@babylonjs/core 8.9.0 → 8.9.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/abstractAudio/abstractSound.d.ts +0 -7
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSoundSource.d.ts +6 -3
- package/AudioV2/abstractAudio/abstractSoundSource.js +1 -2
- package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.js +4 -1
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioSoundSource.js +1 -1
- package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +3 -0
- package/Collisions/gpuPicker.js +26 -2
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +13 -0
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +7 -0
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +17 -0
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +2 -0
- package/FrameGraph/frameGraph.js +2 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +1 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +4 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +4 -4
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Maths/ThinMaths/thinMath.matrix.functions.d.ts +11 -11
- package/Maths/ThinMaths/thinMath.matrix.functions.js.map +1 -1
- package/Maths/math.like.d.ts +2 -2
- package/Maths/math.like.js.map +1 -1
- package/Meshes/csg2.js +1 -1
- package/Meshes/csg2.js.map +1 -1
- package/Misc/minMaxReducer.js +5 -0
- package/Misc/minMaxReducer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js +2 -2
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js +4 -4
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/Shaders/pbr.fragment.js +4 -1
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +7 -2
- package/Shaders/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +2 -2
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +4 -0
- package/scene.js +21 -15
- package/scene.js.map +1 -1
|
@@ -1,5 +1,5 @@
|
|
|
1
|
+
import type { DeepImmutable } from "../../types.js";
|
|
1
2
|
import type { IMatrixLike } from "../math.like.js";
|
|
2
|
-
import type { ThinMatrix } from "./thinMath.matrix.js";
|
|
3
3
|
/** @internal */
|
|
4
4
|
export declare class MatrixManagement {
|
|
5
5
|
/** @internal */
|
|
@@ -9,12 +9,12 @@ export declare class MatrixManagement {
|
|
|
9
9
|
* Marks the given matrix as dirty
|
|
10
10
|
* @param matrix defines the matrix to mark as dirty
|
|
11
11
|
*/
|
|
12
|
-
export declare function MarkAsDirty(matrix:
|
|
12
|
+
export declare function MarkAsDirty(matrix: IMatrixLike): void;
|
|
13
13
|
/**
|
|
14
14
|
* Sets the given matrix to the identity matrix
|
|
15
15
|
* @param result defines the target matrix
|
|
16
16
|
*/
|
|
17
|
-
export declare function IdentityMatrixToRef(result:
|
|
17
|
+
export declare function IdentityMatrixToRef(result: IMatrixLike): void;
|
|
18
18
|
/**
|
|
19
19
|
* Creates a new translation matrix.
|
|
20
20
|
* @param x defines the x coordinate
|
|
@@ -22,7 +22,7 @@ export declare function IdentityMatrixToRef(result: ThinMatrix): void;
|
|
|
22
22
|
* @param z defines the z coordinate
|
|
23
23
|
* @param result defines the target matrix
|
|
24
24
|
*/
|
|
25
|
-
export declare function TranslationMatrixToRef(x: number, y: number, z: number, result:
|
|
25
|
+
export declare function TranslationMatrixToRef(x: number, y: number, z: number, result: IMatrixLike): void;
|
|
26
26
|
/**
|
|
27
27
|
* Creates a new scaling matrix.
|
|
28
28
|
* @param x defines the scale factor on X axis
|
|
@@ -30,7 +30,7 @@ export declare function TranslationMatrixToRef(x: number, y: number, z: number,
|
|
|
30
30
|
* @param z defines the scale factor on Z axis
|
|
31
31
|
* @param result defines the target matrix
|
|
32
32
|
*/
|
|
33
|
-
export declare function ScalingMatrixToRef(x: number, y: number, z: number, result:
|
|
33
|
+
export declare function ScalingMatrixToRef(x: number, y: number, z: number, result: IMatrixLike): void;
|
|
34
34
|
/**
|
|
35
35
|
* Multiplies two matrices and stores the result in the target array.
|
|
36
36
|
* @param a defines the first matrix
|
|
@@ -38,7 +38,7 @@ export declare function ScalingMatrixToRef(x: number, y: number, z: number, resu
|
|
|
38
38
|
* @param output defines the target array
|
|
39
39
|
* @param offset defines the offset in the target array where to store the result (0 by default)
|
|
40
40
|
*/
|
|
41
|
-
export declare function MultiplyMatricesToArray(a: IMatrixLike
|
|
41
|
+
export declare function MultiplyMatricesToArray(a: DeepImmutable<IMatrixLike>, b: DeepImmutable<IMatrixLike>, output: Float32Array | Array<number>, offset?: number): void;
|
|
42
42
|
/**
|
|
43
43
|
* Multiplies two matrices and stores the result in a third matrix.
|
|
44
44
|
* @param a defines the first matrix
|
|
@@ -46,31 +46,31 @@ export declare function MultiplyMatricesToArray(a: IMatrixLike, b: IMatrixLike,
|
|
|
46
46
|
* @param result defines the target matrix
|
|
47
47
|
* @param offset defines the offset in the target matrix where to store the result (0 by default)
|
|
48
48
|
*/
|
|
49
|
-
export declare function MultiplyMatricesToRef(a: IMatrixLike
|
|
49
|
+
export declare function MultiplyMatricesToRef(a: DeepImmutable<IMatrixLike>, b: DeepImmutable<IMatrixLike>, result: IMatrixLike, offset?: number): void;
|
|
50
50
|
/**
|
|
51
51
|
* Populates the given matrix with the current matrix values
|
|
52
52
|
* @param matrix defines the source matrix
|
|
53
53
|
* @param target defines the target matrix
|
|
54
54
|
*/
|
|
55
|
-
export declare function CopyMatrixToRef(matrix: IMatrixLike
|
|
55
|
+
export declare function CopyMatrixToRef(matrix: DeepImmutable<IMatrixLike>, target: IMatrixLike): void;
|
|
56
56
|
/**
|
|
57
57
|
* Populates the given array from the starting index with the current matrix values
|
|
58
58
|
* @param matrix defines the source matrix
|
|
59
59
|
* @param array defines the target array
|
|
60
60
|
* @param offset defines the offset in the target array where to start storing values
|
|
61
61
|
*/
|
|
62
|
-
export declare function CopyMatrixToArray(matrix: IMatrixLike
|
|
62
|
+
export declare function CopyMatrixToArray(matrix: DeepImmutable<IMatrixLike>, array: Float32Array | Array<number>, offset?: number): void;
|
|
63
63
|
/**
|
|
64
64
|
* Inverts the given matrix and stores the result in the target matrix
|
|
65
65
|
* @param source defines the source matrix
|
|
66
66
|
* @param target defines the target matrix
|
|
67
67
|
* @returns true if the matrix was inverted successfully, false otherwise
|
|
68
68
|
*/
|
|
69
|
-
export declare function InvertMatrixToRef(source: IMatrixLike
|
|
69
|
+
export declare function InvertMatrixToRef(source: DeepImmutable<IMatrixLike>, target: IMatrixLike): boolean;
|
|
70
70
|
/**
|
|
71
71
|
* Inverts the given matrix and stores the result in the target array
|
|
72
72
|
* @param source defines the source matrix
|
|
73
73
|
* @param target defines the target array
|
|
74
74
|
* @returns true if the matrix was inverted successfully, false otherwise
|
|
75
75
|
*/
|
|
76
|
-
export declare function InvertMatrixToArray(source: IMatrixLike
|
|
76
|
+
export declare function InvertMatrixToArray(source: DeepImmutable<IMatrixLike>, target: Float32Array | Array<number>): boolean;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"thinMath.matrix.functions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Maths/ThinMaths/thinMath.matrix.functions.ts"],"names":[],"mappings":"AAIA,gBAAgB;AAChB,MAAM,OAAO,gBAAgB;;AACzB,gBAAgB;AACT,gCAAe,GAAG,CAAC,CAAC;AAG/B,SAAS,aAAa,CAClB,MAAkB,EAClB,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,GAAW,EACX,GAAW,EACX,GAAW,EACX,GAAW,EACX,GAAW,EACX,GAAW;IAEX,MAAM,GAAG,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC;IAC7B,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IAEd,WAAW,CAAC,MAAM,CAAC,CAAC;AACxB,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,WAAW,CAAC,MAAkB;IAC1C,MAAM,CAAC,UAAU,GAAG,gBAAgB,CAAC,eAAe,EAAE,CAAC;AAC3D,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,mBAAmB,CAAC,MAAkB;IAClD,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC1G,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,sBAAsB,CAAC,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,MAAkB;IACtF,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACpG,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,kBAAkB,CAAC,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,MAAkB;IAClF,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACpG,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,uBAAuB,CAAC,CAAc,EAAE,CAAc,EAAE,MAAoC,EAAE,MAAM,GAAG,CAAC;IACpH,MAAM,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,CAAC;IACtB,MAAM,MAAM,GAAG,CAAC,CAAC,OAAO,EAAE,CAAC;IAC3B,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACf,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACf,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,EACZ,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;IACjB,MAAM,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,EACd,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,EACZ,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,EACZ,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;IAEjB,MAAM,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACjB,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IACpB,MAAM,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACjB,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IACpB,MAAM,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACjB,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,EACjB,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IACtB,MAAM,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,EACnB,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,EACjB,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,EACjB,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IACtB,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC;IAChE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC;IACpE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC;IACrE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC;IAErE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC;IACpE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC;IACpE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC;IACrE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC;IAErE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC;IACtE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC;IACtE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;IACxE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;IAExE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC;IACzE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC;IACzE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;IAC1E,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAC9E,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,qBAAqB,CAAC,CAAc,EAAE,CAAc,EAAE,MAAkB,EAAE,MAAM,GAAG,CAAC;IAChG,uBAAuB,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,OAAO,EAAE,EAAE,MAAM,CAAC,CAAC;IACxD,WAAW,CAAC,MAAM,CAAC,CAAC;AACxB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,eAAe,CAAC,MAAmB,EAAE,MAAkB;IACnE,iBAAiB,CAAC,MAAM,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC,CAAC;IAC5C,WAAW,CAAC,MAAM,CAAC,CAAC;AACxB,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,iBAAiB,CAAC,MAAmB,EAAE,KAAmC,EAAE,SAAiB,CAAC;IAC1G,MAAM,MAAM,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC;IAChC,KAAK,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC1B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;AACpC,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,iBAAiB,CAAC,MAAmB,EAAE,MAAkB;IACrE,MAAM,MAAM,GAAG,mBAAmB,CAAC,MAAM,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC,CAAC;IAE7D,IAAI,MAAM,EAAE,CAAC;QACT,WAAW,CAAC,MAAM,CAAC,CAAC;IACxB,CAAC;IAED,OAAO,MAAM,CAAC;AAClB,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,mBAAmB,CAAC,MAAmB,EAAE,MAAoC;IACzF,yFAAyF;IACzF,MAAM,CAAC,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC;IAC3B,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACf,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACf,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EACX,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;IAChB,MAAM,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EACb,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EACX,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EACX,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;IAEhB,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IAExC,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IAEzE,MAAM,GAAG,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC;IAElF,IAAI,GAAG,KAAK,CAAC,EAAE,CAAC;QACZ,iBAAiB;QACjB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;IACvB,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IAExC,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IAEzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IAEzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IAEzE,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAEhC,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { IMatrixLike } from \"../math.like\";\r\nimport type { ThinMatrix } from \"./thinMath.matrix\";\r\n\r\n/** @internal */\r\nexport class MatrixManagement {\r\n /** @internal */\r\n static _UpdateFlagSeed = 0;\r\n}\r\n\r\nfunction SetMatrixData(\r\n result: ThinMatrix,\r\n m0: number,\r\n m1: number,\r\n m2: number,\r\n m3: number,\r\n m4: number,\r\n m5: number,\r\n m6: number,\r\n m7: number,\r\n m8: number,\r\n m9: number,\r\n m10: number,\r\n m11: number,\r\n m12: number,\r\n m13: number,\r\n m14: number,\r\n m15: number\r\n): void {\r\n const mat = result.asArray();\r\n mat[0] = m0;\r\n mat[1] = m1;\r\n mat[2] = m2;\r\n mat[3] = m3;\r\n mat[4] = m4;\r\n mat[5] = m5;\r\n mat[6] = m6;\r\n mat[7] = m7;\r\n mat[8] = m8;\r\n mat[9] = m9;\r\n mat[10] = m10;\r\n mat[11] = m11;\r\n mat[12] = m12;\r\n mat[13] = m13;\r\n mat[14] = m14;\r\n mat[15] = m15;\r\n\r\n MarkAsDirty(result);\r\n}\r\n\r\n/**\r\n * Marks the given matrix as dirty\r\n * @param matrix defines the matrix to mark as dirty\r\n */\r\nexport function MarkAsDirty(matrix: ThinMatrix): void {\r\n matrix.updateFlag = MatrixManagement._UpdateFlagSeed++;\r\n}\r\n\r\n/**\r\n * Sets the given matrix to the identity matrix\r\n * @param result defines the target matrix\r\n */\r\nexport function IdentityMatrixToRef(result: ThinMatrix): void {\r\n SetMatrixData(result, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);\r\n}\r\n\r\n/**\r\n * Creates a new translation matrix.\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param result defines the target matrix\r\n */\r\nexport function TranslationMatrixToRef(x: number, y: number, z: number, result: ThinMatrix): void {\r\n SetMatrixData(result, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x, y, z, 1.0);\r\n}\r\n\r\n/**\r\n * Creates a new scaling matrix.\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @param result defines the target matrix\r\n */\r\nexport function ScalingMatrixToRef(x: number, y: number, z: number, result: ThinMatrix): void {\r\n SetMatrixData(result, x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0);\r\n}\r\n\r\n/**\r\n * Multiplies two matrices and stores the result in the target array.\r\n * @param a defines the first matrix\r\n * @param b defines the second matrix\r\n * @param output defines the target array\r\n * @param offset defines the offset in the target array where to store the result (0 by default)\r\n */\r\nexport function MultiplyMatricesToArray(a: IMatrixLike, b: IMatrixLike, output: Float32Array | Array<number>, offset = 0): void {\r\n const m = a.asArray();\r\n const otherM = b.asArray();\r\n const tm0 = m[0],\r\n tm1 = m[1],\r\n tm2 = m[2],\r\n tm3 = m[3];\r\n const tm4 = m[4],\r\n tm5 = m[5],\r\n tm6 = m[6],\r\n tm7 = m[7];\r\n const tm8 = m[8],\r\n tm9 = m[9],\r\n tm10 = m[10],\r\n tm11 = m[11];\r\n const tm12 = m[12],\r\n tm13 = m[13],\r\n tm14 = m[14],\r\n tm15 = m[15];\r\n\r\n const om0 = otherM[0],\r\n om1 = otherM[1],\r\n om2 = otherM[2],\r\n om3 = otherM[3];\r\n const om4 = otherM[4],\r\n om5 = otherM[5],\r\n om6 = otherM[6],\r\n om7 = otherM[7];\r\n const om8 = otherM[8],\r\n om9 = otherM[9],\r\n om10 = otherM[10],\r\n om11 = otherM[11];\r\n const om12 = otherM[12],\r\n om13 = otherM[13],\r\n om14 = otherM[14],\r\n om15 = otherM[15];\r\n output[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;\r\n output[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;\r\n output[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;\r\n output[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;\r\n\r\n output[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;\r\n output[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;\r\n output[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;\r\n output[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;\r\n\r\n output[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;\r\n output[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;\r\n output[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;\r\n output[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;\r\n\r\n output[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;\r\n output[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;\r\n output[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;\r\n output[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;\r\n}\r\n\r\n/**\r\n * Multiplies two matrices and stores the result in a third matrix.\r\n * @param a defines the first matrix\r\n * @param b defines the second matrix\r\n * @param result defines the target matrix\r\n * @param offset defines the offset in the target matrix where to store the result (0 by default)\r\n */\r\nexport function MultiplyMatricesToRef(a: IMatrixLike, b: IMatrixLike, result: ThinMatrix, offset = 0): void {\r\n MultiplyMatricesToArray(a, b, result.asArray(), offset);\r\n MarkAsDirty(result);\r\n}\r\n\r\n/**\r\n * Populates the given matrix with the current matrix values\r\n * @param matrix defines the source matrix\r\n * @param target defines the target matrix\r\n */\r\nexport function CopyMatrixToRef(matrix: IMatrixLike, target: ThinMatrix) {\r\n CopyMatrixToArray(matrix, target.asArray());\r\n MarkAsDirty(target);\r\n}\r\n\r\n/**\r\n * Populates the given array from the starting index with the current matrix values\r\n * @param matrix defines the source matrix\r\n * @param array defines the target array\r\n * @param offset defines the offset in the target array where to start storing values\r\n */\r\nexport function CopyMatrixToArray(matrix: IMatrixLike, array: Float32Array | Array<number>, offset: number = 0) {\r\n const source = matrix.asArray();\r\n array[offset] = source[0];\r\n array[offset + 1] = source[1];\r\n array[offset + 2] = source[2];\r\n array[offset + 3] = source[3];\r\n array[offset + 4] = source[4];\r\n array[offset + 5] = source[5];\r\n array[offset + 6] = source[6];\r\n array[offset + 7] = source[7];\r\n array[offset + 8] = source[8];\r\n array[offset + 9] = source[9];\r\n array[offset + 10] = source[10];\r\n array[offset + 11] = source[11];\r\n array[offset + 12] = source[12];\r\n array[offset + 13] = source[13];\r\n array[offset + 14] = source[14];\r\n array[offset + 15] = source[15];\r\n}\r\n\r\n/**\r\n * Inverts the given matrix and stores the result in the target matrix\r\n * @param source defines the source matrix\r\n * @param target defines the target matrix\r\n * @returns true if the matrix was inverted successfully, false otherwise\r\n */\r\nexport function InvertMatrixToRef(source: IMatrixLike, target: ThinMatrix) {\r\n const result = InvertMatrixToArray(source, target.asArray());\r\n\r\n if (result) {\r\n MarkAsDirty(target);\r\n }\r\n\r\n return result;\r\n}\r\n\r\n/**\r\n * Inverts the given matrix and stores the result in the target array\r\n * @param source defines the source matrix\r\n * @param target defines the target array\r\n * @returns true if the matrix was inverted successfully, false otherwise\r\n */\r\nexport function InvertMatrixToArray(source: IMatrixLike, target: Float32Array | Array<number>) {\r\n // the inverse of a matrix is the transpose of cofactor matrix divided by the determinant\r\n const m = source.asArray();\r\n const m00 = m[0],\r\n m01 = m[1],\r\n m02 = m[2],\r\n m03 = m[3];\r\n const m10 = m[4],\r\n m11 = m[5],\r\n m12 = m[6],\r\n m13 = m[7];\r\n const m20 = m[8],\r\n m21 = m[9],\r\n m22 = m[10],\r\n m23 = m[11];\r\n const m30 = m[12],\r\n m31 = m[13],\r\n m32 = m[14],\r\n m33 = m[15];\r\n\r\n const det_22_33 = m22 * m33 - m32 * m23;\r\n const det_21_33 = m21 * m33 - m31 * m23;\r\n const det_21_32 = m21 * m32 - m31 * m22;\r\n const det_20_33 = m20 * m33 - m30 * m23;\r\n const det_20_32 = m20 * m32 - m22 * m30;\r\n const det_20_31 = m20 * m31 - m30 * m21;\r\n\r\n const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n\r\n const det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n\r\n if (det === 0) {\r\n // Not invertible\r\n return false;\r\n }\r\n\r\n const detInv = 1 / det;\r\n const det_12_33 = m12 * m33 - m32 * m13;\r\n const det_11_33 = m11 * m33 - m31 * m13;\r\n const det_11_32 = m11 * m32 - m31 * m12;\r\n const det_10_33 = m10 * m33 - m30 * m13;\r\n const det_10_32 = m10 * m32 - m30 * m12;\r\n const det_10_31 = m10 * m31 - m30 * m11;\r\n const det_12_23 = m12 * m23 - m22 * m13;\r\n const det_11_23 = m11 * m23 - m21 * m13;\r\n const det_11_22 = m11 * m22 - m21 * m12;\r\n const det_10_23 = m10 * m23 - m20 * m13;\r\n const det_10_22 = m10 * m22 - m20 * m12;\r\n const det_10_21 = m10 * m21 - m20 * m11;\r\n\r\n const cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);\r\n const cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);\r\n const cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);\r\n const cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);\r\n\r\n const cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);\r\n const cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);\r\n const cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);\r\n const cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);\r\n\r\n const cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);\r\n const cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);\r\n const cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);\r\n const cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);\r\n\r\n target[0] = cofact_00 * detInv;\r\n target[1] = cofact_10 * detInv;\r\n target[2] = cofact_20 * detInv;\r\n target[3] = cofact_30 * detInv;\r\n target[4] = cofact_01 * detInv;\r\n target[5] = cofact_11 * detInv;\r\n target[6] = cofact_21 * detInv;\r\n target[7] = cofact_31 * detInv;\r\n target[8] = cofact_02 * detInv;\r\n target[9] = cofact_12 * detInv;\r\n target[10] = cofact_22 * detInv;\r\n target[11] = cofact_32 * detInv;\r\n target[12] = cofact_03 * detInv;\r\n target[13] = cofact_13 * detInv;\r\n target[14] = cofact_23 * detInv;\r\n target[15] = cofact_33 * detInv;\r\n\r\n return true;\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"thinMath.matrix.functions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Maths/ThinMaths/thinMath.matrix.functions.ts"],"names":[],"mappings":"AAIA,gBAAgB;AAChB,MAAM,OAAO,gBAAgB;;AACzB,gBAAgB;AACT,gCAAe,GAAG,CAAC,CAAC;AAG/B,SAAS,aAAa,CAClB,MAAmB,EACnB,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,EAAU,EACV,GAAW,EACX,GAAW,EACX,GAAW,EACX,GAAW,EACX,GAAW,EACX,GAAW;IAEX,MAAM,GAAG,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC;IAC7B,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;IACZ,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IACd,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC;IAEd,WAAW,CAAC,MAAM,CAAC,CAAC;AACxB,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,WAAW,CAAC,MAAmB;IAC3C,MAAM,CAAC,UAAU,GAAG,gBAAgB,CAAC,eAAe,EAAE,CAAC;AAC3D,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,mBAAmB,CAAC,MAAmB;IACnD,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC1G,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,sBAAsB,CAAC,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,MAAmB;IACvF,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACpG,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,kBAAkB,CAAC,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,MAAmB;IACnF,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACpG,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,uBAAuB,CAAC,CAA6B,EAAE,CAA6B,EAAE,MAAoC,EAAE,MAAM,GAAG,CAAC;IAClJ,MAAM,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,CAAC;IACtB,MAAM,MAAM,GAAG,CAAC,CAAC,OAAO,EAAE,CAAC;IAC3B,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACf,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACf,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,EACZ,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;IACjB,MAAM,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,EACd,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,EACZ,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,EACZ,IAAI,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;IAEjB,MAAM,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACjB,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IACpB,MAAM,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACjB,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IACpB,MAAM,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACjB,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,EACf,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,EACjB,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IACtB,MAAM,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,EACnB,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,EACjB,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,EACjB,IAAI,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IACtB,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC;IAChE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC;IACpE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC;IACrE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC;IAErE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC;IACpE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC;IACpE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC;IACrE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC;IAErE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC;IACtE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC;IACtE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;IACxE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;IAExE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC;IACzE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC;IACzE,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;IAC1E,MAAM,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAC9E,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,qBAAqB,CAAC,CAA6B,EAAE,CAA6B,EAAE,MAAmB,EAAE,MAAM,GAAG,CAAC;IAC/H,uBAAuB,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,OAAO,EAAE,EAAE,MAAM,CAAC,CAAC;IACxD,WAAW,CAAC,MAAM,CAAC,CAAC;AACxB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,eAAe,CAAC,MAAkC,EAAE,MAAmB;IACnF,iBAAiB,CAAC,MAAM,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC,CAAC;IAC5C,WAAW,CAAC,MAAM,CAAC,CAAC;AACxB,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,iBAAiB,CAAC,MAAkC,EAAE,KAAmC,EAAE,SAAiB,CAAC;IACzH,MAAM,MAAM,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC;IAChC,KAAK,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC1B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9B,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;IAChC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC;AACpC,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,iBAAiB,CAAC,MAAkC,EAAE,MAAmB;IACrF,MAAM,MAAM,GAAG,mBAAmB,CAAC,MAAM,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC,CAAC;IAE7D,IAAI,MAAM,EAAE,CAAC;QACT,WAAW,CAAC,MAAM,CAAC,CAAC;IACxB,CAAC;IAED,OAAO,MAAM,CAAC;AAClB,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,mBAAmB,CAAC,MAAkC,EAAE,MAAoC;IACxG,yFAAyF;IACzF,MAAM,CAAC,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC;IAC3B,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACf,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACf,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACZ,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EACV,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EACX,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;IAChB,MAAM,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EACb,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EACX,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EACX,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;IAEhB,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IAExC,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IAEzE,MAAM,GAAG,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC;IAElF,IAAI,GAAG,KAAK,CAAC,EAAE,CAAC;QACZ,iBAAiB;QACjB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;IACvB,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IACxC,MAAM,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;IAExC,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IAEzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IAEzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IACzE,MAAM,SAAS,GAAG,CAAC,CAAC,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC,CAAC;IAEzE,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAC/B,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAChC,MAAM,CAAC,EAAE,CAAC,GAAG,SAAS,GAAG,MAAM,CAAC;IAEhC,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { DeepImmutable } from \"core/types\";\r\nimport type { IMatrixLike } from \"../math.like\";\r\n\r\n/** @internal */\r\nexport class MatrixManagement {\r\n /** @internal */\r\n static _UpdateFlagSeed = 0;\r\n}\r\n\r\nfunction SetMatrixData(\r\n result: IMatrixLike,\r\n m0: number,\r\n m1: number,\r\n m2: number,\r\n m3: number,\r\n m4: number,\r\n m5: number,\r\n m6: number,\r\n m7: number,\r\n m8: number,\r\n m9: number,\r\n m10: number,\r\n m11: number,\r\n m12: number,\r\n m13: number,\r\n m14: number,\r\n m15: number\r\n): void {\r\n const mat = result.asArray();\r\n mat[0] = m0;\r\n mat[1] = m1;\r\n mat[2] = m2;\r\n mat[3] = m3;\r\n mat[4] = m4;\r\n mat[5] = m5;\r\n mat[6] = m6;\r\n mat[7] = m7;\r\n mat[8] = m8;\r\n mat[9] = m9;\r\n mat[10] = m10;\r\n mat[11] = m11;\r\n mat[12] = m12;\r\n mat[13] = m13;\r\n mat[14] = m14;\r\n mat[15] = m15;\r\n\r\n MarkAsDirty(result);\r\n}\r\n\r\n/**\r\n * Marks the given matrix as dirty\r\n * @param matrix defines the matrix to mark as dirty\r\n */\r\nexport function MarkAsDirty(matrix: IMatrixLike): void {\r\n matrix.updateFlag = MatrixManagement._UpdateFlagSeed++;\r\n}\r\n\r\n/**\r\n * Sets the given matrix to the identity matrix\r\n * @param result defines the target matrix\r\n */\r\nexport function IdentityMatrixToRef(result: IMatrixLike): void {\r\n SetMatrixData(result, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);\r\n}\r\n\r\n/**\r\n * Creates a new translation matrix.\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param result defines the target matrix\r\n */\r\nexport function TranslationMatrixToRef(x: number, y: number, z: number, result: IMatrixLike): void {\r\n SetMatrixData(result, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x, y, z, 1.0);\r\n}\r\n\r\n/**\r\n * Creates a new scaling matrix.\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @param result defines the target matrix\r\n */\r\nexport function ScalingMatrixToRef(x: number, y: number, z: number, result: IMatrixLike): void {\r\n SetMatrixData(result, x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0);\r\n}\r\n\r\n/**\r\n * Multiplies two matrices and stores the result in the target array.\r\n * @param a defines the first matrix\r\n * @param b defines the second matrix\r\n * @param output defines the target array\r\n * @param offset defines the offset in the target array where to store the result (0 by default)\r\n */\r\nexport function MultiplyMatricesToArray(a: DeepImmutable<IMatrixLike>, b: DeepImmutable<IMatrixLike>, output: Float32Array | Array<number>, offset = 0): void {\r\n const m = a.asArray();\r\n const otherM = b.asArray();\r\n const tm0 = m[0],\r\n tm1 = m[1],\r\n tm2 = m[2],\r\n tm3 = m[3];\r\n const tm4 = m[4],\r\n tm5 = m[5],\r\n tm6 = m[6],\r\n tm7 = m[7];\r\n const tm8 = m[8],\r\n tm9 = m[9],\r\n tm10 = m[10],\r\n tm11 = m[11];\r\n const tm12 = m[12],\r\n tm13 = m[13],\r\n tm14 = m[14],\r\n tm15 = m[15];\r\n\r\n const om0 = otherM[0],\r\n om1 = otherM[1],\r\n om2 = otherM[2],\r\n om3 = otherM[3];\r\n const om4 = otherM[4],\r\n om5 = otherM[5],\r\n om6 = otherM[6],\r\n om7 = otherM[7];\r\n const om8 = otherM[8],\r\n om9 = otherM[9],\r\n om10 = otherM[10],\r\n om11 = otherM[11];\r\n const om12 = otherM[12],\r\n om13 = otherM[13],\r\n om14 = otherM[14],\r\n om15 = otherM[15];\r\n output[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;\r\n output[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;\r\n output[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;\r\n output[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;\r\n\r\n output[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;\r\n output[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;\r\n output[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;\r\n output[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;\r\n\r\n output[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;\r\n output[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;\r\n output[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;\r\n output[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;\r\n\r\n output[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;\r\n output[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;\r\n output[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;\r\n output[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;\r\n}\r\n\r\n/**\r\n * Multiplies two matrices and stores the result in a third matrix.\r\n * @param a defines the first matrix\r\n * @param b defines the second matrix\r\n * @param result defines the target matrix\r\n * @param offset defines the offset in the target matrix where to store the result (0 by default)\r\n */\r\nexport function MultiplyMatricesToRef(a: DeepImmutable<IMatrixLike>, b: DeepImmutable<IMatrixLike>, result: IMatrixLike, offset = 0): void {\r\n MultiplyMatricesToArray(a, b, result.asArray(), offset);\r\n MarkAsDirty(result);\r\n}\r\n\r\n/**\r\n * Populates the given matrix with the current matrix values\r\n * @param matrix defines the source matrix\r\n * @param target defines the target matrix\r\n */\r\nexport function CopyMatrixToRef(matrix: DeepImmutable<IMatrixLike>, target: IMatrixLike) {\r\n CopyMatrixToArray(matrix, target.asArray());\r\n MarkAsDirty(target);\r\n}\r\n\r\n/**\r\n * Populates the given array from the starting index with the current matrix values\r\n * @param matrix defines the source matrix\r\n * @param array defines the target array\r\n * @param offset defines the offset in the target array where to start storing values\r\n */\r\nexport function CopyMatrixToArray(matrix: DeepImmutable<IMatrixLike>, array: Float32Array | Array<number>, offset: number = 0) {\r\n const source = matrix.asArray();\r\n array[offset] = source[0];\r\n array[offset + 1] = source[1];\r\n array[offset + 2] = source[2];\r\n array[offset + 3] = source[3];\r\n array[offset + 4] = source[4];\r\n array[offset + 5] = source[5];\r\n array[offset + 6] = source[6];\r\n array[offset + 7] = source[7];\r\n array[offset + 8] = source[8];\r\n array[offset + 9] = source[9];\r\n array[offset + 10] = source[10];\r\n array[offset + 11] = source[11];\r\n array[offset + 12] = source[12];\r\n array[offset + 13] = source[13];\r\n array[offset + 14] = source[14];\r\n array[offset + 15] = source[15];\r\n}\r\n\r\n/**\r\n * Inverts the given matrix and stores the result in the target matrix\r\n * @param source defines the source matrix\r\n * @param target defines the target matrix\r\n * @returns true if the matrix was inverted successfully, false otherwise\r\n */\r\nexport function InvertMatrixToRef(source: DeepImmutable<IMatrixLike>, target: IMatrixLike) {\r\n const result = InvertMatrixToArray(source, target.asArray());\r\n\r\n if (result) {\r\n MarkAsDirty(target);\r\n }\r\n\r\n return result;\r\n}\r\n\r\n/**\r\n * Inverts the given matrix and stores the result in the target array\r\n * @param source defines the source matrix\r\n * @param target defines the target array\r\n * @returns true if the matrix was inverted successfully, false otherwise\r\n */\r\nexport function InvertMatrixToArray(source: DeepImmutable<IMatrixLike>, target: Float32Array | Array<number>) {\r\n // the inverse of a matrix is the transpose of cofactor matrix divided by the determinant\r\n const m = source.asArray();\r\n const m00 = m[0],\r\n m01 = m[1],\r\n m02 = m[2],\r\n m03 = m[3];\r\n const m10 = m[4],\r\n m11 = m[5],\r\n m12 = m[6],\r\n m13 = m[7];\r\n const m20 = m[8],\r\n m21 = m[9],\r\n m22 = m[10],\r\n m23 = m[11];\r\n const m30 = m[12],\r\n m31 = m[13],\r\n m32 = m[14],\r\n m33 = m[15];\r\n\r\n const det_22_33 = m22 * m33 - m32 * m23;\r\n const det_21_33 = m21 * m33 - m31 * m23;\r\n const det_21_32 = m21 * m32 - m31 * m22;\r\n const det_20_33 = m20 * m33 - m30 * m23;\r\n const det_20_32 = m20 * m32 - m22 * m30;\r\n const det_20_31 = m20 * m31 - m30 * m21;\r\n\r\n const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n\r\n const det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n\r\n if (det === 0) {\r\n // Not invertible\r\n return false;\r\n }\r\n\r\n const detInv = 1 / det;\r\n const det_12_33 = m12 * m33 - m32 * m13;\r\n const det_11_33 = m11 * m33 - m31 * m13;\r\n const det_11_32 = m11 * m32 - m31 * m12;\r\n const det_10_33 = m10 * m33 - m30 * m13;\r\n const det_10_32 = m10 * m32 - m30 * m12;\r\n const det_10_31 = m10 * m31 - m30 * m11;\r\n const det_12_23 = m12 * m23 - m22 * m13;\r\n const det_11_23 = m11 * m23 - m21 * m13;\r\n const det_11_22 = m11 * m22 - m21 * m12;\r\n const det_10_23 = m10 * m23 - m20 * m13;\r\n const det_10_22 = m10 * m22 - m20 * m12;\r\n const det_10_21 = m10 * m21 - m20 * m11;\r\n\r\n const cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);\r\n const cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);\r\n const cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);\r\n const cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);\r\n\r\n const cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);\r\n const cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);\r\n const cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);\r\n const cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);\r\n\r\n const cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);\r\n const cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);\r\n const cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);\r\n const cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);\r\n\r\n target[0] = cofact_00 * detInv;\r\n target[1] = cofact_10 * detInv;\r\n target[2] = cofact_20 * detInv;\r\n target[3] = cofact_30 * detInv;\r\n target[4] = cofact_01 * detInv;\r\n target[5] = cofact_11 * detInv;\r\n target[6] = cofact_21 * detInv;\r\n target[7] = cofact_31 * detInv;\r\n target[8] = cofact_02 * detInv;\r\n target[9] = cofact_12 * detInv;\r\n target[10] = cofact_22 * detInv;\r\n target[11] = cofact_32 * detInv;\r\n target[12] = cofact_03 * detInv;\r\n target[13] = cofact_13 * detInv;\r\n target[14] = cofact_23 * detInv;\r\n target[15] = cofact_33 * detInv;\r\n\r\n return true;\r\n}\r\n"]}
|
package/Maths/math.like.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import type { float, int,
|
|
1
|
+
import type { float, int, Tuple } from "../types.js";
|
|
2
2
|
/**
|
|
3
3
|
* @internal
|
|
4
4
|
*/
|
|
@@ -59,7 +59,7 @@ export interface IPlaneLike {
|
|
|
59
59
|
* @internal
|
|
60
60
|
*/
|
|
61
61
|
export interface IMatrixLike {
|
|
62
|
-
asArray():
|
|
62
|
+
asArray(): Tuple<number, 16>;
|
|
63
63
|
updateFlag: int;
|
|
64
64
|
}
|
|
65
65
|
/**
|
package/Maths/math.like.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"math.like.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.like.ts"],"names":[],"mappings":"","sourcesContent":["import type { float, int,
|
|
1
|
+
{"version":3,"file":"math.like.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.like.ts"],"names":[],"mappings":"","sourcesContent":["import type { float, int, Tuple } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IColor3Like {\r\n r: float;\r\n g: float;\r\n b: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IColor4Like extends IColor3Like {\r\n a: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector2Like {\r\n x: float;\r\n y: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector3Like extends IVector2Like {\r\n z: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector3LikeInternal {\r\n _x: number;\r\n _y: number;\r\n _z: number;\r\n _isDirty?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector4Like extends IVector3Like {\r\n w: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IQuaternionLike extends IVector3Like {\r\n w: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IPlaneLike {\r\n normal: IVector3Like;\r\n d: float;\r\n normalize(): void;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IMatrixLike {\r\n asArray(): Tuple<number, 16>;\r\n updateFlag: int;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IViewportLike {\r\n x: float;\r\n y: float;\r\n width: float;\r\n height: float;\r\n}\r\n"]}
|
package/Meshes/csg2.js
CHANGED
|
@@ -343,7 +343,7 @@ export function IsCSG2Ready() {
|
|
|
343
343
|
*/
|
|
344
344
|
export async function InitializeCSG2Async(options) {
|
|
345
345
|
const localOptions = {
|
|
346
|
-
manifoldUrl: "https://unpkg.com/manifold-3d@3.0
|
|
346
|
+
manifoldUrl: "https://unpkg.com/manifold-3d@3.1.0",
|
|
347
347
|
...options,
|
|
348
348
|
};
|
|
349
349
|
if (Manifold) {
|
package/Meshes/csg2.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"csg2.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/csg2.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAG9B,OAAO,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,0BAAyB;AAC1C,OAAO,EAAE,aAAa,EAAE,sCAAqC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAEpC,OAAO,EAAE,sBAAsB,EAAE,mCAAkC;AAGnE,OAAO,EAAE,OAAO,EAAE,gCAA+B;AAEjD;;GAEG;AACH,gEAAgE;AAChE,IAAI,QAAa,CAAC;AAElB;;GAEG;AACH,gEAAgE;AAChE,IAAI,eAAsD,CAAC;AAE3D;;GAEG;AACH,gEAAgE;AAChE,IAAI,YAAiB,CAAC;AAEtB;;GAEG;AACH,gEAAgE;AAChE,IAAI,OAAe,CAAC;AAgEpB;;;;;;;GAOG;AACH,MAAM,OAAO,IAAI;IAKb;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,YAAoB,QAAa,EAAE,OAAe,EAAE,eAA2C;QAC3F,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,CAAC,gBAAgB,GAAG,eAAe,CAAC;IAC5C,CAAC;IAEO,QAAQ,CAAC,SAAkD,EAAE,GAAS;QAC1E,IAAI,IAAI,CAAC,OAAO,KAAK,GAAG,CAAC,OAAO,EAAE,CAAC;YAC/B,MAAM,IAAI,KAAK,CAAC,uEAAuE,CAAC,CAAC;QAC7F,CAAC;QACD,OAAO,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,GAAG,CAAC,SAAS,CAAC,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;IAC7G,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,GAAS;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,YAAY,EAAE,GAAG,CAAC,CAAC;IAC5C,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,GAAS;QACtB,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC;IAC9C,CAAC;IAED;;;;OAIG;IACI,GAAG,CAAC,GAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;IACvC,CAAC;IAED;;OAEG;IACI,UAAU;QACb,MAAM,CAAC,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,CAAC;QAC9C,MAAM,UAAU,GAAG,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC;QAClD,MAAM,CAAC,GAAG,CAAC,SAAS,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,CAAC,eAAe,GAAG,UAAU,CAAC,WAAW,CAAC,CAAC;IACzD,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,OAA4C;QAC5D,MAAM,YAAY,GAAG;YACjB,cAAc,EAAE,KAAK;YACrB,GAAG,OAAO;SACb,CAAC;QACF,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;QACpC,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9F,MAAM,YAAY,GAAkB,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,IAAI,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QAEnI,UAAU,CAAC,OAAO,GAAG,YAAY,CAAC,QAAQ,CAAC,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;QAE5I,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YACvD,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACrD,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACzD,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACzD,CAAC;QAED,MAAM,WAAW,GAAG,YAAY,CAAC,cAAc,CAAC,MAAM,GAAG,YAAY,CAAC,OAAO,CAAC;QAE9E,aAAa;QACb,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,KAAK,IAAI,cAAc,GAAG,CAAC,EAAE,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE,cAAc,EAAE,EAAE,CAAC;YAC3F,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,CAAC;YAExD,MAAM,IAAI,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;gBACnC,KAAK,IAAI,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,SAAS,CAAC,MAAM,EAAE,WAAW,EAAE,EAAE,CAAC;oBACtE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,WAAW,CAAC,GAAG,YAAY,CAAC,cAAc,CAAC,CAAC,GAAG,YAAY,CAAC,OAAO,GAAG,MAAM,GAAG,WAAW,CAAC,CAAC;gBAC5H,CAAC;YACL,CAAC;YACD,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,IAAI,CAAC,CAAC;YACrC,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;QAC/B,CAAC;QAED,gCAAgC;QAChC,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,IAAY,EAAE,KAAa,EAAE,OAAsC;QAC7E,MAAM,YAAY,GAAG;YACjB,cAAc,EAAE,KAAK;YACrB,UAAU,EAAE,IAAI;YAChB,GAAG,OAAO;SACb,CAAC;QACF,MAAM,UAAU,GAAG,IAAI,CAAC,YAAY,CAAC,EAAE,cAAc,EAAE,YAAY,CAAC,cAAc,EAAE,CAAC,CAAC;QACtF,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9F,MAAM,YAAY,GAAkB,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,IAAI,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QACnI,MAAM,WAAW,GAAG,YAAY,CAAC,cAAc,CAAC,MAAM,GAAG,YAAY,CAAC,OAAO,CAAC;QAE9E,gCAAgC;QAChC,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QACrC,UAAU,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QAE/B,cAAc;QACd,IAAI,YAAY,CAAC,UAAU,EAAE,CAAC;YAC1B,MAAM,OAAO,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC,cAAc,CAAC,MAAM,CAAC;YAC/D,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YACxD,MAAM,CAAC,gCAAgC,EAAE,CAAC;QAC9C,CAAC;QAED,YAAY;QACZ,IAAI,EAAE,GAAG,YAAY,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;QACvC,IAAI,KAAK,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACrC,IAAI,aAAa,GAAG,CAAC,CAAC;QACtB,MAAM,SAAS,GAAe,EAAE,CAAC;QACjC,KAAK,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC1B,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,YAAY,CAAC,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC;YACjD,MAAM,MAAM,GAAG,YAAY,CAAC,aAAa,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACnD,IAAI,MAAM,KAAK,EAAE,EAAE,CAAC;gBAChB,MAAM,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;gBAC3C,IAAI,OAAO,CAAC,aAAa,EAAE,CAAC,EAAE,WAAW,EAAE,KAAK,EAAE,GAAG,GAAG,KAAK,EAAE,MAAM,CAAC,CAAC;gBACvE,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,EAAE,GAAG,OAAO,CAAC,IAAI,KAAK,CAAC,eAAe,CAAC,CAAC;gBACnF,EAAE,GAAG,MAAM,CAAC;gBACZ,KAAK,GAAG,GAAG,CAAC;gBACZ,aAAa,EAAE,CAAC;YACpB,CAAC;QACL,CAAC;QAED,IAAI,YAAY,CAAC,aAAa,EAAE,CAAC;YAC7B,MAAM,CAAC,QAAQ,GAAG,YAAY,CAAC,aAAa,CAAC;QACjD,CAAC;aAAM,CAAC;YACJ,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBACvB,MAAM,aAAa,GAAG,IAAI,aAAa,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;gBACrD,aAAa,CAAC,YAAY,GAAG,SAAS,CAAC;gBACvC,MAAM,CAAC,QAAQ,GAAG,aAAa,CAAC;YACpC,CAAC;iBAAM,CAAC;gBACJ,IAAI,MAAM,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;oBAC9B,8CAA8C;oBAC9C,MAAM,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;gBACtC,CAAC;gBACD,MAAM,CAAC,QAAQ,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;YACnC,CAAC;QACL,CAAC;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;YACxB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;IACL,CAAC;IAEO,MAAM,CAAC,YAAY,CACvB,WAAmB,EACnB,QAAqB,EACrB,SAAqC,EACrC,OAAe,EACf,QAAsB,EACtB,aAA2B;QAE3B,MAAM,cAAc,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,CAAC;QAE3G,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,IAAI,MAAM,GAAG,CAAC,CAAC;YACf,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC;gBAC9C,MAAM,SAAS,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC;gBAEjC,KAAK,IAAI,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,SAAS,CAAC,MAAM,EAAE,WAAW,EAAE,EAAE,CAAC;oBACtE,cAAc,CAAC,CAAC,GAAG,OAAO,GAAG,MAAM,GAAG,WAAW,CAAC,GAAG,SAAS,CAAC,IAAK,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,WAAW,CAAC,CAAC;gBAC7G,CAAC;gBACD,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;YAC/B,CAAC;QACL,CAAC;QAED,gEAAgE;QAChE,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,QAAQ,EAAE,aAAa,EAAE,CAAC,CAAC;QAC/G,YAAY,CAAC,KAAK,EAAE,CAAC;QAErB,IAAI,WAAiB,CAAC;QACtB,IAAI,CAAC;YACD,WAAW,GAAG,IAAI,IAAI,CAAC,IAAI,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;QAC3E,CAAC;QAAC,OAAO,CAAC,EAAE,CAAC;YACT,MAAM,IAAI,KAAK,CAAC,gCAAgC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC;QAClE,CAAC;QAED,OAAO,WAAW,CAAC;IACvB,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,IAAqB,EAAE,WAA6B,EAAE,QAAsB,EAAE,aAA2B;QAC/H,mDAAmD;QACnD,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAQ,CAAC,MAAM,CAAC,CAAC;QAEvD,eAAe;QACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YAC/C,QAAQ,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACnC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACvC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,CAAC,CAAC;QACvC,CAAC;QAED,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;QAClC,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,MAAM,SAAS,GAA+B,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,CAAC;QAE/F,IAAI,CAAC,WAAW,EAAE,CAAC;YACf,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,SAAU,CAAC;QACxC,CAAC;aAAM,CAAC;YACJ,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAU,CAAC,MAAM,CAAC,CAAC;YAC3D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAU,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;gBACjD,OAAO,CAAC,mCAAmC,CAAC,IAAI,CAAC,SAAU,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;gBAC1I,WAAW,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;YACtC,CAAC;YACD,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,SAAS,CAAC;QAClC,CAAC;QAED,UAAU;QACV,MAAM,aAAa,GAAG,IAAI,CAAC,OAAQ,CAAC;QACpC,IAAI,aAAa,EAAE,CAAC;YAChB,OAAO,IAAI,CAAC,CAAC;YACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,UAAU,EAAE,CAAC,CAAC;YAC7D,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,aAAa,CAAC;YACtC,CAAC;iBAAM,CAAC;gBACJ,MAAM,OAAO,GAAG,IAAI,YAAY,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;gBACvD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;oBAC/C,OAAO,CAAC,8BAA8B,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;oBAC/H,WAAW,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC;gBACpC,CAAC;gBACD,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,OAAO,CAAC;YAChC,CAAC;QACL,CAAC;QAED,MAAM;QACN,KAAK,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;YACrJ,MAAM,QAAQ,GAAI,IAAY,CAAC,IAAI,KAAK,YAAY,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YAC5E,IAAI,QAAQ,EAAE,CAAC;gBACX,OAAO,IAAI,CAAC,CAAC;gBACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,CAAC;YAC9D,CAAC;QACL,CAAC;QAED,SAAS;QACT,MAAM,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;QACjC,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,IAAI,CAAC,CAAC;YACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,SAAS,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC,CAAC;QACpF,CAAC;QAED,OAAO,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,SAAU,CAAC,MAAM,GAAG,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAChH,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,cAAc,CAAC,UAAsB;QAC/C,MAAM,cAAc,GAAG,UAAU,CAAC,SAAS,CAAC;QAC5C,MAAM,aAAa,GAAG,UAAU,CAAC,OAAO,CAAC;QAEzC,IAAI,CAAC,cAAc,IAAI,CAAC,aAAa,EAAE,CAAC;YACpC,MAAM,IAAI,KAAK,CAAC,yDAAyD,CAAC,CAAC;QAC/E,CAAC;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC;IAC7C,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,QAAQ,CAAC,IAAU,EAAE,iBAAiB,GAAG,KAAK;QACxD,MAAM,cAAc,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACvE,MAAM,aAAa,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACxC,MAAM,WAAW,GAAG,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAElD,IAAI,CAAC,cAAc,IAAI,CAAC,aAAa,EAAE,CAAC;YACpC,MAAM,IAAI,KAAK,CAAC,mDAAmD,CAAC,CAAC;QACzE,CAAC;QAED,oDAAoD;QACpD,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,UAAU,CAAC,CAAC;QAEjG,2BAA2B;QAC3B,MAAM,cAAc,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC;QACxE,MAAM,eAAe,GAAG,cAAc,CAAC,YAAY,EAAE,KAAK,eAAe,CAAC;QAC1E,MAAM,WAAW,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;YACjE,IAAI,eAAe,EAAE,CAAC;gBAClB,OAAO,OAAO,GAAI,cAAgC,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,aAAa,CAAE,CAAC,QAAQ,CAAC;YACjH,CAAC;YAED,OAAO,OAAO,GAAG,cAAc,CAAC,QAAQ,CAAC;QAC7C,CAAC,CAAC,CAAC;QAEH,6BAA6B;QAC7B,MAAM,OAAO,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,CAAC,CAAC;QAC1C,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9C,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAChE,MAAM,aAAa,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAE1E,UAAU;QACV,MAAM,IAAI,GAAG;YACT,SAAS,EAAE,cAAc;YACzB,OAAO,EAAE,aAAa;YACtB,OAAO,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC;YACtD,MAAM,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,SAAS,CAAC;YACpD,GAAG,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,MAAM,CAAC;YAC9C,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;SACnD,CAAC;QACF,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,WAAW,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAClG,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,UAAU,WAAW;IACvB,OAAO,QAAQ,KAAK,SAAS,CAAC;AAClC,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,KAAK,UAAU,mBAAmB,CAAC,OAA+B;IACrE,MAAM,YAAY,GAAG;QACjB,WAAW,EAAE,qCAAqC;QAClD,GAAG,OAAO;KACb,CAAC;IAEF,IAAI,QAAQ,EAAE,CAAC;QACX,OAAO,CAAC,sBAAsB;IAClC,CAAC;IAED,IAAI,eAAe,EAAE,CAAC;QAClB,MAAM,eAAe,CAAC;QACtB,OAAO;IACX,CAAC;IAED,IAAI,YAAY,CAAC,gBAAgB,EAAE,CAAC;QAChC,QAAQ,GAAG,YAAY,CAAC,gBAAgB,CAAC;QACzC,YAAY,GAAG,YAAY,CAAC,oBAAoB,CAAC;IACrD,CAAC;SAAM,CAAC;QACJ,eAAe,GAAG,sBAAsB,CACpC;kCACsB,YAAY,CAAC,WAAW;;;;;SAKjD,CACA,CAAC;QAEF,MAAM,MAAM,GAAG,MAAM,eAAe,CAAC;QACrC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3B,YAAY,GAAG,MAAM,CAAC,IAAI,CAAC;IAC/B,CAAC;IAED,0FAA0F;IAC1F,OAAO,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;AACzC,CAAC","sourcesContent":["import { Mesh } from \"./mesh\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\nimport type { IVertexDataLike } from \"./mesh.vertexData\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { MultiMaterial } from \"core/Materials/multiMaterial\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Main manifold library\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet Manifold: any;\r\n\r\n/**\r\n * Promise to wait for the manifold library to be ready\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldPromise: Promise<{ Manifold: any; Mesh: any }>;\r\n\r\n/**\r\n * Manifold mesh\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldMesh: any;\r\n\r\n/**\r\n * First ID to use for materials indexing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet FirstID: number;\r\n\r\n/**\r\n * Interface to customize the Manifold library import\r\n */\r\nexport interface ICSG2Options {\r\n /**\r\n * Custom manifold URL\r\n */\r\n manifoldUrl?: string;\r\n /**\r\n * Custom manifold instance\r\n */\r\n manifoldInstance: any;\r\n /**\r\n * Custom manifold mesh instance\r\n */\r\n manifoldMeshInstance: any;\r\n}\r\n\r\n/**\r\n * Interface to customize the mesh rebuild options\r\n */\r\nexport interface IMeshRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n /**\r\n * True to center the mesh on 0,0,0\r\n */\r\n centerMesh?: boolean;\r\n /**\r\n * Defines a material to use for that mesh. When not defined the system will either reuse the one from the source or create a multimaterial if several materials were involved\r\n */\r\n materialToUse?: Material;\r\n}\r\n\r\n/**\r\n * Interface to customize the vertex data rebuild options\r\n */\r\nexport interface IVertexDataRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n}\r\n\r\ninterface IManifoldMesh {\r\n numProp: number;\r\n vertProperties: Float32Array;\r\n triVerts: Uint32Array;\r\n runIndex: Uint32Array;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n runOriginalID: Uint32Array;\r\n numRun: number;\r\n}\r\n\r\ninterface IManifoldVertexComponent {\r\n stride: number;\r\n kind: string;\r\n data?: FloatArray;\r\n}\r\n\r\n/**\r\n * Wrapper around the Manifold library\r\n * https://manifoldcad.org/\r\n * Use this class to perform fast boolean operations on meshes\r\n * @see [basic operations](https://playground.babylonjs.com/#IW43EB#15)\r\n * @see [skull vs box](https://playground.babylonjs.com/#JUKXQD#6218)\r\n * @see [skull vs vertex data](https://playground.babylonjs.com/#JUKXQD#6219)\r\n */\r\nexport class CSG2 implements IDisposable {\r\n private _manifold: any;\r\n private _numProp: number;\r\n private _vertexStructure: IManifoldVertexComponent[];\r\n\r\n /**\r\n * Return the size of a vertex (at least 3 for the position)\r\n */\r\n public get numProp() {\r\n return this._numProp;\r\n }\r\n\r\n private constructor(manifold: any, numProp: number, vertexStructure: IManifoldVertexComponent[]) {\r\n this._manifold = manifold;\r\n this._numProp = numProp;\r\n this._vertexStructure = vertexStructure;\r\n }\r\n\r\n private _process(operation: \"difference\" | \"intersection\" | \"union\", csg: CSG2) {\r\n if (this.numProp !== csg.numProp) {\r\n throw new Error(\"CSG must be used with geometries having the same number of properties\");\r\n }\r\n return new CSG2(Manifold[operation](this._manifold, csg._manifold), this.numProp, this._vertexStructure);\r\n }\r\n\r\n /**\r\n * Run a difference operation between two CSG\r\n * @param csg defines the CSG to use to create the difference\r\n * @returns a new csg\r\n */\r\n public subtract(csg: CSG2) {\r\n return this._process(\"difference\", csg);\r\n }\r\n\r\n /**\r\n * Run an intersection operation between two CSG\r\n * @param csg defines the CSG to use to create the intersection\r\n * @returns a new csg\r\n */\r\n public intersect(csg: CSG2) {\r\n return this._process(\"intersection\", csg);\r\n }\r\n\r\n /**\r\n * Run an union operation between two CSG\r\n * @param csg defines the CSG to use to create the union\r\n * @returns a new csg\r\n */\r\n public add(csg: CSG2) {\r\n return this._process(\"union\", csg);\r\n }\r\n\r\n /**\r\n * Print debug information about the CSG\r\n */\r\n public printDebug() {\r\n Logger.Log(\"Genus:\" + this._manifold.genus());\r\n const properties = this._manifold.getProperties();\r\n Logger.Log(\"Volume:\" + properties.volume);\r\n Logger.Log(\"surface area:\" + properties.surfaceArea);\r\n }\r\n\r\n /**\r\n * Generate a vertex data from the CSG\r\n * @param options defines the options to use to rebuild the vertex data\r\n * @returns a new vertex data\r\n */\r\n public toVertexData(options?: Partial<IVertexDataRebuildOptions>): VertexData {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n ...options,\r\n };\r\n const vertexData = new VertexData();\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n\r\n vertexData.indices = manifoldMesh.triVerts.length > 65535 ? new Uint32Array(manifoldMesh.triVerts) : new Uint16Array(manifoldMesh.triVerts);\r\n\r\n for (let i = 0; i < manifoldMesh.triVerts.length; i += 3) {\r\n vertexData.indices[i] = manifoldMesh.triVerts[i + 2];\r\n vertexData.indices[i + 1] = manifoldMesh.triVerts[i + 1];\r\n vertexData.indices[i + 2] = manifoldMesh.triVerts[i];\r\n }\r\n\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Attributes\r\n let offset = 0;\r\n for (let componentIndex = 0; componentIndex < this._vertexStructure.length; componentIndex++) {\r\n const component = this._vertexStructure[componentIndex];\r\n\r\n const data = new Float32Array(vertexCount * component.stride);\r\n for (let i = 0; i < vertexCount; i++) {\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n data[i * component.stride + strideIndex] = manifoldMesh.vertProperties[i * manifoldMesh.numProp + offset + strideIndex];\r\n }\r\n }\r\n vertexData.set(data, component.kind);\r\n offset += component.stride;\r\n }\r\n\r\n // Rebuild mesh from vertex data\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Generate a mesh from the CSG\r\n * @param name defines the name of the mesh\r\n * @param scene defines the scene to use to create the mesh\r\n * @param options defines the options to use to rebuild the mesh\r\n * @returns a new Mesh\r\n */\r\n public toMesh(name: string, scene?: Scene, options?: Partial<IMeshRebuildOptions>): Mesh {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n centerMesh: true,\r\n ...options,\r\n };\r\n const vertexData = this.toVertexData({ rebuildNormals: localOptions.rebuildNormals });\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Rebuild mesh from vertex data\r\n const output = new Mesh(name, scene);\r\n vertexData.applyToMesh(output);\r\n\r\n // Center mesh\r\n if (localOptions.centerMesh) {\r\n const extents = output.getBoundingInfo().boundingSphere.center;\r\n output.position.set(-extents.x, -extents.y, -extents.z);\r\n output.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n // Submeshes\r\n let id = manifoldMesh.runOriginalID[0];\r\n let start = manifoldMesh.runIndex[0];\r\n let materialIndex = 0;\r\n const materials: Material[] = [];\r\n scene = output.getScene();\r\n for (let run = 0; run < manifoldMesh.numRun; ++run) {\r\n const nextID = manifoldMesh.runOriginalID[run + 1];\r\n if (nextID !== id) {\r\n const end = manifoldMesh.runIndex[run + 1];\r\n new SubMesh(materialIndex, 0, vertexCount, start, end - start, output);\r\n materials.push(scene.getMaterialByUniqueID(id - FirstID) || scene.defaultMaterial);\r\n id = nextID;\r\n start = end;\r\n materialIndex++;\r\n }\r\n }\r\n\r\n if (localOptions.materialToUse) {\r\n output.material = localOptions.materialToUse;\r\n } else {\r\n if (materials.length > 1) {\r\n const multiMaterial = new MultiMaterial(name, scene);\r\n multiMaterial.subMaterials = materials;\r\n output.material = multiMaterial;\r\n } else {\r\n if (output.subMeshes.length > 1) {\r\n // Remove the submeshes as they are not needed\r\n output._createGlobalSubMesh(true);\r\n }\r\n output.material = materials[0];\r\n }\r\n }\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Dispose the CSG resources\r\n */\r\n public dispose() {\r\n if (this._manifold) {\r\n this._manifold.delete();\r\n this._manifold = null;\r\n }\r\n }\r\n\r\n private static _ProcessData(\r\n vertexCount: number,\r\n triVerts: Uint32Array,\r\n structure: IManifoldVertexComponent[],\r\n numProp: number,\r\n runIndex?: Uint32Array,\r\n runOriginalID?: Uint32Array\r\n ) {\r\n const vertProperties = new Float32Array(vertexCount * structure.reduce((acc, cur) => acc + cur.stride, 0));\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n let offset = 0;\r\n for (let idx = 0; idx < structure.length; idx++) {\r\n const component = structure[idx];\r\n\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n vertProperties[i * numProp + offset + strideIndex] = component.data![i * component.stride + strideIndex];\r\n }\r\n offset += component.stride;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n const manifoldMesh = new ManifoldMesh({ numProp: numProp, vertProperties, triVerts, runIndex, runOriginalID });\r\n manifoldMesh.merge();\r\n\r\n let returnValue: CSG2;\r\n try {\r\n returnValue = new CSG2(new Manifold(manifoldMesh), numProp, structure);\r\n } catch (e) {\r\n throw new Error(\"Error while creating the CSG: \" + e.message);\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private static _Construct(data: IVertexDataLike, worldMatrix: Nullable<Matrix>, runIndex?: Uint32Array, runOriginalID?: Uint32Array) {\r\n // Create the MeshGL for I/O with Manifold library.\r\n const triVerts = new Uint32Array(data.indices!.length);\r\n\r\n // Revert order\r\n for (let i = 0; i < data.indices!.length; i += 3) {\r\n triVerts[i] = data.indices![i + 2];\r\n triVerts[i + 1] = data.indices![i + 1];\r\n triVerts[i + 2] = data.indices![i];\r\n }\r\n\r\n const tempVector3 = new Vector3();\r\n let numProp = 3;\r\n const structure: IManifoldVertexComponent[] = [{ stride: 3, kind: VertexBuffer.PositionKind }];\r\n\r\n if (!worldMatrix) {\r\n structure[0].data = data.positions!;\r\n } else {\r\n const positions = new Float32Array(data.positions!.length);\r\n for (let i = 0; i < data.positions!.length; i += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data.positions![i], data.positions![i + 1], data.positions![i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(positions, i);\r\n }\r\n structure[0].data = positions;\r\n }\r\n\r\n // Normals\r\n const sourceNormals = data.normals!;\r\n if (sourceNormals) {\r\n numProp += 3;\r\n structure.push({ stride: 3, kind: VertexBuffer.NormalKind });\r\n if (!worldMatrix) {\r\n structure[1].data = sourceNormals;\r\n } else {\r\n const normals = new Float32Array(sourceNormals.length);\r\n for (let i = 0; i < sourceNormals.length; i += 3) {\r\n Vector3.TransformNormalFromFloatsToRef(sourceNormals[i], sourceNormals[i + 1], sourceNormals[i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(normals, i);\r\n }\r\n structure[1].data = normals;\r\n }\r\n }\r\n\r\n // UVs\r\n for (const kind of [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind]) {\r\n const sourceUV = (data as any)[kind === VertexBuffer.UVKind ? \"uvs\" : kind];\r\n if (sourceUV) {\r\n numProp += 2;\r\n structure.push({ stride: 2, kind: kind, data: sourceUV });\r\n }\r\n }\r\n\r\n // Colors\r\n const sourceColors = data.colors;\r\n if (sourceColors) {\r\n numProp += 4;\r\n structure.push({ stride: 4, kind: VertexBuffer.ColorKind, data: sourceColors });\r\n }\r\n\r\n return this._ProcessData(data.positions!.length / 3, triVerts, structure, numProp, runIndex, runOriginalID);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a vertexData\r\n * @param vertexData defines the vertexData to use to create the CSG\r\n * @returns a new CSG2 class\r\n */\r\n public static FromVertexData(vertexData: VertexData): CSG2 {\r\n const sourceVertices = vertexData.positions;\r\n const sourceIndices = vertexData.indices;\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The vertexData must at least have positions and indices\");\r\n }\r\n\r\n return this._Construct(vertexData, null);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a mesh\r\n * @param mesh defines the mesh to use to create the CSG\r\n * @param ignoreWorldMatrix defines if the world matrix should be ignored\r\n * @returns a new CSG2 class\r\n */\r\n public static FromMesh(mesh: Mesh, ignoreWorldMatrix = false): CSG2 {\r\n const sourceVertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const sourceIndices = mesh.getIndices();\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The mesh must at least have positions and indices\");\r\n }\r\n\r\n // Create a triangle run for each submesh (material)\r\n const starts = [...Array(mesh.subMeshes.length)].map((_, idx) => mesh.subMeshes[idx].indexStart);\r\n\r\n // Map the materials to ID.\r\n const sourceMaterial = mesh.material || mesh.getScene().defaultMaterial;\r\n const isMultiMaterial = sourceMaterial.getClassName() === \"MultiMaterial\";\r\n const originalIDs = [...Array(mesh.subMeshes.length)].map((_, idx) => {\r\n if (isMultiMaterial) {\r\n return FirstID + (sourceMaterial as MultiMaterial).subMaterials[mesh.subMeshes[idx].materialIndex]!.uniqueId;\r\n }\r\n\r\n return FirstID + sourceMaterial.uniqueId;\r\n });\r\n\r\n // List the runs in sequence.\r\n const indices = Array.from(starts.keys());\r\n indices.sort((a, b) => starts[a] - starts[b]);\r\n const runIndex = new Uint32Array(indices.map((i) => starts[i]));\r\n const runOriginalID = new Uint32Array(indices.map((i) => originalIDs[i]));\r\n\r\n // Process\r\n const data = {\r\n positions: sourceVertices,\r\n indices: sourceIndices,\r\n normals: mesh.getVerticesData(VertexBuffer.NormalKind),\r\n colors: mesh.getVerticesData(VertexBuffer.ColorKind),\r\n uvs: mesh.getVerticesData(VertexBuffer.UVKind),\r\n uvs2: mesh.getVerticesData(VertexBuffer.UV2Kind),\r\n uvs3: mesh.getVerticesData(VertexBuffer.UV3Kind),\r\n uvs4: mesh.getVerticesData(VertexBuffer.UV4Kind),\r\n uvs5: mesh.getVerticesData(VertexBuffer.UV5Kind),\r\n uvs6: mesh.getVerticesData(VertexBuffer.UV6Kind),\r\n };\r\n return this._Construct(data, ignoreWorldMatrix ? null : worldMatrix, runIndex, runOriginalID);\r\n }\r\n}\r\n\r\n/**\r\n * Checks if the Manifold library is ready\r\n * @returns true if the Manifold library is ready\r\n */\r\nexport function IsCSG2Ready() {\r\n return Manifold !== undefined;\r\n}\r\n\r\n/**\r\n * Initialize the Manifold library\r\n * @param options defines the options to use to initialize the library\r\n */\r\nexport async function InitializeCSG2Async(options?: Partial<ICSG2Options>) {\r\n const localOptions = {\r\n manifoldUrl: \"https://unpkg.com/manifold-3d@3.0.1\",\r\n ...options,\r\n };\r\n\r\n if (Manifold) {\r\n return; // Already initialized\r\n }\r\n\r\n if (ManifoldPromise) {\r\n await ManifoldPromise;\r\n return;\r\n }\r\n\r\n if (localOptions.manifoldInstance) {\r\n Manifold = localOptions.manifoldInstance;\r\n ManifoldMesh = localOptions.manifoldMeshInstance;\r\n } else {\r\n ManifoldPromise = _LoadScriptModuleAsync(\r\n `\r\n import Module from '${localOptions.manifoldUrl}/manifold.js';\r\n const wasm = await Module();\r\n wasm.setup();\r\n const {Manifold, Mesh} = wasm;\r\n const returnedValue = {Manifold, Mesh};\r\n `\r\n );\r\n\r\n const result = await ManifoldPromise;\r\n Manifold = result.Manifold;\r\n ManifoldMesh = result.Mesh;\r\n }\r\n\r\n // Reserve IDs for materials (we consider that there will be no more than 65536 materials)\r\n FirstID = Manifold.reserveIDs(65536);\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"csg2.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/csg2.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAG9B,OAAO,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,0BAAyB;AAC1C,OAAO,EAAE,aAAa,EAAE,sCAAqC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAEpC,OAAO,EAAE,sBAAsB,EAAE,mCAAkC;AAGnE,OAAO,EAAE,OAAO,EAAE,gCAA+B;AAEjD;;GAEG;AACH,gEAAgE;AAChE,IAAI,QAAa,CAAC;AAElB;;GAEG;AACH,gEAAgE;AAChE,IAAI,eAAsD,CAAC;AAE3D;;GAEG;AACH,gEAAgE;AAChE,IAAI,YAAiB,CAAC;AAEtB;;GAEG;AACH,gEAAgE;AAChE,IAAI,OAAe,CAAC;AAgEpB;;;;;;;GAOG;AACH,MAAM,OAAO,IAAI;IAKb;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,YAAoB,QAAa,EAAE,OAAe,EAAE,eAA2C;QAC3F,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,CAAC,gBAAgB,GAAG,eAAe,CAAC;IAC5C,CAAC;IAEO,QAAQ,CAAC,SAAkD,EAAE,GAAS;QAC1E,IAAI,IAAI,CAAC,OAAO,KAAK,GAAG,CAAC,OAAO,EAAE,CAAC;YAC/B,MAAM,IAAI,KAAK,CAAC,uEAAuE,CAAC,CAAC;QAC7F,CAAC;QACD,OAAO,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,GAAG,CAAC,SAAS,CAAC,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;IAC7G,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,GAAS;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,YAAY,EAAE,GAAG,CAAC,CAAC;IAC5C,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,GAAS;QACtB,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC;IAC9C,CAAC;IAED;;;;OAIG;IACI,GAAG,CAAC,GAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;IACvC,CAAC;IAED;;OAEG;IACI,UAAU;QACb,MAAM,CAAC,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,CAAC;QAC9C,MAAM,UAAU,GAAG,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC;QAClD,MAAM,CAAC,GAAG,CAAC,SAAS,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,CAAC,eAAe,GAAG,UAAU,CAAC,WAAW,CAAC,CAAC;IACzD,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,OAA4C;QAC5D,MAAM,YAAY,GAAG;YACjB,cAAc,EAAE,KAAK;YACrB,GAAG,OAAO;SACb,CAAC;QACF,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;QACpC,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9F,MAAM,YAAY,GAAkB,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,IAAI,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QAEnI,UAAU,CAAC,OAAO,GAAG,YAAY,CAAC,QAAQ,CAAC,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;QAE5I,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YACvD,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACrD,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACzD,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACzD,CAAC;QAED,MAAM,WAAW,GAAG,YAAY,CAAC,cAAc,CAAC,MAAM,GAAG,YAAY,CAAC,OAAO,CAAC;QAE9E,aAAa;QACb,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,KAAK,IAAI,cAAc,GAAG,CAAC,EAAE,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE,cAAc,EAAE,EAAE,CAAC;YAC3F,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,CAAC;YAExD,MAAM,IAAI,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;gBACnC,KAAK,IAAI,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,SAAS,CAAC,MAAM,EAAE,WAAW,EAAE,EAAE,CAAC;oBACtE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,WAAW,CAAC,GAAG,YAAY,CAAC,cAAc,CAAC,CAAC,GAAG,YAAY,CAAC,OAAO,GAAG,MAAM,GAAG,WAAW,CAAC,CAAC;gBAC5H,CAAC;YACL,CAAC;YACD,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,SAAS,CAAC,IAAI,CAAC,CAAC;YACrC,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;QAC/B,CAAC;QAED,gCAAgC;QAChC,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,IAAY,EAAE,KAAa,EAAE,OAAsC;QAC7E,MAAM,YAAY,GAAG;YACjB,cAAc,EAAE,KAAK;YACrB,UAAU,EAAE,IAAI;YAChB,GAAG,OAAO;SACb,CAAC;QACF,MAAM,UAAU,GAAG,IAAI,CAAC,YAAY,CAAC,EAAE,cAAc,EAAE,YAAY,CAAC,cAAc,EAAE,CAAC,CAAC;QACtF,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9F,MAAM,YAAY,GAAkB,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,IAAI,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QACnI,MAAM,WAAW,GAAG,YAAY,CAAC,cAAc,CAAC,MAAM,GAAG,YAAY,CAAC,OAAO,CAAC;QAE9E,gCAAgC;QAChC,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QACrC,UAAU,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QAE/B,cAAc;QACd,IAAI,YAAY,CAAC,UAAU,EAAE,CAAC;YAC1B,MAAM,OAAO,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC,cAAc,CAAC,MAAM,CAAC;YAC/D,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YACxD,MAAM,CAAC,gCAAgC,EAAE,CAAC;QAC9C,CAAC;QAED,YAAY;QACZ,IAAI,EAAE,GAAG,YAAY,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;QACvC,IAAI,KAAK,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACrC,IAAI,aAAa,GAAG,CAAC,CAAC;QACtB,MAAM,SAAS,GAAe,EAAE,CAAC;QACjC,KAAK,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC1B,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,YAAY,CAAC,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC;YACjD,MAAM,MAAM,GAAG,YAAY,CAAC,aAAa,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACnD,IAAI,MAAM,KAAK,EAAE,EAAE,CAAC;gBAChB,MAAM,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;gBAC3C,IAAI,OAAO,CAAC,aAAa,EAAE,CAAC,EAAE,WAAW,EAAE,KAAK,EAAE,GAAG,GAAG,KAAK,EAAE,MAAM,CAAC,CAAC;gBACvE,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,EAAE,GAAG,OAAO,CAAC,IAAI,KAAK,CAAC,eAAe,CAAC,CAAC;gBACnF,EAAE,GAAG,MAAM,CAAC;gBACZ,KAAK,GAAG,GAAG,CAAC;gBACZ,aAAa,EAAE,CAAC;YACpB,CAAC;QACL,CAAC;QAED,IAAI,YAAY,CAAC,aAAa,EAAE,CAAC;YAC7B,MAAM,CAAC,QAAQ,GAAG,YAAY,CAAC,aAAa,CAAC;QACjD,CAAC;aAAM,CAAC;YACJ,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBACvB,MAAM,aAAa,GAAG,IAAI,aAAa,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;gBACrD,aAAa,CAAC,YAAY,GAAG,SAAS,CAAC;gBACvC,MAAM,CAAC,QAAQ,GAAG,aAAa,CAAC;YACpC,CAAC;iBAAM,CAAC;gBACJ,IAAI,MAAM,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;oBAC9B,8CAA8C;oBAC9C,MAAM,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;gBACtC,CAAC;gBACD,MAAM,CAAC,QAAQ,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;YACnC,CAAC;QACL,CAAC;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;YACxB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;IACL,CAAC;IAEO,MAAM,CAAC,YAAY,CACvB,WAAmB,EACnB,QAAqB,EACrB,SAAqC,EACrC,OAAe,EACf,QAAsB,EACtB,aAA2B;QAE3B,MAAM,cAAc,GAAG,IAAI,YAAY,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,CAAC;QAE3G,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,IAAI,MAAM,GAAG,CAAC,CAAC;YACf,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC;gBAC9C,MAAM,SAAS,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC;gBAEjC,KAAK,IAAI,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,SAAS,CAAC,MAAM,EAAE,WAAW,EAAE,EAAE,CAAC;oBACtE,cAAc,CAAC,CAAC,GAAG,OAAO,GAAG,MAAM,GAAG,WAAW,CAAC,GAAG,SAAS,CAAC,IAAK,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,WAAW,CAAC,CAAC;gBAC7G,CAAC;gBACD,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;YAC/B,CAAC;QACL,CAAC;QAED,gEAAgE;QAChE,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,QAAQ,EAAE,aAAa,EAAE,CAAC,CAAC;QAC/G,YAAY,CAAC,KAAK,EAAE,CAAC;QAErB,IAAI,WAAiB,CAAC;QACtB,IAAI,CAAC;YACD,WAAW,GAAG,IAAI,IAAI,CAAC,IAAI,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;QAC3E,CAAC;QAAC,OAAO,CAAC,EAAE,CAAC;YACT,MAAM,IAAI,KAAK,CAAC,gCAAgC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC;QAClE,CAAC;QAED,OAAO,WAAW,CAAC;IACvB,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,IAAqB,EAAE,WAA6B,EAAE,QAAsB,EAAE,aAA2B;QAC/H,mDAAmD;QACnD,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAQ,CAAC,MAAM,CAAC,CAAC;QAEvD,eAAe;QACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YAC/C,QAAQ,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACnC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACvC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC,CAAC,CAAC,CAAC;QACvC,CAAC;QAED,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;QAClC,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,MAAM,SAAS,GAA+B,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,CAAC;QAE/F,IAAI,CAAC,WAAW,EAAE,CAAC;YACf,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,SAAU,CAAC;QACxC,CAAC;aAAM,CAAC;YACJ,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAU,CAAC,MAAM,CAAC,CAAC;YAC3D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAU,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;gBACjD,OAAO,CAAC,mCAAmC,CAAC,IAAI,CAAC,SAAU,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;gBAC1I,WAAW,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;YACtC,CAAC;YACD,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,SAAS,CAAC;QAClC,CAAC;QAED,UAAU;QACV,MAAM,aAAa,GAAG,IAAI,CAAC,OAAQ,CAAC;QACpC,IAAI,aAAa,EAAE,CAAC;YAChB,OAAO,IAAI,CAAC,CAAC;YACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,UAAU,EAAE,CAAC,CAAC;YAC7D,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,aAAa,CAAC;YACtC,CAAC;iBAAM,CAAC;gBACJ,MAAM,OAAO,GAAG,IAAI,YAAY,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;gBACvD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;oBAC/C,OAAO,CAAC,8BAA8B,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;oBAC/H,WAAW,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC;gBACpC,CAAC;gBACD,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,OAAO,CAAC;YAChC,CAAC;QACL,CAAC;QAED,MAAM;QACN,KAAK,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;YACrJ,MAAM,QAAQ,GAAI,IAAY,CAAC,IAAI,KAAK,YAAY,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YAC5E,IAAI,QAAQ,EAAE,CAAC;gBACX,OAAO,IAAI,CAAC,CAAC;gBACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,CAAC;YAC9D,CAAC;QACL,CAAC;QAED,SAAS;QACT,MAAM,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;QACjC,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,IAAI,CAAC,CAAC;YACb,SAAS,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,YAAY,CAAC,SAAS,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC,CAAC;QACpF,CAAC;QAED,OAAO,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,SAAU,CAAC,MAAM,GAAG,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAChH,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,cAAc,CAAC,UAAsB;QAC/C,MAAM,cAAc,GAAG,UAAU,CAAC,SAAS,CAAC;QAC5C,MAAM,aAAa,GAAG,UAAU,CAAC,OAAO,CAAC;QAEzC,IAAI,CAAC,cAAc,IAAI,CAAC,aAAa,EAAE,CAAC;YACpC,MAAM,IAAI,KAAK,CAAC,yDAAyD,CAAC,CAAC;QAC/E,CAAC;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC;IAC7C,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,QAAQ,CAAC,IAAU,EAAE,iBAAiB,GAAG,KAAK;QACxD,MAAM,cAAc,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACvE,MAAM,aAAa,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACxC,MAAM,WAAW,GAAG,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAElD,IAAI,CAAC,cAAc,IAAI,CAAC,aAAa,EAAE,CAAC;YACpC,MAAM,IAAI,KAAK,CAAC,mDAAmD,CAAC,CAAC;QACzE,CAAC;QAED,oDAAoD;QACpD,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,UAAU,CAAC,CAAC;QAEjG,2BAA2B;QAC3B,MAAM,cAAc,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC;QACxE,MAAM,eAAe,GAAG,cAAc,CAAC,YAAY,EAAE,KAAK,eAAe,CAAC;QAC1E,MAAM,WAAW,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;YACjE,IAAI,eAAe,EAAE,CAAC;gBAClB,OAAO,OAAO,GAAI,cAAgC,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,aAAa,CAAE,CAAC,QAAQ,CAAC;YACjH,CAAC;YAED,OAAO,OAAO,GAAG,cAAc,CAAC,QAAQ,CAAC;QAC7C,CAAC,CAAC,CAAC;QAEH,6BAA6B;QAC7B,MAAM,OAAO,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,CAAC,CAAC;QAC1C,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9C,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAChE,MAAM,aAAa,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAE1E,UAAU;QACV,MAAM,IAAI,GAAG;YACT,SAAS,EAAE,cAAc;YACzB,OAAO,EAAE,aAAa;YACtB,OAAO,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC;YACtD,MAAM,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,SAAS,CAAC;YACpD,GAAG,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,MAAM,CAAC;YAC9C,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;YAChD,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,OAAO,CAAC;SACnD,CAAC;QACF,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,WAAW,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAClG,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,UAAU,WAAW;IACvB,OAAO,QAAQ,KAAK,SAAS,CAAC;AAClC,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,KAAK,UAAU,mBAAmB,CAAC,OAA+B;IACrE,MAAM,YAAY,GAAG;QACjB,WAAW,EAAE,qCAAqC;QAClD,GAAG,OAAO;KACb,CAAC;IAEF,IAAI,QAAQ,EAAE,CAAC;QACX,OAAO,CAAC,sBAAsB;IAClC,CAAC;IAED,IAAI,eAAe,EAAE,CAAC;QAClB,MAAM,eAAe,CAAC;QACtB,OAAO;IACX,CAAC;IAED,IAAI,YAAY,CAAC,gBAAgB,EAAE,CAAC;QAChC,QAAQ,GAAG,YAAY,CAAC,gBAAgB,CAAC;QACzC,YAAY,GAAG,YAAY,CAAC,oBAAoB,CAAC;IACrD,CAAC;SAAM,CAAC;QACJ,eAAe,GAAG,sBAAsB,CACpC;kCACsB,YAAY,CAAC,WAAW;;;;;SAKjD,CACA,CAAC;QAEF,MAAM,MAAM,GAAG,MAAM,eAAe,CAAC;QACrC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3B,YAAY,GAAG,MAAM,CAAC,IAAI,CAAC;IAC/B,CAAC;IAED,0FAA0F;IAC1F,OAAO,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;AACzC,CAAC","sourcesContent":["import { Mesh } from \"./mesh\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\nimport type { IVertexDataLike } from \"./mesh.vertexData\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { MultiMaterial } from \"core/Materials/multiMaterial\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Main manifold library\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet Manifold: any;\r\n\r\n/**\r\n * Promise to wait for the manifold library to be ready\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldPromise: Promise<{ Manifold: any; Mesh: any }>;\r\n\r\n/**\r\n * Manifold mesh\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldMesh: any;\r\n\r\n/**\r\n * First ID to use for materials indexing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet FirstID: number;\r\n\r\n/**\r\n * Interface to customize the Manifold library import\r\n */\r\nexport interface ICSG2Options {\r\n /**\r\n * Custom manifold URL\r\n */\r\n manifoldUrl?: string;\r\n /**\r\n * Custom manifold instance\r\n */\r\n manifoldInstance: any;\r\n /**\r\n * Custom manifold mesh instance\r\n */\r\n manifoldMeshInstance: any;\r\n}\r\n\r\n/**\r\n * Interface to customize the mesh rebuild options\r\n */\r\nexport interface IMeshRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n /**\r\n * True to center the mesh on 0,0,0\r\n */\r\n centerMesh?: boolean;\r\n /**\r\n * Defines a material to use for that mesh. When not defined the system will either reuse the one from the source or create a multimaterial if several materials were involved\r\n */\r\n materialToUse?: Material;\r\n}\r\n\r\n/**\r\n * Interface to customize the vertex data rebuild options\r\n */\r\nexport interface IVertexDataRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n}\r\n\r\ninterface IManifoldMesh {\r\n numProp: number;\r\n vertProperties: Float32Array;\r\n triVerts: Uint32Array;\r\n runIndex: Uint32Array;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n runOriginalID: Uint32Array;\r\n numRun: number;\r\n}\r\n\r\ninterface IManifoldVertexComponent {\r\n stride: number;\r\n kind: string;\r\n data?: FloatArray;\r\n}\r\n\r\n/**\r\n * Wrapper around the Manifold library\r\n * https://manifoldcad.org/\r\n * Use this class to perform fast boolean operations on meshes\r\n * @see [basic operations](https://playground.babylonjs.com/#IW43EB#15)\r\n * @see [skull vs box](https://playground.babylonjs.com/#JUKXQD#6218)\r\n * @see [skull vs vertex data](https://playground.babylonjs.com/#JUKXQD#6219)\r\n */\r\nexport class CSG2 implements IDisposable {\r\n private _manifold: any;\r\n private _numProp: number;\r\n private _vertexStructure: IManifoldVertexComponent[];\r\n\r\n /**\r\n * Return the size of a vertex (at least 3 for the position)\r\n */\r\n public get numProp() {\r\n return this._numProp;\r\n }\r\n\r\n private constructor(manifold: any, numProp: number, vertexStructure: IManifoldVertexComponent[]) {\r\n this._manifold = manifold;\r\n this._numProp = numProp;\r\n this._vertexStructure = vertexStructure;\r\n }\r\n\r\n private _process(operation: \"difference\" | \"intersection\" | \"union\", csg: CSG2) {\r\n if (this.numProp !== csg.numProp) {\r\n throw new Error(\"CSG must be used with geometries having the same number of properties\");\r\n }\r\n return new CSG2(Manifold[operation](this._manifold, csg._manifold), this.numProp, this._vertexStructure);\r\n }\r\n\r\n /**\r\n * Run a difference operation between two CSG\r\n * @param csg defines the CSG to use to create the difference\r\n * @returns a new csg\r\n */\r\n public subtract(csg: CSG2) {\r\n return this._process(\"difference\", csg);\r\n }\r\n\r\n /**\r\n * Run an intersection operation between two CSG\r\n * @param csg defines the CSG to use to create the intersection\r\n * @returns a new csg\r\n */\r\n public intersect(csg: CSG2) {\r\n return this._process(\"intersection\", csg);\r\n }\r\n\r\n /**\r\n * Run an union operation between two CSG\r\n * @param csg defines the CSG to use to create the union\r\n * @returns a new csg\r\n */\r\n public add(csg: CSG2) {\r\n return this._process(\"union\", csg);\r\n }\r\n\r\n /**\r\n * Print debug information about the CSG\r\n */\r\n public printDebug() {\r\n Logger.Log(\"Genus:\" + this._manifold.genus());\r\n const properties = this._manifold.getProperties();\r\n Logger.Log(\"Volume:\" + properties.volume);\r\n Logger.Log(\"surface area:\" + properties.surfaceArea);\r\n }\r\n\r\n /**\r\n * Generate a vertex data from the CSG\r\n * @param options defines the options to use to rebuild the vertex data\r\n * @returns a new vertex data\r\n */\r\n public toVertexData(options?: Partial<IVertexDataRebuildOptions>): VertexData {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n ...options,\r\n };\r\n const vertexData = new VertexData();\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n\r\n vertexData.indices = manifoldMesh.triVerts.length > 65535 ? new Uint32Array(manifoldMesh.triVerts) : new Uint16Array(manifoldMesh.triVerts);\r\n\r\n for (let i = 0; i < manifoldMesh.triVerts.length; i += 3) {\r\n vertexData.indices[i] = manifoldMesh.triVerts[i + 2];\r\n vertexData.indices[i + 1] = manifoldMesh.triVerts[i + 1];\r\n vertexData.indices[i + 2] = manifoldMesh.triVerts[i];\r\n }\r\n\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Attributes\r\n let offset = 0;\r\n for (let componentIndex = 0; componentIndex < this._vertexStructure.length; componentIndex++) {\r\n const component = this._vertexStructure[componentIndex];\r\n\r\n const data = new Float32Array(vertexCount * component.stride);\r\n for (let i = 0; i < vertexCount; i++) {\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n data[i * component.stride + strideIndex] = manifoldMesh.vertProperties[i * manifoldMesh.numProp + offset + strideIndex];\r\n }\r\n }\r\n vertexData.set(data, component.kind);\r\n offset += component.stride;\r\n }\r\n\r\n // Rebuild mesh from vertex data\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Generate a mesh from the CSG\r\n * @param name defines the name of the mesh\r\n * @param scene defines the scene to use to create the mesh\r\n * @param options defines the options to use to rebuild the mesh\r\n * @returns a new Mesh\r\n */\r\n public toMesh(name: string, scene?: Scene, options?: Partial<IMeshRebuildOptions>): Mesh {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n centerMesh: true,\r\n ...options,\r\n };\r\n const vertexData = this.toVertexData({ rebuildNormals: localOptions.rebuildNormals });\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Rebuild mesh from vertex data\r\n const output = new Mesh(name, scene);\r\n vertexData.applyToMesh(output);\r\n\r\n // Center mesh\r\n if (localOptions.centerMesh) {\r\n const extents = output.getBoundingInfo().boundingSphere.center;\r\n output.position.set(-extents.x, -extents.y, -extents.z);\r\n output.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n // Submeshes\r\n let id = manifoldMesh.runOriginalID[0];\r\n let start = manifoldMesh.runIndex[0];\r\n let materialIndex = 0;\r\n const materials: Material[] = [];\r\n scene = output.getScene();\r\n for (let run = 0; run < manifoldMesh.numRun; ++run) {\r\n const nextID = manifoldMesh.runOriginalID[run + 1];\r\n if (nextID !== id) {\r\n const end = manifoldMesh.runIndex[run + 1];\r\n new SubMesh(materialIndex, 0, vertexCount, start, end - start, output);\r\n materials.push(scene.getMaterialByUniqueID(id - FirstID) || scene.defaultMaterial);\r\n id = nextID;\r\n start = end;\r\n materialIndex++;\r\n }\r\n }\r\n\r\n if (localOptions.materialToUse) {\r\n output.material = localOptions.materialToUse;\r\n } else {\r\n if (materials.length > 1) {\r\n const multiMaterial = new MultiMaterial(name, scene);\r\n multiMaterial.subMaterials = materials;\r\n output.material = multiMaterial;\r\n } else {\r\n if (output.subMeshes.length > 1) {\r\n // Remove the submeshes as they are not needed\r\n output._createGlobalSubMesh(true);\r\n }\r\n output.material = materials[0];\r\n }\r\n }\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Dispose the CSG resources\r\n */\r\n public dispose() {\r\n if (this._manifold) {\r\n this._manifold.delete();\r\n this._manifold = null;\r\n }\r\n }\r\n\r\n private static _ProcessData(\r\n vertexCount: number,\r\n triVerts: Uint32Array,\r\n structure: IManifoldVertexComponent[],\r\n numProp: number,\r\n runIndex?: Uint32Array,\r\n runOriginalID?: Uint32Array\r\n ) {\r\n const vertProperties = new Float32Array(vertexCount * structure.reduce((acc, cur) => acc + cur.stride, 0));\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n let offset = 0;\r\n for (let idx = 0; idx < structure.length; idx++) {\r\n const component = structure[idx];\r\n\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n vertProperties[i * numProp + offset + strideIndex] = component.data![i * component.stride + strideIndex];\r\n }\r\n offset += component.stride;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n const manifoldMesh = new ManifoldMesh({ numProp: numProp, vertProperties, triVerts, runIndex, runOriginalID });\r\n manifoldMesh.merge();\r\n\r\n let returnValue: CSG2;\r\n try {\r\n returnValue = new CSG2(new Manifold(manifoldMesh), numProp, structure);\r\n } catch (e) {\r\n throw new Error(\"Error while creating the CSG: \" + e.message);\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private static _Construct(data: IVertexDataLike, worldMatrix: Nullable<Matrix>, runIndex?: Uint32Array, runOriginalID?: Uint32Array) {\r\n // Create the MeshGL for I/O with Manifold library.\r\n const triVerts = new Uint32Array(data.indices!.length);\r\n\r\n // Revert order\r\n for (let i = 0; i < data.indices!.length; i += 3) {\r\n triVerts[i] = data.indices![i + 2];\r\n triVerts[i + 1] = data.indices![i + 1];\r\n triVerts[i + 2] = data.indices![i];\r\n }\r\n\r\n const tempVector3 = new Vector3();\r\n let numProp = 3;\r\n const structure: IManifoldVertexComponent[] = [{ stride: 3, kind: VertexBuffer.PositionKind }];\r\n\r\n if (!worldMatrix) {\r\n structure[0].data = data.positions!;\r\n } else {\r\n const positions = new Float32Array(data.positions!.length);\r\n for (let i = 0; i < data.positions!.length; i += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data.positions![i], data.positions![i + 1], data.positions![i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(positions, i);\r\n }\r\n structure[0].data = positions;\r\n }\r\n\r\n // Normals\r\n const sourceNormals = data.normals!;\r\n if (sourceNormals) {\r\n numProp += 3;\r\n structure.push({ stride: 3, kind: VertexBuffer.NormalKind });\r\n if (!worldMatrix) {\r\n structure[1].data = sourceNormals;\r\n } else {\r\n const normals = new Float32Array(sourceNormals.length);\r\n for (let i = 0; i < sourceNormals.length; i += 3) {\r\n Vector3.TransformNormalFromFloatsToRef(sourceNormals[i], sourceNormals[i + 1], sourceNormals[i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(normals, i);\r\n }\r\n structure[1].data = normals;\r\n }\r\n }\r\n\r\n // UVs\r\n for (const kind of [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind]) {\r\n const sourceUV = (data as any)[kind === VertexBuffer.UVKind ? \"uvs\" : kind];\r\n if (sourceUV) {\r\n numProp += 2;\r\n structure.push({ stride: 2, kind: kind, data: sourceUV });\r\n }\r\n }\r\n\r\n // Colors\r\n const sourceColors = data.colors;\r\n if (sourceColors) {\r\n numProp += 4;\r\n structure.push({ stride: 4, kind: VertexBuffer.ColorKind, data: sourceColors });\r\n }\r\n\r\n return this._ProcessData(data.positions!.length / 3, triVerts, structure, numProp, runIndex, runOriginalID);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a vertexData\r\n * @param vertexData defines the vertexData to use to create the CSG\r\n * @returns a new CSG2 class\r\n */\r\n public static FromVertexData(vertexData: VertexData): CSG2 {\r\n const sourceVertices = vertexData.positions;\r\n const sourceIndices = vertexData.indices;\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The vertexData must at least have positions and indices\");\r\n }\r\n\r\n return this._Construct(vertexData, null);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a mesh\r\n * @param mesh defines the mesh to use to create the CSG\r\n * @param ignoreWorldMatrix defines if the world matrix should be ignored\r\n * @returns a new CSG2 class\r\n */\r\n public static FromMesh(mesh: Mesh, ignoreWorldMatrix = false): CSG2 {\r\n const sourceVertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const sourceIndices = mesh.getIndices();\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The mesh must at least have positions and indices\");\r\n }\r\n\r\n // Create a triangle run for each submesh (material)\r\n const starts = [...Array(mesh.subMeshes.length)].map((_, idx) => mesh.subMeshes[idx].indexStart);\r\n\r\n // Map the materials to ID.\r\n const sourceMaterial = mesh.material || mesh.getScene().defaultMaterial;\r\n const isMultiMaterial = sourceMaterial.getClassName() === \"MultiMaterial\";\r\n const originalIDs = [...Array(mesh.subMeshes.length)].map((_, idx) => {\r\n if (isMultiMaterial) {\r\n return FirstID + (sourceMaterial as MultiMaterial).subMaterials[mesh.subMeshes[idx].materialIndex]!.uniqueId;\r\n }\r\n\r\n return FirstID + sourceMaterial.uniqueId;\r\n });\r\n\r\n // List the runs in sequence.\r\n const indices = Array.from(starts.keys());\r\n indices.sort((a, b) => starts[a] - starts[b]);\r\n const runIndex = new Uint32Array(indices.map((i) => starts[i]));\r\n const runOriginalID = new Uint32Array(indices.map((i) => originalIDs[i]));\r\n\r\n // Process\r\n const data = {\r\n positions: sourceVertices,\r\n indices: sourceIndices,\r\n normals: mesh.getVerticesData(VertexBuffer.NormalKind),\r\n colors: mesh.getVerticesData(VertexBuffer.ColorKind),\r\n uvs: mesh.getVerticesData(VertexBuffer.UVKind),\r\n uvs2: mesh.getVerticesData(VertexBuffer.UV2Kind),\r\n uvs3: mesh.getVerticesData(VertexBuffer.UV3Kind),\r\n uvs4: mesh.getVerticesData(VertexBuffer.UV4Kind),\r\n uvs5: mesh.getVerticesData(VertexBuffer.UV5Kind),\r\n uvs6: mesh.getVerticesData(VertexBuffer.UV6Kind),\r\n };\r\n return this._Construct(data, ignoreWorldMatrix ? null : worldMatrix, runIndex, runOriginalID);\r\n }\r\n}\r\n\r\n/**\r\n * Checks if the Manifold library is ready\r\n * @returns true if the Manifold library is ready\r\n */\r\nexport function IsCSG2Ready() {\r\n return Manifold !== undefined;\r\n}\r\n\r\n/**\r\n * Initialize the Manifold library\r\n * @param options defines the options to use to initialize the library\r\n */\r\nexport async function InitializeCSG2Async(options?: Partial<ICSG2Options>) {\r\n const localOptions = {\r\n manifoldUrl: \"https://unpkg.com/manifold-3d@3.1.0\",\r\n ...options,\r\n };\r\n\r\n if (Manifold) {\r\n return; // Already initialized\r\n }\r\n\r\n if (ManifoldPromise) {\r\n await ManifoldPromise;\r\n return;\r\n }\r\n\r\n if (localOptions.manifoldInstance) {\r\n Manifold = localOptions.manifoldInstance;\r\n ManifoldMesh = localOptions.manifoldMeshInstance;\r\n } else {\r\n ManifoldPromise = _LoadScriptModuleAsync(\r\n `\r\n import Module from '${localOptions.manifoldUrl}/manifold.js';\r\n const wasm = await Module();\r\n wasm.setup();\r\n const {Manifold, Mesh} = wasm;\r\n const returnedValue = {Manifold, Mesh};\r\n `\r\n );\r\n\r\n const result = await ManifoldPromise;\r\n Manifold = result.Manifold;\r\n ManifoldMesh = result.Mesh;\r\n }\r\n\r\n // Reserve IDs for materials (we consider that there will be no more than 65536 materials)\r\n FirstID = Manifold.reserveIDs(65536);\r\n}\r\n"]}
|
package/Misc/minMaxReducer.js
CHANGED
|
@@ -105,6 +105,11 @@ export class MinMaxReducer {
|
|
|
105
105
|
const func = (w, h, reduction) => {
|
|
106
106
|
const buffer = new Float32Array(4 * w * h), minmax = { min: 0, max: 0 };
|
|
107
107
|
return () => {
|
|
108
|
+
// Note that we should normally await the call to _readTexturePixels!
|
|
109
|
+
// But because WebGL does the read synchronously, we know the values will be updated without waiting for the promise to be resolved, which will let us get the updated values
|
|
110
|
+
// in the current frame, whereas in WebGPU, the read is asynchronous and we should normally wait for the promise to be resolved to get the updated values.
|
|
111
|
+
// However, it's safe to avoid waiting for the promise to be resolved in WebGPU as well, because we will simply use the current values until "buffer" is updated later on.
|
|
112
|
+
// Note that it means we can suffer some rendering artifacts in WebGPU because we may use previous min/max values for the current frame.
|
|
108
113
|
// eslint-disable-next-line @typescript-eslint/no-floating-promises
|
|
109
114
|
scene.getEngine()._readTexturePixels(reduction.inputTexture.texture, w, h, -1, 0, buffer, false);
|
|
110
115
|
minmax.min = buffer[0];
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"minMaxReducer.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/minMaxReducer.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,kBAAkB,EAAE,MAAM,qCAAqC,CAAC;AAKzE,OAAO,iCAAiC,CAAC;AACzC,OAAO,qCAAqC,CAAC;AAE7C;;;;;GAKG;AACH,MAAM,OAAO,aAAa;IActB;;;OAGG;IACH,YAAY,MAAc;QAjB1B;;WAEG;QACI,8BAAyB,GAAG,IAAI,UAAU,EAAgC,CAAC;QAOxE,6BAAwB,GAAG,IAAI,CAAC;QA4JhC,eAAU,GAAG,KAAK,CAAC;QApJzB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,mBAAmB,GAAG,IAAI,kBAAkB,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC;QAErE,IAAI,CAAC,0BAA0B,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,GAAG,CAAC,GAAG,EAAE;YACtF,IAAI,CAAC,mBAAmB,CAAC,QAAQ,EAAE,CAAC;QACxC,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;;;;;;;OAUG;IACI,gBAAgB,CAAC,aAAkC,EAAE,UAAmB,EAAE,OAAe,SAAS,CAAC,sBAAsB,EAAE,uBAAuB,GAAG,IAAI;QAC5J,IAAI,aAAa,KAAK,IAAI,CAAC,cAAc,EAAE,CAAC;YACxC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;QAEpB,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAC1B,IAAI,CAAC,wBAAwB,GAAG,uBAAuB,CAAC;QAExD,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QAEtC,wBAAwB;QACxB,MAAM,gBAAgB,GAAG,IAAI,WAAW,CACpC,yBAAyB,EACzB,aAAa,EAAE,SAAS;QACxB,CAAC,SAAS,CAAC,EACX,CAAC,eAAe,CAAC,EAAE,WAAW;QAC9B,GAAG,EAAE,UAAU;QACf,IAAI,EAAE,SAAS;QACf,SAAS,CAAC,uBAAuB,EAAE,WAAW;QAC9C,KAAK,CAAC,SAAS,EAAE,EAAE,SAAS;QAC5B,KAAK,EAAE,WAAW;QAClB,iBAAiB,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU;QAC3E,IAAI,EACJ,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,CAAC,gBAAgB,EAC1B,KAAK,CAAC,SAAS,EAAE,CAAC,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB,CACzE,CAAC;QAEF,gBAAgB,CAAC,SAAS,GAAG,KAAK,CAAC;QACnC,gBAAgB,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;QAEnE,IAAI,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,cAAc,EAAE,EACxC,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,EAAE,CAAC;QAE9C,gBAAgB,CAAC,OAAO,GAAG,CAAC,CAAC,CAAS,EAAE,CAAS,EAAE,EAAE;YACjD,OAAO,CAAC,MAAc,EAAE,EAAE;gBACtB,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBACxD,MAAM,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACtC,CAAC,CAAC;QACN,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAET,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAE5C,IAAI,KAAK,GAAG,CAAC,CAAC;QAEd,8BAA8B;QAC9B,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACpB,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACnC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YAEnC,MAAM,SAAS,GAAG,IAAI,WAAW,CAC7B,kBAAkB,GAAG,KAAK,EAC1B,aAAa,EAAE,SAAS;YACxB,CAAC,SAAS,CAAC,EACX,IAAI,EACJ,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,UAAU;YACnC,IAAI,EAAE,SAAS;YACf,SAAS,CAAC,uBAAuB,EAAE,WAAW;YAC9C,KAAK,CAAC,SAAS,EAAE,EAAE,SAAS;YAC5B,KAAK,EAAE,WAAW;YAClB,UAAU,GAAG,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,EAAE,UAAU;YAClG,IAAI,EACJ,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,CAAC,gBAAgB,EAC1B,KAAK,CAAC,SAAS,EAAE,CAAC,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB,CACzE,CAAC;YAEF,SAAS,CAAC,SAAS,GAAG,KAAK,CAAC;YAC5B,SAAS,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;YAE5D,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC,CAAS,EAAE,CAAS,EAAE,EAAE;gBAC1C,OAAO,CAAC,MAAc,EAAE,EAAE;oBACtB,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;wBACnB,MAAM,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACpC,CAAC;yBAAM,CAAC;wBACJ,MAAM,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACtC,CAAC;gBACL,CAAC,CAAC;YACN,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YAET,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YAErC,KAAK,EAAE,CAAC;YAER,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;gBACnB,MAAM,IAAI,GAAG,CAAC,CAAS,EAAE,CAAS,EAAE,SAAsB,EAAE,EAAE;oBAC1D,MAAM,MAAM,GAAG,IAAI,YAAY,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,EACtC,MAAM,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;oBAChC,OAAO,GAAG,EAAE;wBACR,mEAAmE;wBACnE,KAAK,CAAC,SAAS,EAAE,CAAC,kBAAkB,CAAC,SAAS,CAAC,YAAY,CAAC,OAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;wBAClG,MAAM,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;wBACvB,MAAM,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;wBACvB,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;oBAC3D,CAAC,CAAC;gBACN,CAAC,CAAC;gBACF,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC;YACjE,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACtE,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,KAAK,CAAC;QAC5C,CAAC;IACL,CAAC;IAID;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;;;OAIG;IACI,QAAQ;QACX,IAAI,IAAI,CAAC,sBAAsB,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACtD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,cAAc,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC/E,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;YACnD,MAAM,CAAC,eAAe,EAAE,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC;YACjD,IAAI,CAAC,eAAgB,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAChD,IAAI,CAAC,mBAAmB,CAAC,YAAY,CAAC,IAAI,CAAC,eAAgB,EAAE,IAAI,CAAC,eAAgB,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;YACnI,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,eAAgB,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;YACvE,MAAM,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IAC3B,CAAC;IAED;;OAEG;IACI,UAAU;QACb,IAAI,CAAC,IAAI,CAAC,sBAAsB,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QAChF,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;QACnC,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,OAAO,CAAC,UAAU,GAAG,IAAI;QAC5B,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE,CAAC;YAEvC,IAAI,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBAClC,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;gBAC7F,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,IAAI,CAAC,UAAU,EAAE,CAAC;QAElB,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;gBACnD,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;YACtC,CAAC;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAChC,CAAC;QAED,IAAI,IAAI,CAAC,mBAAmB,IAAI,UAAU,EAAE,CAAC;YACzC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;QACvC,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PostProcessManager } from \"../PostProcesses/postProcessManager\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport \"../Shaders/minmaxRedux.fragment\";\r\nimport \"../ShadersWGSL/minmaxRedux.fragment\";\r\n\r\n/**\r\n * This class computes a min/max reduction from a texture: it means it computes the minimum\r\n * and maximum values from all values of the texture.\r\n * It is performed on the GPU for better performances, thanks to a succession of post processes.\r\n * The source values are read from the red channel of the texture.\r\n */\r\nexport class MinMaxReducer {\r\n /**\r\n * Observable triggered when the computation has been performed\r\n */\r\n public onAfterReductionPerformed = new Observable<{ min: number; max: number }>();\r\n\r\n protected _camera: Camera;\r\n protected _sourceTexture: Nullable<RenderTargetTexture>;\r\n protected _reductionSteps: Nullable<Array<PostProcess>>;\r\n protected _postProcessManager: PostProcessManager;\r\n protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;\r\n protected _forceFullscreenViewport = true;\r\n protected _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * Creates a min/max reducer\r\n * @param camera The camera to use for the post processes\r\n */\r\n constructor(camera: Camera) {\r\n this._camera = camera;\r\n this._postProcessManager = new PostProcessManager(camera.getScene());\r\n\r\n this._onContextRestoredObserver = camera.getEngine().onContextRestoredObservable.add(() => {\r\n this._postProcessManager._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Gets the texture used to read the values from.\r\n */\r\n public get sourceTexture(): Nullable<RenderTargetTexture> {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Sets the source texture to read the values from.\r\n * One must indicate if the texture is a depth texture or not through the depthRedux parameter\r\n * because in such textures '1' value must not be taken into account to compute the maximum\r\n * as this value is used to clear the texture.\r\n * Note that the computation is not activated by calling this function, you must call activate() for that!\r\n * @param sourceTexture The texture to read the values from. The values should be in the red channel.\r\n * @param depthRedux Indicates if the texture is a depth texture or not\r\n * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n if (sourceTexture === this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this.dispose(false);\r\n\r\n this._sourceTexture = sourceTexture;\r\n this._reductionSteps = [];\r\n this._forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n const scene = this._camera.getScene();\r\n\r\n // create the first step\r\n const reductionInitial = new PostProcess(\r\n \"Initial reduction phase\",\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n [\"sourceTexture\"], // textures\r\n 1.0, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define INITIAL\" + (depthRedux ? \"\\n#define DEPTH_REDUX\" : \"\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG,\r\n scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL\r\n );\r\n\r\n reductionInitial.autoClear = false;\r\n reductionInitial.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n let w = this._sourceTexture.getRenderWidth(),\r\n h = this._sourceTexture.getRenderHeight();\r\n\r\n reductionInitial.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n effect.setTexture(\"sourceTexture\", this._sourceTexture);\r\n effect.setFloat2(\"texSize\", w, h);\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reductionInitial);\r\n\r\n let index = 1;\r\n\r\n // create the additional steps\r\n while (w > 1 || h > 1) {\r\n w = Math.max(Math.round(w / 2), 1);\r\n h = Math.max(Math.round(h / 2), 1);\r\n\r\n const reduction = new PostProcess(\r\n \"Reduction phase \" + index,\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n null,\r\n { width: w, height: h }, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define \" + (w == 1 && h == 1 ? \"LAST\" : w == 1 || h == 1 ? \"ONEBEFORELAST\" : \"MAIN\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG,\r\n scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL\r\n );\r\n\r\n reduction.autoClear = false;\r\n reduction.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n reduction.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n if (w == 1 || h == 1) {\r\n effect.setInt2(\"texSize\", w, h);\r\n } else {\r\n effect.setFloat2(\"texSize\", w, h);\r\n }\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reduction);\r\n\r\n index++;\r\n\r\n if (w == 1 && h == 1) {\r\n const func = (w: number, h: number, reduction: PostProcess) => {\r\n const buffer = new Float32Array(4 * w * h),\r\n minmax = { min: 0, max: 0 };\r\n return () => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n scene.getEngine()._readTexturePixels(reduction.inputTexture.texture!, w, h, -1, 0, buffer, false);\r\n minmax.min = buffer[0];\r\n minmax.max = buffer[1];\r\n this.onAfterReductionPerformed.notifyObservers(minmax);\r\n };\r\n };\r\n reduction.onAfterRenderObservable.add(func(w, h, reduction));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the computation.\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._sourceTexture ? this._sourceTexture.refreshRate : -1;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n if (this._sourceTexture) {\r\n this._sourceTexture.refreshRate = value;\r\n }\r\n }\r\n\r\n protected _activated = false;\r\n\r\n /**\r\n * Gets the activation status of the reducer\r\n */\r\n public get activated(): boolean {\r\n return this._activated;\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the computation is performed\r\n */\r\n public activate(): void {\r\n if (this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._onAfterUnbindObserver = this._sourceTexture.onAfterUnbindObservable.add(() => {\r\n const engine = this._camera.getScene().getEngine();\r\n engine._debugPushGroup?.(`min max reduction`, 1);\r\n this._reductionSteps![0].activate(this._camera);\r\n this._postProcessManager.directRender(this._reductionSteps!, this._reductionSteps![0].inputTexture, this._forceFullscreenViewport);\r\n engine.unBindFramebuffer(this._reductionSteps![0].inputTexture, false);\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._activated = true;\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public deactivate(): void {\r\n if (!this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._sourceTexture.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n this._onAfterUnbindObserver = null;\r\n this._activated = false;\r\n }\r\n\r\n /**\r\n * Disposes the min/max reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public dispose(disposeAll = true): void {\r\n if (disposeAll) {\r\n this.onAfterReductionPerformed.clear();\r\n\r\n if (this._onContextRestoredObserver) {\r\n this._camera.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n this.deactivate();\r\n\r\n if (this._reductionSteps) {\r\n for (let i = 0; i < this._reductionSteps.length; ++i) {\r\n this._reductionSteps[i].dispose();\r\n }\r\n this._reductionSteps = null;\r\n }\r\n\r\n if (this._postProcessManager && disposeAll) {\r\n this._postProcessManager.dispose();\r\n }\r\n\r\n this._sourceTexture = null;\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"minMaxReducer.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/minMaxReducer.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,kBAAkB,EAAE,MAAM,qCAAqC,CAAC;AAKzE,OAAO,iCAAiC,CAAC;AACzC,OAAO,qCAAqC,CAAC;AAE7C;;;;;GAKG;AACH,MAAM,OAAO,aAAa;IActB;;;OAGG;IACH,YAAY,MAAc;QAjB1B;;WAEG;QACI,8BAAyB,GAAG,IAAI,UAAU,EAAgC,CAAC;QAOxE,6BAAwB,GAAG,IAAI,CAAC;QAiKhC,eAAU,GAAG,KAAK,CAAC;QAzJzB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,mBAAmB,GAAG,IAAI,kBAAkB,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC;QAErE,IAAI,CAAC,0BAA0B,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,GAAG,CAAC,GAAG,EAAE;YACtF,IAAI,CAAC,mBAAmB,CAAC,QAAQ,EAAE,CAAC;QACxC,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;;;;;;;OAUG;IACI,gBAAgB,CAAC,aAAkC,EAAE,UAAmB,EAAE,OAAe,SAAS,CAAC,sBAAsB,EAAE,uBAAuB,GAAG,IAAI;QAC5J,IAAI,aAAa,KAAK,IAAI,CAAC,cAAc,EAAE,CAAC;YACxC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;QAEpB,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAC1B,IAAI,CAAC,wBAAwB,GAAG,uBAAuB,CAAC;QAExD,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QAEtC,wBAAwB;QACxB,MAAM,gBAAgB,GAAG,IAAI,WAAW,CACpC,yBAAyB,EACzB,aAAa,EAAE,SAAS;QACxB,CAAC,SAAS,CAAC,EACX,CAAC,eAAe,CAAC,EAAE,WAAW;QAC9B,GAAG,EAAE,UAAU;QACf,IAAI,EAAE,SAAS;QACf,SAAS,CAAC,uBAAuB,EAAE,WAAW;QAC9C,KAAK,CAAC,SAAS,EAAE,EAAE,SAAS;QAC5B,KAAK,EAAE,WAAW;QAClB,iBAAiB,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU;QAC3E,IAAI,EACJ,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,CAAC,gBAAgB,EAC1B,KAAK,CAAC,SAAS,EAAE,CAAC,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB,CACzE,CAAC;QAEF,gBAAgB,CAAC,SAAS,GAAG,KAAK,CAAC;QACnC,gBAAgB,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;QAEnE,IAAI,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,cAAc,EAAE,EACxC,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,EAAE,CAAC;QAE9C,gBAAgB,CAAC,OAAO,GAAG,CAAC,CAAC,CAAS,EAAE,CAAS,EAAE,EAAE;YACjD,OAAO,CAAC,MAAc,EAAE,EAAE;gBACtB,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBACxD,MAAM,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACtC,CAAC,CAAC;QACN,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAET,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAE5C,IAAI,KAAK,GAAG,CAAC,CAAC;QAEd,8BAA8B;QAC9B,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACpB,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACnC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YAEnC,MAAM,SAAS,GAAG,IAAI,WAAW,CAC7B,kBAAkB,GAAG,KAAK,EAC1B,aAAa,EAAE,SAAS;YACxB,CAAC,SAAS,CAAC,EACX,IAAI,EACJ,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,UAAU;YACnC,IAAI,EAAE,SAAS;YACf,SAAS,CAAC,uBAAuB,EAAE,WAAW;YAC9C,KAAK,CAAC,SAAS,EAAE,EAAE,SAAS;YAC5B,KAAK,EAAE,WAAW;YAClB,UAAU,GAAG,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,EAAE,UAAU;YAClG,IAAI,EACJ,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,CAAC,gBAAgB,EAC1B,KAAK,CAAC,SAAS,EAAE,CAAC,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB,CACzE,CAAC;YAEF,SAAS,CAAC,SAAS,GAAG,KAAK,CAAC;YAC5B,SAAS,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;YAE5D,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC,CAAS,EAAE,CAAS,EAAE,EAAE;gBAC1C,OAAO,CAAC,MAAc,EAAE,EAAE;oBACtB,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;wBACnB,MAAM,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACpC,CAAC;yBAAM,CAAC;wBACJ,MAAM,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACtC,CAAC;gBACL,CAAC,CAAC;YACN,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YAET,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YAErC,KAAK,EAAE,CAAC;YAER,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;gBACnB,MAAM,IAAI,GAAG,CAAC,CAAS,EAAE,CAAS,EAAE,SAAsB,EAAE,EAAE;oBAC1D,MAAM,MAAM,GAAG,IAAI,YAAY,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,EACtC,MAAM,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;oBAChC,OAAO,GAAG,EAAE;wBACR,qEAAqE;wBACrE,6KAA6K;wBAC7K,0JAA0J;wBAC1J,0KAA0K;wBAC1K,wIAAwI;wBACxI,mEAAmE;wBACnE,KAAK,CAAC,SAAS,EAAE,CAAC,kBAAkB,CAAC,SAAS,CAAC,YAAY,CAAC,OAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;wBAClG,MAAM,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;wBACvB,MAAM,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;wBACvB,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;oBAC3D,CAAC,CAAC;gBACN,CAAC,CAAC;gBACF,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC;YACjE,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACtE,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,KAAK,CAAC;QAC5C,CAAC;IACL,CAAC;IAID;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;;;OAIG;IACI,QAAQ;QACX,IAAI,IAAI,CAAC,sBAAsB,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACtD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,cAAc,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC/E,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;YACnD,MAAM,CAAC,eAAe,EAAE,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC;YACjD,IAAI,CAAC,eAAgB,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAChD,IAAI,CAAC,mBAAmB,CAAC,YAAY,CAAC,IAAI,CAAC,eAAgB,EAAE,IAAI,CAAC,eAAgB,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;YACnI,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,eAAgB,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;YACvE,MAAM,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IAC3B,CAAC;IAED;;OAEG;IACI,UAAU;QACb,IAAI,CAAC,IAAI,CAAC,sBAAsB,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QAChF,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;QACnC,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,OAAO,CAAC,UAAU,GAAG,IAAI;QAC5B,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE,CAAC;YAEvC,IAAI,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBAClC,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;gBAC7F,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,IAAI,CAAC,UAAU,EAAE,CAAC;QAElB,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;gBACnD,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;YACtC,CAAC;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAChC,CAAC;QAED,IAAI,IAAI,CAAC,mBAAmB,IAAI,UAAU,EAAE,CAAC;YACzC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;QACvC,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PostProcessManager } from \"../PostProcesses/postProcessManager\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport \"../Shaders/minmaxRedux.fragment\";\r\nimport \"../ShadersWGSL/minmaxRedux.fragment\";\r\n\r\n/**\r\n * This class computes a min/max reduction from a texture: it means it computes the minimum\r\n * and maximum values from all values of the texture.\r\n * It is performed on the GPU for better performances, thanks to a succession of post processes.\r\n * The source values are read from the red channel of the texture.\r\n */\r\nexport class MinMaxReducer {\r\n /**\r\n * Observable triggered when the computation has been performed\r\n */\r\n public onAfterReductionPerformed = new Observable<{ min: number; max: number }>();\r\n\r\n protected _camera: Camera;\r\n protected _sourceTexture: Nullable<RenderTargetTexture>;\r\n protected _reductionSteps: Nullable<Array<PostProcess>>;\r\n protected _postProcessManager: PostProcessManager;\r\n protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;\r\n protected _forceFullscreenViewport = true;\r\n protected _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * Creates a min/max reducer\r\n * @param camera The camera to use for the post processes\r\n */\r\n constructor(camera: Camera) {\r\n this._camera = camera;\r\n this._postProcessManager = new PostProcessManager(camera.getScene());\r\n\r\n this._onContextRestoredObserver = camera.getEngine().onContextRestoredObservable.add(() => {\r\n this._postProcessManager._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Gets the texture used to read the values from.\r\n */\r\n public get sourceTexture(): Nullable<RenderTargetTexture> {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Sets the source texture to read the values from.\r\n * One must indicate if the texture is a depth texture or not through the depthRedux parameter\r\n * because in such textures '1' value must not be taken into account to compute the maximum\r\n * as this value is used to clear the texture.\r\n * Note that the computation is not activated by calling this function, you must call activate() for that!\r\n * @param sourceTexture The texture to read the values from. The values should be in the red channel.\r\n * @param depthRedux Indicates if the texture is a depth texture or not\r\n * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n if (sourceTexture === this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this.dispose(false);\r\n\r\n this._sourceTexture = sourceTexture;\r\n this._reductionSteps = [];\r\n this._forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n const scene = this._camera.getScene();\r\n\r\n // create the first step\r\n const reductionInitial = new PostProcess(\r\n \"Initial reduction phase\",\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n [\"sourceTexture\"], // textures\r\n 1.0, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define INITIAL\" + (depthRedux ? \"\\n#define DEPTH_REDUX\" : \"\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG,\r\n scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL\r\n );\r\n\r\n reductionInitial.autoClear = false;\r\n reductionInitial.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n let w = this._sourceTexture.getRenderWidth(),\r\n h = this._sourceTexture.getRenderHeight();\r\n\r\n reductionInitial.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n effect.setTexture(\"sourceTexture\", this._sourceTexture);\r\n effect.setFloat2(\"texSize\", w, h);\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reductionInitial);\r\n\r\n let index = 1;\r\n\r\n // create the additional steps\r\n while (w > 1 || h > 1) {\r\n w = Math.max(Math.round(w / 2), 1);\r\n h = Math.max(Math.round(h / 2), 1);\r\n\r\n const reduction = new PostProcess(\r\n \"Reduction phase \" + index,\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n null,\r\n { width: w, height: h }, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define \" + (w == 1 && h == 1 ? \"LAST\" : w == 1 || h == 1 ? \"ONEBEFORELAST\" : \"MAIN\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG,\r\n scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL\r\n );\r\n\r\n reduction.autoClear = false;\r\n reduction.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n reduction.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n if (w == 1 || h == 1) {\r\n effect.setInt2(\"texSize\", w, h);\r\n } else {\r\n effect.setFloat2(\"texSize\", w, h);\r\n }\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reduction);\r\n\r\n index++;\r\n\r\n if (w == 1 && h == 1) {\r\n const func = (w: number, h: number, reduction: PostProcess) => {\r\n const buffer = new Float32Array(4 * w * h),\r\n minmax = { min: 0, max: 0 };\r\n return () => {\r\n // Note that we should normally await the call to _readTexturePixels!\r\n // But because WebGL does the read synchronously, we know the values will be updated without waiting for the promise to be resolved, which will let us get the updated values\r\n // in the current frame, whereas in WebGPU, the read is asynchronous and we should normally wait for the promise to be resolved to get the updated values.\r\n // However, it's safe to avoid waiting for the promise to be resolved in WebGPU as well, because we will simply use the current values until \"buffer\" is updated later on.\r\n // Note that it means we can suffer some rendering artifacts in WebGPU because we may use previous min/max values for the current frame.\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n scene.getEngine()._readTexturePixels(reduction.inputTexture.texture!, w, h, -1, 0, buffer, false);\r\n minmax.min = buffer[0];\r\n minmax.max = buffer[1];\r\n this.onAfterReductionPerformed.notifyObservers(minmax);\r\n };\r\n };\r\n reduction.onAfterRenderObservable.add(func(w, h, reduction));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the computation.\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._sourceTexture ? this._sourceTexture.refreshRate : -1;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n if (this._sourceTexture) {\r\n this._sourceTexture.refreshRate = value;\r\n }\r\n }\r\n\r\n protected _activated = false;\r\n\r\n /**\r\n * Gets the activation status of the reducer\r\n */\r\n public get activated(): boolean {\r\n return this._activated;\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the computation is performed\r\n */\r\n public activate(): void {\r\n if (this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._onAfterUnbindObserver = this._sourceTexture.onAfterUnbindObservable.add(() => {\r\n const engine = this._camera.getScene().getEngine();\r\n engine._debugPushGroup?.(`min max reduction`, 1);\r\n this._reductionSteps![0].activate(this._camera);\r\n this._postProcessManager.directRender(this._reductionSteps!, this._reductionSteps![0].inputTexture, this._forceFullscreenViewport);\r\n engine.unBindFramebuffer(this._reductionSteps![0].inputTexture, false);\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._activated = true;\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public deactivate(): void {\r\n if (!this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._sourceTexture.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n this._onAfterUnbindObserver = null;\r\n this._activated = false;\r\n }\r\n\r\n /**\r\n * Disposes the min/max reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public dispose(disposeAll = true): void {\r\n if (disposeAll) {\r\n this.onAfterReductionPerformed.clear();\r\n\r\n if (this._onContextRestoredObserver) {\r\n this._camera.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n this.deactivate();\r\n\r\n if (this._reductionSteps) {\r\n for (let i = 0; i < this._reductionSteps.length; ++i) {\r\n this._reductionSteps[i].dispose();\r\n }\r\n this._reductionSteps = null;\r\n }\r\n\r\n if (this._postProcessManager && disposeAll) {\r\n this._postProcessManager.dispose();\r\n }\r\n\r\n this._sourceTexture = null;\r\n }\r\n}\r\n"]}
|
|
@@ -89,7 +89,7 @@ outParams.surfaceAlbedo=baseColor.rgb*(vec3(1.0)-vec3(dielectricF0)*surfaceRefle
|
|
|
89
89
|
outParams.surfaceAlbedo=baseColor.rgb;
|
|
90
90
|
#endif
|
|
91
91
|
#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION
|
|
92
|
-
{vec3 reflectivityColor=mix(surfaceReflectivityColor,baseColor.rgb,outParams.metallic);outParams.reflectanceF0=max(reflectivityColor.r,max(reflectivityColor.g,reflectivityColor.b));}
|
|
92
|
+
{vec3 reflectivityColor=mix(dielectricF0*surfaceReflectivityColor,baseColor.rgb,outParams.metallic);outParams.reflectanceF0=max(reflectivityColor.r,max(reflectivityColor.g,reflectivityColor.b));}
|
|
93
93
|
#else
|
|
94
94
|
#if DIELECTRIC_SPECULAR_MODEL==DIELECTRIC_SPECULAR_MODEL_GLTF
|
|
95
95
|
float maxF0=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));outParams.reflectanceF0=mix(dielectricF0*maxF0,1.0,outParams.metallic);
|
|
@@ -98,7 +98,7 @@ outParams.reflectanceF0=mix(dielectricF0,1.0,outParams.metallic);
|
|
|
98
98
|
#endif
|
|
99
99
|
#endif
|
|
100
100
|
#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION
|
|
101
|
-
outParams.reflectanceF90=vec3(outParams.specularWeight);float f90Scale=1.
|
|
101
|
+
outParams.reflectanceF90=vec3(outParams.specularWeight);float f90Scale=1.0;
|
|
102
102
|
#else
|
|
103
103
|
float f90Scale=clamp(2.0*(ior-1.0),0.0,1.0);outParams.reflectanceF90=vec3(mix(outParams.specularWeight*f90Scale,1.0,outParams.metallic));
|
|
104
104
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrBlockReflectivity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflectivity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflectivity\";\nconst shader = `struct reflectivityOutParams\n{float microSurface;float roughness;float diffuseRoughness;float reflectanceF0;vec3 reflectanceF90;vec3 colorReflectanceF0;vec3 colorReflectanceF90;\n#ifdef METALLICWORKFLOW\nvec3 surfaceAlbedo;float metallic;float specularWeight;vec3 dielectricColorF0;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nvec3 ambientOcclusionColor;\n#endif\n#if DEBUGMODE>0\n#ifdef METALLICWORKFLOW\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap;\n#endif\nvec3 metallicF0;\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nreflectivityOutParams reflectivityBlock(\nin vec4 reflectivityColor\n#ifdef METALLICWORKFLOW\n,in vec3 surfaceAlbedo\n,in vec4 metallicReflectanceFactors\n#endif\n,in float baseDiffuseRoughness\n#ifdef BASE_DIFFUSE_ROUGHNESS\n,in float baseDiffuseRoughnessTexture\n,in vec2 baseDiffuseRoughnessInfos\n#endif\n#ifdef REFLECTIVITY\n,in vec3 reflectivityInfos\n,in vec4 surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,in vec3 ambientOcclusionColorIn\n#endif\n#ifdef MICROSURFACEMAP\n,in vec4 microSurfaceTexel\n#endif\n#ifdef DETAIL\n,in vec4 detailColor\n,in vec4 vDetailInfos\n#endif\n)\n{reflectivityOutParams outParams;float microSurface=reflectivityColor.a;vec3 surfaceReflectivityColor=reflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;float ior=surfaceReflectivityColor.b;\n#ifdef REFLECTIVITY\n#if DEBUGMODE>0\noutParams.surfaceMetallicColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r);outParams.ambientOcclusionColor=mix(ambientOcclusionColorIn,aoStoreInMetalMap,reflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.g;\n#endif\n#endif\n#endif\n#ifdef DETAIL\nfloat detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);float loLerp=mix(0.,metallicRoughness.g,detailRoughness*2.);float hiLerp=mix(metallicRoughness.g,1.,(detailRoughness-0.5)*2.);metallicRoughness.g=mix(loLerp,hiLerp,step(detailRoughness,0.5));\n#endif\n#ifdef MICROSURFACEMAP\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\nmicroSurface=1.0-metallicRoughness.g;vec3 baseColor=surfaceAlbedo;outParams.metallic=metallicRoughness.r;outParams.specularWeight=metallicReflectanceFactors.a;float dielectricF0=reflectivityColor.a*outParams.specularWeight;surfaceReflectivityColor=metallicReflectanceFactors.rgb;\n#if DEBUGMODE>0\noutParams.metallicF0=vec3(dielectricF0)*surfaceReflectivityColor;\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\noutParams.surfaceAlbedo=baseColor.rgb*(vec3(1.0)-vec3(dielectricF0)*surfaceReflectivityColor)*(1.0-outParams.metallic);\n#else\noutParams.surfaceAlbedo=baseColor.rgb;\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{vec3 reflectivityColor=mix(surfaceReflectivityColor,baseColor.rgb,outParams.metallic);outParams.reflectanceF0=max(reflectivityColor.r,max(reflectivityColor.g,reflectivityColor.b));}\n#else\n#if DIELECTRIC_SPECULAR_MODEL==DIELECTRIC_SPECULAR_MODEL_GLTF\nfloat maxF0=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));outParams.reflectanceF0=mix(dielectricF0*maxF0,1.0,outParams.metallic);\n#else\noutParams.reflectanceF0=mix(dielectricF0,1.0,outParams.metallic);\n#endif\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\noutParams.reflectanceF90=vec3(outParams.specularWeight);float f90Scale=1.
|
|
1
|
+
{"version":3,"file":"pbrBlockReflectivity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflectivity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflectivity\";\nconst shader = `struct reflectivityOutParams\n{float microSurface;float roughness;float diffuseRoughness;float reflectanceF0;vec3 reflectanceF90;vec3 colorReflectanceF0;vec3 colorReflectanceF90;\n#ifdef METALLICWORKFLOW\nvec3 surfaceAlbedo;float metallic;float specularWeight;vec3 dielectricColorF0;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nvec3 ambientOcclusionColor;\n#endif\n#if DEBUGMODE>0\n#ifdef METALLICWORKFLOW\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap;\n#endif\nvec3 metallicF0;\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nreflectivityOutParams reflectivityBlock(\nin vec4 reflectivityColor\n#ifdef METALLICWORKFLOW\n,in vec3 surfaceAlbedo\n,in vec4 metallicReflectanceFactors\n#endif\n,in float baseDiffuseRoughness\n#ifdef BASE_DIFFUSE_ROUGHNESS\n,in float baseDiffuseRoughnessTexture\n,in vec2 baseDiffuseRoughnessInfos\n#endif\n#ifdef REFLECTIVITY\n,in vec3 reflectivityInfos\n,in vec4 surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,in vec3 ambientOcclusionColorIn\n#endif\n#ifdef MICROSURFACEMAP\n,in vec4 microSurfaceTexel\n#endif\n#ifdef DETAIL\n,in vec4 detailColor\n,in vec4 vDetailInfos\n#endif\n)\n{reflectivityOutParams outParams;float microSurface=reflectivityColor.a;vec3 surfaceReflectivityColor=reflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;float ior=surfaceReflectivityColor.b;\n#ifdef REFLECTIVITY\n#if DEBUGMODE>0\noutParams.surfaceMetallicColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r);outParams.ambientOcclusionColor=mix(ambientOcclusionColorIn,aoStoreInMetalMap,reflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.g;\n#endif\n#endif\n#endif\n#ifdef DETAIL\nfloat detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);float loLerp=mix(0.,metallicRoughness.g,detailRoughness*2.);float hiLerp=mix(metallicRoughness.g,1.,(detailRoughness-0.5)*2.);metallicRoughness.g=mix(loLerp,hiLerp,step(detailRoughness,0.5));\n#endif\n#ifdef MICROSURFACEMAP\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\nmicroSurface=1.0-metallicRoughness.g;vec3 baseColor=surfaceAlbedo;outParams.metallic=metallicRoughness.r;outParams.specularWeight=metallicReflectanceFactors.a;float dielectricF0=reflectivityColor.a*outParams.specularWeight;surfaceReflectivityColor=metallicReflectanceFactors.rgb;\n#if DEBUGMODE>0\noutParams.metallicF0=vec3(dielectricF0)*surfaceReflectivityColor;\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\noutParams.surfaceAlbedo=baseColor.rgb*(vec3(1.0)-vec3(dielectricF0)*surfaceReflectivityColor)*(1.0-outParams.metallic);\n#else\noutParams.surfaceAlbedo=baseColor.rgb;\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{vec3 reflectivityColor=mix(dielectricF0*surfaceReflectivityColor,baseColor.rgb,outParams.metallic);outParams.reflectanceF0=max(reflectivityColor.r,max(reflectivityColor.g,reflectivityColor.b));}\n#else\n#if DIELECTRIC_SPECULAR_MODEL==DIELECTRIC_SPECULAR_MODEL_GLTF\nfloat maxF0=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));outParams.reflectanceF0=mix(dielectricF0*maxF0,1.0,outParams.metallic);\n#else\noutParams.reflectanceF0=mix(dielectricF0,1.0,outParams.metallic);\n#endif\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\noutParams.reflectanceF90=vec3(outParams.specularWeight);float f90Scale=1.0;\n#else\nfloat f90Scale=clamp(2.0*(ior-1.0),0.0,1.0);outParams.reflectanceF90=vec3(mix(outParams.specularWeight*f90Scale,1.0,outParams.metallic));\n#endif\noutParams.dielectricColorF0=vec3(dielectricF0*surfaceReflectivityColor);vec3 metallicColorF0=baseColor.rgb;outParams.colorReflectanceF0=mix(outParams.dielectricColorF0,metallicColorF0,outParams.metallic);\n#if (DIELECTRIC_SPECULAR_MODEL==DIELECTRIC_SPECULAR_MODEL_OPENPBR)\nvec3 dielectricColorF90=surfaceReflectivityColor*vec3(outParams.specularWeight)*vec3(f90Scale);\n#else\nvec3 dielectricColorF90=vec3(outParams.specularWeight*f90Scale);\n#endif\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvec3 conductorColorF90=surfaceReflectivityColor;\n#else\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\nvec3 conductorColorF90=outParams.reflectanceF90;\n#else\nvec3 conductorColorF90=vec3(1.0);\n#endif\n#endif\noutParams.colorReflectanceF90=mix(dielectricColorF90,conductorColorF90,outParams.metallic);\n#else\n#ifdef REFLECTIVITY\nsurfaceReflectivityColor*=surfaceMetallicOrReflectivityColorMap.rgb;\n#if DEBUGMODE>0\noutParams.surfaceReflectivityColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceMetallicOrReflectivityColorMap.a;microSurface*=reflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\n#endif\n#endif\noutParams.colorReflectanceF0=surfaceReflectivityColor;outParams.reflectanceF0=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));outParams.reflectanceF90=vec3(1.0);\n#if (DIELECTRIC_SPECULAR_MODEL==DIELECTRIC_SPECULAR_MODEL_OPENPBR)\noutParams.colorReflectanceF90=surfaceReflectivityColor;\n#else\noutParams.colorReflectanceF90=vec3(1.0);\n#endif\n#endif\nmicroSurface=saturate(microSurface);float roughness=1.-microSurface;float diffuseRoughness=baseDiffuseRoughness;\n#ifdef BASE_DIFFUSE_ROUGHNESS\ndiffuseRoughness*=baseDiffuseRoughnessTexture*baseDiffuseRoughnessInfos.y;\n#endif\noutParams.microSurface=microSurface;outParams.roughness=roughness;outParams.diffuseRoughness=diffuseRoughness;return outParams;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockReflectivity = { name, shader };\n"]}
|
|
@@ -124,7 +124,7 @@ in vec3 vSubSurfaceIntensity
|
|
|
124
124
|
,in vec2 vThicknessParam
|
|
125
125
|
,in vec4 vTintColor
|
|
126
126
|
,in vec3 normalW
|
|
127
|
-
,in vec3
|
|
127
|
+
,in vec3 vSpecularEnvironmentReflectance
|
|
128
128
|
#ifdef SS_THICKNESSANDMASK_TEXTURE
|
|
129
129
|
,in vec4 thicknessMap
|
|
130
130
|
#endif
|
|
@@ -214,7 +214,7 @@ in vec3 vSubSurfaceIntensity
|
|
|
214
214
|
#endif
|
|
215
215
|
#endif
|
|
216
216
|
)
|
|
217
|
-
{subSurfaceOutParams outParams;outParams.specularEnvironmentReflectance=
|
|
217
|
+
{subSurfaceOutParams outParams;outParams.specularEnvironmentReflectance=vSpecularEnvironmentReflectance;
|
|
218
218
|
#ifdef SS_REFRACTION
|
|
219
219
|
float refractionIntensity=vSubSurfaceIntensity.x;
|
|
220
220
|
#ifdef SS_LINKREFRACTIONTOTRANSPARENCY
|
|
@@ -339,12 +339,12 @@ outParams.surfaceAlbedo=surfaceAlbedo*(1.-refractionIntensity);outParams.refract
|
|
|
339
339
|
outParams.surfaceAlbedo=surfaceAlbedo;outParams.refractionOpacity=(1.-refractionIntensity);
|
|
340
340
|
#endif
|
|
341
341
|
#ifdef UNUSED_MULTIPLEBOUNCES
|
|
342
|
-
vec3 bounceSpecularEnvironmentReflectance=(2.0*
|
|
342
|
+
vec3 bounceSpecularEnvironmentReflectance=(2.0*vSpecularEnvironmentReflectance)/(1.0+vSpecularEnvironmentReflectance);outParams.specularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,vSpecularEnvironmentReflectance,refractionIntensity);
|
|
343
343
|
#endif
|
|
344
344
|
#if DEBUGMODE>0
|
|
345
345
|
outParams.refractionTransmittance=refractionTransmittance;
|
|
346
346
|
#endif
|
|
347
|
-
outParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;outParams.finalRefraction*=vec3(1.0)-
|
|
347
|
+
outParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;outParams.finalRefraction*=vec3(1.0)-vSpecularEnvironmentReflectance;
|
|
348
348
|
#if DEBUGMODE>0
|
|
349
349
|
outParams.environmentRefraction=environmentRefraction;
|
|
350
350
|
#endif
|