAAC,EAAE,CAAC;gBAC/C,MAAM,aAAa,GAAG,OAAO,CAAC,SAAS,CAAC,SAAS,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;gBACzE,MAAM,CAAC,GAAG,CAAC,wCAAwC,aAAa,CAAC,SAAS,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;gBACrF,IAAI,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC;gBACzC,OAAO;YACX,CAAC;iBAAM,CAAC;gBACJ,MAAM,CAAC,GAAG,CAAC,wCAAwC,OAAO,CAAC,SAAS,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;gBAC/E,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAChC,CAAC;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,CAAC,KAAK,EAAE,EAAE;YAChC,MAAM,CAAC,GAAG,CAAC,4BAA4B,KAAK,CAAC,IAAI,IAAI,KAAK,CAAC,MAAM,EAAE,CAAC,CAAC;QACzE,CAAC,CAAC;IACN,CAAC;IAED;;OAEG;IACI,KAAK;QACR,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC;IAC5B,CAAC;IAEO,oBAAoB,CAAC,OAAe;QACxC,QAAQ,OAAO,EAAE,CAAC;YACd,KAAK,WAAW,CAAC,CAAC,CAAC;gBACf,mFAAmF;gBACnF,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAC,UAAU,EAAE,EAAE;oBAC5D,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,EAAE,CAAC,CAAC;gBAC/D,CAAC,CAAC,CAAC;gBACH,MAAM;YACV,CAAC;QACL,CAAC;IACL,CAAC;IAEO,oBAAoB;QACxB,aAAa;IACjB,CAAC;;AAxDuB,wBAAc,GAAG,IAAI,CAAC","sourcesContent":["import type { Scene } from \"../scene\";\r\nimport { Logger } from \"./logger\";\r\nimport { SceneSerializer } from \"./sceneSerializer\";\r\n\r\n/**\r\n * Class used to connect with the reflector zone of the sandbox via the reflector bridge\r\n * @since 5.0.0\r\n */\r\nexport class Reflector {\r\n private static readonly _SERVER_PREFIX = \"$$\";\r\n\r\n private _scene: Scene;\r\n private _webSocket: WebSocket;\r\n\r\n /**\r\n * Constructs a reflector object.\r\n * @param scene The scene to use\r\n * @param hostname The hostname of the reflector bridge\r\n * @param port The port of the reflector bridge\r\n */\r\n public constructor(scene: Scene, hostname: string, port: number) {\r\n this._scene = scene;\r\n\r\n Logger.Log(`[Reflector] Connecting to ws://${hostname}:${port}`);\r\n this._webSocket = new WebSocket(`ws://${hostname}:${port}`);\r\n\r\n this._webSocket.onmessage = (event) => {\r\n const message: string = event.data;\r\n if (message.startsWith(Reflector._SERVER_PREFIX)) {\r\n const serverMessage = message.substring(Reflector._SERVER_PREFIX.length);\r\n Logger.Log(`[Reflector] Received server message: ${serverMessage.substring(0, 64)}`);\r\n this._handleServerMessage(serverMessage);\r\n return;\r\n } else {\r\n Logger.Log(`[Reflector] Received client message: ${message.substring(0, 64)}`);\r\n this._handleClientMessage();\r\n }\r\n };\r\n\r\n this._webSocket.onclose = (event) => {\r\n Logger.Log(`[Reflector] Disconnected ${event.code} ${event.reason}`);\r\n };\r\n }\r\n\r\n /**\r\n * Closes the reflector connection\r\n */\r\n public close(): void {\r\n this._webSocket.close();\r\n }\r\n\r\n private _handleServerMessage(message: string): void {\r\n switch (message) {\r\n case \"connected\": {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n SceneSerializer.SerializeAsync(this._scene).then((serialized) => {\r\n this._webSocket.send(`load|${JSON.stringify(serialized)}`);\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n\r\n private _handleClientMessage(): void {\r\n // do nothing\r\n }\r\n}\r\n"]}
@@ -81,6 +81,7 @@ export class RGBDTextureTools {
81
81
  };
82
82
  if (expandTexture) {
83
83
  if (isReady) {
84
+ // eslint-disable-next-line @typescript-eslint/no-floating-promises
84
85
  expandRgbdTextureAsync();
85
86
  }
86
87
  else {
@@ -105,7 +106,7 @@ export class RGBDTextureTools {
105
106
  else {
106
107
  await import("../ShadersWGSL/rgbdEncode.fragment.js");
107
108
  }
108
- return ApplyPostProcess("rgbdEncode", internalTexture, scene, outputTextureType, 1, 5);
109
+ return await ApplyPostProcess("rgbdEncode", internalTexture, scene, outputTextureType, 1, 5);
109
110
  }
110
111
  }
111
112
  //# sourceMappingURL=rgbdTextureTools.js.map
@@ -1 +1 @@
1
- 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{ Constants } from \"../Engines/constants\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\n\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Class used to host RGBD texture specific utilities\r\n */\r\nexport class RGBDTextureTools {\r\n /**\r\n * Expand the RGBD Texture from RGBD to Half Float if possible.\r\n * @param texture the texture to expand.\r\n */\r\n public static ExpandRGBDTexture(texture: Texture) {\r\n const internalTexture = texture._texture;\r\n if (!internalTexture || !texture.isRGBD) {\r\n return;\r\n }\r\n\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine();\r\n const caps = engine.getCaps();\r\n const isReady = internalTexture.isReady;\r\n let expandTexture = false;\r\n\r\n // If half float available we can uncompress the texture\r\n if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n if (expandTexture) {\r\n // Do not use during decode.\r\n internalTexture.isReady = false;\r\n internalTexture._isRGBD = false;\r\n internalTexture.invertY = false;\r\n }\r\n\r\n const expandRgbdTextureAsync = async () => {\r\n const isWebGpu = engine.isWebGPU;\r\n const shaderLanguage = isWebGpu ? ShaderLanguage.WGSL : ShaderLanguage.GLSL;\r\n internalTexture.isReady = false;\r\n\r\n if (isWebGpu) {\r\n await import(\"../ShadersWGSL/rgbdDecode.fragment\");\r\n } else {\r\n await import(\"../Shaders/rgbdDecode.fragment\");\r\n }\r\n\r\n // Expand the texture if possible\r\n // Simply run through the decode PP.\r\n const rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n internalTexture.type,\r\n undefined,\r\n null,\r\n false,\r\n undefined,\r\n shaderLanguage\r\n );\r\n rgbdPostProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const expandedTexture = engine.createRenderTargetTexture(internalTexture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode: internalTexture.samplingMode,\r\n type: internalTexture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n\r\n rgbdPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n // PP Render Pass\r\n rgbdPostProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n texture.getScene()!.postProcessManager.directRender([rgbdPostProcess], expandedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n expandedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.isReady = true;\r\n });\r\n });\r\n };\r\n\r\n if (expandTexture) {\r\n if (isReady) {\r\n expandRgbdTextureAsync();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n texture.onLoadObservable.addOnce(expandRgbdTextureAsync);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Encode the texture to RGBD if possible.\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param outputTextureType type of the texture in which the encoding is performed\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n // Should have \"Async\" in the name but this is a breaking change.\r\n // eslint-disable-next-line no-restricted-syntax\r\n public static async EncodeTextureToRGBD(internalTexture: InternalTexture, scene: Scene, outputTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE): Promise<InternalTexture> {\r\n if (!scene.getEngine().isWebGPU) {\r\n await import(\"../Shaders/rgbdEncode.fragment\");\r\n } else {\r\n await import(\"../ShadersWGSL/rgbdEncode.fragment\");\r\n }\r\n return ApplyPostProcess(\"rgbdEncode\", internalTexture, scene, outputTextureType, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n}\r\n"]}
1
+ 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{ Constants } from \"../Engines/constants\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\n\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Class used to host RGBD texture specific utilities\r\n */\r\nexport class RGBDTextureTools {\r\n /**\r\n * Expand the RGBD Texture from RGBD to Half Float if possible.\r\n * @param texture the texture to expand.\r\n */\r\n public static ExpandRGBDTexture(texture: Texture) {\r\n const internalTexture = texture._texture;\r\n if (!internalTexture || !texture.isRGBD) {\r\n return;\r\n }\r\n\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine();\r\n const caps = engine.getCaps();\r\n const isReady = internalTexture.isReady;\r\n let expandTexture = false;\r\n\r\n // If half float available we can uncompress the texture\r\n if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n if (expandTexture) {\r\n // Do not use during decode.\r\n internalTexture.isReady = false;\r\n internalTexture._isRGBD = false;\r\n internalTexture.invertY = false;\r\n }\r\n\r\n const expandRgbdTextureAsync = async () => {\r\n const isWebGpu = engine.isWebGPU;\r\n const shaderLanguage = isWebGpu ? ShaderLanguage.WGSL : ShaderLanguage.GLSL;\r\n internalTexture.isReady = false;\r\n\r\n if (isWebGpu) {\r\n await import(\"../ShadersWGSL/rgbdDecode.fragment\");\r\n } else {\r\n await import(\"../Shaders/rgbdDecode.fragment\");\r\n }\r\n\r\n // Expand the texture if possible\r\n // Simply run through the decode PP.\r\n const rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n internalTexture.type,\r\n undefined,\r\n null,\r\n false,\r\n undefined,\r\n shaderLanguage\r\n );\r\n rgbdPostProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const expandedTexture = engine.createRenderTargetTexture(internalTexture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode: internalTexture.samplingMode,\r\n type: internalTexture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n\r\n rgbdPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n // PP Render Pass\r\n rgbdPostProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n texture.getScene()!.postProcessManager.directRender([rgbdPostProcess], expandedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n expandedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.isReady = true;\r\n });\r\n });\r\n };\r\n\r\n if (expandTexture) {\r\n if (isReady) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n expandRgbdTextureAsync();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n texture.onLoadObservable.addOnce(expandRgbdTextureAsync);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Encode the texture to RGBD if possible.\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param outputTextureType type of the texture in which the encoding is performed\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n // Should have \"Async\" in the name but this is a breaking change.\r\n // eslint-disable-next-line no-restricted-syntax\r\n public static async EncodeTextureToRGBD(internalTexture: InternalTexture, scene: Scene, outputTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE): Promise<InternalTexture> {\r\n if (!scene.getEngine().isWebGPU) {\r\n await import(\"../Shaders/rgbdEncode.fragment\");\r\n } else {\r\n await import(\"../ShadersWGSL/rgbdEncode.fragment\");\r\n }\r\n return await ApplyPostProcess(\"rgbdEncode\", internalTexture, scene, outputTextureType, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n}\r\n"]}
@@ -328,7 +328,7 @@ export class SceneSerializer {
328
328
  for (let i = 0; i < obj.length; ++i) {
329
329
  const o = obj[i];
330
330
  if (o instanceof Promise) {
331
- // eslint-disable-next-line @typescript-eslint/no-unsafe-return
331
+ // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then
332
332
  promises.push(o.then((res) => (obj[i] = res)));
333
333
  }
334
334
  else if (o instanceof Object || Array.isArray(o)) {
@@ -341,7 +341,7 @@ export class SceneSerializer {
341
341
  if (Object.prototype.hasOwnProperty.call(obj, name)) {
342
342
  const o = obj[name];
343
343
  if (o instanceof Promise) {
344
- // eslint-disable-next-line @typescript-eslint/no-unsafe-return
344
+ // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then
345
345
  promises.push(o.then((res) => (obj[name] = res)));
346
346
  }
347
347
  else if (o instanceof Object || Array.isArray(o)) {
@@ -1 +1 @@
1
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type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators.serialization\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport type { Node } from \"../node\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nlet SerializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>SerializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleNode = (node: Node, serializationObject: any) => {\r\n if ((node as Mesh)._isMesh) {\r\n const mesh = node as Mesh;\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (mesh.material && !serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n } else if (node.getClassName() === \"TransformNode\") {\r\n const transformNode = node as TransformNode;\r\n serializationObject.transformNodes.push(transformNode.serialize());\r\n } else if (node.getClassName().indexOf(\"Camera\") !== -1) {\r\n const camera = node as Camera;\r\n serializationObject.cameras.push(camera.serialize());\r\n } else if (node.getClassName().indexOf(\"Light\") !== -1) {\r\n const light = node as Light;\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n SerializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n Logger.Warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode !== undefined && scene.fogMode !== null) {\r\n serializationObject.fogMode = scene.fogMode;\r\n }\r\n if (scene.fogColor !== undefined && scene.fogColor !== null) {\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n }\r\n if (scene.fogStart !== undefined && scene.fogStart !== null) {\r\n serializationObject.fogStart = scene.fogStart;\r\n }\r\n if (scene.fogEnd !== undefined && scene.fogEnd !== null) {\r\n serializationObject.fogEnd = scene.fogEnd;\r\n }\r\n if (scene.fogDensity !== undefined && scene.fogDensity !== null) {\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled && scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // IBL Intensity\r\n serializationObject.iblIntensity = scene.iblIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n SerializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n serializationObject.particleSystems.push(scene.particleSystems[index].serialize(false));\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n serializationObject.postProcesses.push(scene.postProcesses[index].serialize());\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n // Sprites\r\n if (scene.spriteManagers) {\r\n serializationObject.spriteManagers = [];\r\n for (index = 0; index < scene.spriteManagers.length; index++) {\r\n serializationObject.spriteManagers.push(scene.spriteManagers[index].serialize(true));\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static async SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n await Promise.all(promises);\r\n return serializationObject;\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n serializationObject.meshes = [];\r\n serializationObject.transformNodes = [];\r\n serializationObject.cameras = [];\r\n serializationObject.lights = [];\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n const descendants = toSerialize[i].getDescendants();\r\n for (const node of descendants) {\r\n if (toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n }\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n for (const mesh of toSerialize) {\r\n FinalizeSingleNode(mesh, serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
1
+ 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type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators.serialization\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport type { Node } from \"../node\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nlet SerializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>SerializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleNode = (node: Node, serializationObject: any) => {\r\n if ((node as Mesh)._isMesh) {\r\n const mesh = node as Mesh;\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (mesh.material && !serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n } else if (node.getClassName() === \"TransformNode\") {\r\n const transformNode = node as TransformNode;\r\n serializationObject.transformNodes.push(transformNode.serialize());\r\n } else if (node.getClassName().indexOf(\"Camera\") !== -1) {\r\n const camera = node as Camera;\r\n serializationObject.cameras.push(camera.serialize());\r\n } else if (node.getClassName().indexOf(\"Light\") !== -1) {\r\n const light = node as Light;\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n SerializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n Logger.Warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode !== undefined && scene.fogMode !== null) {\r\n serializationObject.fogMode = scene.fogMode;\r\n }\r\n if (scene.fogColor !== undefined && scene.fogColor !== null) {\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n }\r\n if (scene.fogStart !== undefined && scene.fogStart !== null) {\r\n serializationObject.fogStart = scene.fogStart;\r\n }\r\n if (scene.fogEnd !== undefined && scene.fogEnd !== null) {\r\n serializationObject.fogEnd = scene.fogEnd;\r\n }\r\n if (scene.fogDensity !== undefined && scene.fogDensity !== null) {\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled && scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // IBL Intensity\r\n serializationObject.iblIntensity = scene.iblIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n SerializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n serializationObject.particleSystems.push(scene.particleSystems[index].serialize(false));\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n serializationObject.postProcesses.push(scene.postProcesses[index].serialize());\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n // Sprites\r\n if (scene.spriteManagers) {\r\n serializationObject.spriteManagers = [];\r\n for (index = 0; index < scene.spriteManagers.length; index++) {\r\n serializationObject.spriteManagers.push(scene.spriteManagers[index].serialize(true));\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static async SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n await Promise.all(promises);\r\n return serializationObject;\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n serializationObject.meshes = [];\r\n serializationObject.transformNodes = [];\r\n serializationObject.cameras = [];\r\n serializationObject.lights = [];\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n const descendants = toSerialize[i].getDescendants();\r\n for (const node of descendants) {\r\n if (toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n }\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n for (const mesh of toSerialize) {\r\n FinalizeSingleNode(mesh, serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
@@ -105,7 +105,7 @@ export function CreateScreenshot(engine, camera, size, successCallback, mimeType
105
105
  * to the src parameter of an <img> to display it
106
106
  */
107
107
  export async function CreateScreenshotAsync(engine, camera, size, mimeType = "image/png", quality, useFill = false) {
108
- return new Promise((resolve, reject) => {
108
+ return await new Promise((resolve, reject) => {
109
109
  CreateScreenshot(engine, camera, size, (data) => {
110
110
  if (typeof data !== "undefined") {
111
111
  resolve(data);
@@ -131,7 +131,7 @@ export async function CreateScreenshotAsync(engine, camera, size, mimeType = "im
131
131
  * @returns promise that resolves once the screenshot is taken
132
132
  */
133
133
  export async function CreateScreenshotWithResizeAsync(engine, camera, width, height, mimeType = "image/png", quality, useFill = false) {
134
- return new Promise((resolve) => {
134
+ return await new Promise((resolve) => {
135
135
  CreateScreenshot(engine, camera, { width: width, height: height }, () => {
136
136
  resolve();
137
137
  }, mimeType, true, quality, useFill);
@@ -207,6 +207,7 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
207
207
  _RetryWithInterval(() => texture.isReadyForRendering() && camera.isReady(true), () => {
208
208
  engine.onEndFrameObservable.addOnce(() => {
209
209
  if (finalWidth === width && finalHeight === height) {
210
+ // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
210
211
  texture.readPixels(undefined, undefined, undefined, false).then((data) => {
211
212
  dumpDataFunc(width, height, data, successCallback, mimeType, fileName, true, undefined, quality);
212
213
  texture.dispose();
@@ -214,7 +215,11 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
214
215
  }
215
216
  else {
216
217
  const importPromise = engine.isWebGPU ? import("../ShadersWGSL/pass.fragment.js") : import("../Shaders/pass.fragment.js");
217
- importPromise.then(async () => ApplyPostProcess("pass", texture.getInternalTexture(), scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {
218
+ // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
219
+ importPromise.then(async () =>
220
+ // eslint-disable-next-line github/no-then
221
+ await ApplyPostProcess("pass", texture.getInternalTexture(), scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {
222
+ // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
218
223
  engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {
219
224
  dumpDataFunc(finalWidth, finalHeight, data, successCallback, mimeType, fileName, true, undefined, quality);
220
225
  texture.dispose();
@@ -317,7 +322,7 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
317
322
  * to the src parameter of an <img> to display it
318
323
  */
319
324
  export async function CreateScreenshotUsingRenderTargetAsync(engine, camera, size, mimeType = "image/png", samples = 1, antialiasing = false, fileName, renderSprites = false, enableStencilBuffer = false, useLayerMask = true, quality, customizeTexture, customDumpData) {
320
- return new Promise((resolve, reject) => {
325
+ return await new Promise((resolve, reject) => {
321
326
  CreateScreenshotUsingRenderTarget(engine, camera, size, (data) => {
322
327
  if (typeof data !== "undefined") {
323
328
  resolve(data);