@babylonjs/materials 5.0.0-rc.9 → 5.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cell/cellMaterial.d.ts +7 -7
- package/cell/cellMaterial.js +2 -2
- package/cell/cellMaterial.js.map +1 -1
- package/cell/index.js +1 -1
- package/custom/customMaterial.d.ts +4 -4
- package/custom/customMaterial.js.map +1 -1
- package/custom/index.js +2 -2
- package/custom/pbrCustomMaterial.d.ts +5 -5
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fireMaterial.d.ts +7 -7
- package/fire/fireMaterial.js +2 -2
- package/fire/fireMaterial.js.map +1 -1
- package/fire/index.js +1 -1
- package/fur/furMaterial.d.ts +8 -7
- package/fur/furMaterial.js +2 -2
- package/fur/furMaterial.js.map +1 -1
- package/fur/index.js +1 -1
- package/gradient/gradientMaterial.d.ts +7 -7
- package/gradient/gradientMaterial.js +2 -2
- package/gradient/gradientMaterial.js.map +1 -1
- package/gradient/index.js +1 -1
- package/grid/gridMaterial.d.ts +7 -6
- package/grid/gridMaterial.js +2 -2
- package/grid/gridMaterial.js.map +1 -1
- package/grid/index.js +1 -1
- package/index.js +16 -15
- package/index.js.map +1 -1
- package/lava/index.js +1 -1
- package/lava/lavaMaterial.d.ts +7 -7
- package/lava/lavaMaterial.js +2 -2
- package/lava/lavaMaterial.js.map +1 -1
- package/legacy/legacy-cell.d.ts +1 -1
- package/legacy/legacy-cell.js +3 -2
- package/legacy/legacy-cell.js.map +1 -1
- package/legacy/legacy-custom.d.ts +1 -1
- package/legacy/legacy-custom.js +3 -2
- package/legacy/legacy-custom.js.map +1 -1
- package/legacy/legacy-fire.d.ts +1 -1
- package/legacy/legacy-fire.js +3 -2
- package/legacy/legacy-fire.js.map +1 -1
- package/legacy/legacy-fur.d.ts +1 -1
- package/legacy/legacy-fur.js +3 -2
- package/legacy/legacy-fur.js.map +1 -1
- package/legacy/legacy-gradient.d.ts +1 -1
- package/legacy/legacy-gradient.js +3 -2
- package/legacy/legacy-gradient.js.map +1 -1
- package/legacy/legacy-grid.d.ts +1 -1
- package/legacy/legacy-grid.js +3 -2
- package/legacy/legacy-grid.js.map +1 -1
- package/legacy/legacy-lava.d.ts +1 -1
- package/legacy/legacy-lava.js +3 -2
- package/legacy/legacy-lava.js.map +1 -1
- package/legacy/legacy-mix.d.ts +1 -1
- package/legacy/legacy-mix.js +3 -2
- package/legacy/legacy-mix.js.map +1 -1
- package/legacy/legacy-normal.d.ts +1 -1
- package/legacy/legacy-normal.js +3 -2
- package/legacy/legacy-normal.js.map +1 -1
- package/legacy/legacy-shadowOnly.d.ts +1 -1
- package/legacy/legacy-shadowOnly.js +3 -2
- package/legacy/legacy-shadowOnly.js.map +1 -1
- package/legacy/legacy-simple.d.ts +1 -1
- package/legacy/legacy-simple.js +3 -2
- package/legacy/legacy-simple.js.map +1 -1
- package/legacy/legacy-sky.d.ts +1 -1
- package/legacy/legacy-sky.js +3 -2
- package/legacy/legacy-sky.js.map +1 -1
- package/legacy/legacy-terrain.d.ts +1 -1
- package/legacy/legacy-terrain.js +3 -2
- package/legacy/legacy-terrain.js.map +1 -1
- package/legacy/legacy-triPlanar.d.ts +1 -1
- package/legacy/legacy-triPlanar.js +3 -2
- package/legacy/legacy-triPlanar.js.map +1 -1
- package/legacy/legacy-water.d.ts +1 -1
- package/legacy/legacy-water.js +3 -2
- package/legacy/legacy-water.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +3 -2
- package/legacy/legacy.js.map +1 -1
- package/license.md +71 -0
- package/mix/index.js +1 -1
- package/mix/mixMaterial.d.ts +8 -8
- package/mix/mixMaterial.js +2 -2
- package/mix/mixMaterial.js.map +1 -1
- package/normal/index.js +1 -1
- package/normal/normalMaterial.d.ts +7 -7
- package/normal/normalMaterial.js +2 -2
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +24 -5
- package/shadowOnly/index.js +1 -1
- package/shadowOnly/shadowOnlyMaterial.d.ts +7 -7
- package/shadowOnly/shadowOnlyMaterial.js +2 -2
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/index.js +1 -1
- package/simple/simpleMaterial.d.ts +7 -7
- package/simple/simpleMaterial.js +2 -2
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/index.js +1 -1
- package/sky/skyMaterial.d.ts +8 -7
- package/sky/skyMaterial.js +2 -2
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/index.js +1 -1
- package/terrain/terrainMaterial.d.ts +8 -8
- package/terrain/terrainMaterial.js +2 -2
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/index.js +1 -1
- package/triPlanar/triPlanarMaterial.d.ts +7 -7
- package/triPlanar/triPlanarMaterial.js +2 -2
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/water/index.js +1 -1
- package/water/waterMaterial.d.ts +6 -6
- package/water/waterMaterial.js +2 -2
- package/water/waterMaterial.js.map +1 -1
package/fire/index.js
CHANGED
@@ -1,2 +1,2 @@
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export * from "./fireMaterial";
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export * from "./fireMaterial.js";
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//# sourceMappingURL=index.js.map
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package/fur/furMaterial.d.ts
CHANGED
@@ -1,13 +1,14 @@
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import { Nullable } from "@babylonjs/core/types.js";
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import { Matrix
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import type { Nullable } from "@babylonjs/core/types.js";
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import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
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import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
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import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
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import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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import { DynamicTexture } from "@babylonjs/core/Materials/Textures/dynamicTexture.js";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import "./fur.fragment";
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import "./fur.vertex";
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package/fur/furMaterial.js
CHANGED
@@ -13,8 +13,8 @@ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
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import "./fur.fragment";
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import "./fur.vertex";
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import "./fur.fragment.js";
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import "./fur.vertex.js";
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var FurMaterialDefines = /** @class */ (function (_super) {
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__extends(FurMaterialDefines, _super);
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function FurMaterialDefines() {
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package/fur/furMaterial.js.map
CHANGED
@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Tags } from \"core/Misc/tags\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"core/Materials/Textures/dynamicTexture\";\r\nimport { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"core/Meshes/subMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nimport \"./fur.fragment\";\r\nimport \"./fur.vertex\";\r\n\r\nclass FurMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public HEIGHTMAP = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public HIGHLEVEL = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class FurMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"heightTexture\")\r\n private _heightTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public heightTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public furLength: number = 1;\r\n\r\n @serialize()\r\n public furAngle: number = 0;\r\n\r\n @serializeAsColor3()\r\n public furColor = new Color3(0.44, 0.21, 0.02);\r\n\r\n @serialize()\r\n public furOffset: number = 0.0;\r\n\r\n @serialize()\r\n public furSpacing: number = 12;\r\n\r\n @serializeAsVector3()\r\n public furGravity = new Vector3(0, 0, 0);\r\n\r\n @serialize()\r\n public furSpeed: number = 100;\r\n\r\n @serialize()\r\n public furDensity: number = 20;\r\n\r\n @serialize()\r\n public furOcclusion: number = 0.0;\r\n\r\n public furTexture: DynamicTexture;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n @serialize()\r\n public highLevelFur: boolean = true;\r\n\r\n public _meshes: AbstractMesh[];\r\n\r\n private _furTime: number = 0;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n @serialize()\r\n public get furTime() {\r\n return this._furTime;\r\n }\r\n\r\n public set furTime(furTime: number) {\r\n this._furTime = furTime;\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public updateFur(): void {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const offsetFur = <FurMaterial>this._meshes[i].material;\r\n\r\n offsetFur.furLength = this.furLength;\r\n offsetFur.furAngle = this.furAngle;\r\n offsetFur.furGravity = this.furGravity;\r\n offsetFur.furSpacing = this.furSpacing;\r\n offsetFur.furSpeed = this.furSpeed;\r\n offsetFur.furColor = this.furColor;\r\n offsetFur.diffuseTexture = this.diffuseTexture;\r\n offsetFur.furTexture = this.furTexture;\r\n offsetFur.highLevelFur = this.highLevelFur;\r\n offsetFur.furTime = this.furTime;\r\n offsetFur.furDensity = this.furDensity;\r\n }\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FurMaterialDefines();\r\n }\r\n\r\n const defines = <FurMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {\r\n if (!this.heightTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.HEIGHTMAP = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n if (this.highLevelFur !== defines.HIGHLEVEL) {\r\n defines.HIGHLEVEL = true;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fur\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n \"diffuseMatrix\",\r\n \"furLength\",\r\n \"furAngle\",\r\n \"furColor\",\r\n \"furOffset\",\r\n \"furGravity\",\r\n \"furTime\",\r\n \"furSpacing\",\r\n \"furDensity\",\r\n \"furOcclusion\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"heightTexture\", \"furTexture\"];\r\n\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FurMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (scene.getCachedMaterial() !== this) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n if (this._heightTexture) {\r\n this._activeEffect.setTexture(\"heightTexture\", this._heightTexture);\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._activeEffect.setFloat(\"furLength\", this.furLength);\r\n this._activeEffect.setFloat(\"furAngle\", this.furAngle);\r\n this._activeEffect.setColor4(\"furColor\", this.furColor, 1.0);\r\n\r\n if (this.highLevelFur) {\r\n this._activeEffect.setVector3(\"furGravity\", this.furGravity);\r\n this._activeEffect.setFloat(\"furOffset\", this.furOffset);\r\n this._activeEffect.setFloat(\"furSpacing\", this.furSpacing);\r\n this._activeEffect.setFloat(\"furDensity\", this.furDensity);\r\n this._activeEffect.setFloat(\"furOcclusion\", this.furOcclusion);\r\n\r\n this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;\r\n this._activeEffect.setFloat(\"furTime\", this._furTime);\r\n\r\n this._activeEffect.setTexture(\"furTexture\", this.furTexture);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {\r\n results.push(this.heightTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._heightTexture) {\r\n activeTextures.push(this._heightTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._heightTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n if (this._meshes) {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const mat = this._meshes[i].material;\r\n\r\n if (mat) {\r\n mat.dispose(forceDisposeEffect);\r\n }\r\n this._meshes[i].dispose();\r\n }\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FurMaterial {\r\n return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FurMaterial\";\r\n\r\n if (this._meshes) {\r\n serializationObject.sourceMeshName = this._meshes[0].name;\r\n serializationObject.quality = this._meshes.length;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FurMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {\r\n const material = SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.sourceMeshName && material.highLevelFur) {\r\n scene.executeWhenReady(() => {\r\n const sourceMesh = <Mesh>scene.getMeshByName(source.sourceMeshName);\r\n if (sourceMesh) {\r\n const furTexture = FurMaterial.GenerateTexture(\"Fur Texture\", scene);\r\n material.furTexture = furTexture;\r\n FurMaterial.FurifyMesh(sourceMesh, source.quality);\r\n }\r\n });\r\n }\r\n\r\n return material;\r\n }\r\n\r\n public static GenerateTexture(name: string, scene: Scene): DynamicTexture {\r\n // Generate fur textures\r\n const texture = new DynamicTexture(\"FurTexture \" + name, 256, scene, true);\r\n const context = texture.getContext();\r\n\r\n for (let i = 0; i < 20000; ++i) {\r\n context.fillStyle = \"rgba(255, \" + Math.floor(Math.random() * 255) + \", \" + Math.floor(Math.random() * 255) + \", 1)\";\r\n context.fillRect(Math.random() * texture.getSize().width, Math.random() * texture.getSize().height, 2, 2);\r\n }\r\n\r\n texture.update(false);\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n return texture;\r\n }\r\n\r\n // Creates and returns an array of meshes used as shells for the Fur Material\r\n // that can be disposed later in your code\r\n // The quality is in interval [0, 100]\r\n public static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[] {\r\n const meshes = [sourceMesh];\r\n const mat: FurMaterial = <FurMaterial>sourceMesh.material;\r\n let i;\r\n\r\n if (!(mat instanceof FurMaterial)) {\r\n throw \"The material of the source mesh must be a Fur Material\";\r\n }\r\n\r\n for (i = 1; i < quality; i++) {\r\n const offsetFur = new FurMaterial(mat.name + i, sourceMesh.getScene());\r\n sourceMesh.getScene().materials.pop();\r\n Tags.EnableFor(offsetFur);\r\n Tags.AddTagsTo(offsetFur, \"furShellMaterial\");\r\n\r\n offsetFur.furLength = mat.furLength;\r\n offsetFur.furAngle = mat.furAngle;\r\n offsetFur.furGravity = mat.furGravity;\r\n offsetFur.furSpacing = mat.furSpacing;\r\n offsetFur.furSpeed = mat.furSpeed;\r\n offsetFur.furColor = mat.furColor;\r\n offsetFur.diffuseTexture = mat.diffuseTexture;\r\n offsetFur.furOffset = i / quality;\r\n offsetFur.furTexture = mat.furTexture;\r\n offsetFur.highLevelFur = mat.highLevelFur;\r\n offsetFur.furTime = mat.furTime;\r\n offsetFur.furDensity = mat.furDensity;\r\n\r\n const offsetMesh = sourceMesh.clone(sourceMesh.name + i) as Mesh;\r\n\r\n offsetMesh.material = offsetFur;\r\n offsetMesh.skeleton = sourceMesh.skeleton;\r\n offsetMesh.position = Vector3.Zero();\r\n meshes.push(offsetMesh);\r\n }\r\n\r\n for (i = 1; i < meshes.length; i++) {\r\n meshes[i].parent = sourceMesh;\r\n }\r\n\r\n (<FurMaterial>sourceMesh.material)._meshes = meshes;\r\n\r\n return meshes;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FurMaterial\", FurMaterial);\r\n"]}
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1
|
+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Tags } from \"core/Misc/tags\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"core/Materials/Textures/dynamicTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nimport \"./fur.fragment\";\r\nimport \"./fur.vertex\";\r\n\r\nclass FurMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public HEIGHTMAP = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public HIGHLEVEL = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class FurMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"heightTexture\")\r\n private _heightTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public heightTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public furLength: number = 1;\r\n\r\n @serialize()\r\n public furAngle: number = 0;\r\n\r\n @serializeAsColor3()\r\n public furColor = new Color3(0.44, 0.21, 0.02);\r\n\r\n @serialize()\r\n public furOffset: number = 0.0;\r\n\r\n @serialize()\r\n public furSpacing: number = 12;\r\n\r\n @serializeAsVector3()\r\n public furGravity = new Vector3(0, 0, 0);\r\n\r\n @serialize()\r\n public furSpeed: number = 100;\r\n\r\n @serialize()\r\n public furDensity: number = 20;\r\n\r\n @serialize()\r\n public furOcclusion: number = 0.0;\r\n\r\n public furTexture: DynamicTexture;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n @serialize()\r\n public highLevelFur: boolean = true;\r\n\r\n public _meshes: AbstractMesh[];\r\n\r\n private _furTime: number = 0;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n @serialize()\r\n public get furTime() {\r\n return this._furTime;\r\n }\r\n\r\n public set furTime(furTime: number) {\r\n this._furTime = furTime;\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public updateFur(): void {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const offsetFur = <FurMaterial>this._meshes[i].material;\r\n\r\n offsetFur.furLength = this.furLength;\r\n offsetFur.furAngle = this.furAngle;\r\n offsetFur.furGravity = this.furGravity;\r\n offsetFur.furSpacing = this.furSpacing;\r\n offsetFur.furSpeed = this.furSpeed;\r\n offsetFur.furColor = this.furColor;\r\n offsetFur.diffuseTexture = this.diffuseTexture;\r\n offsetFur.furTexture = this.furTexture;\r\n offsetFur.highLevelFur = this.highLevelFur;\r\n offsetFur.furTime = this.furTime;\r\n offsetFur.furDensity = this.furDensity;\r\n }\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FurMaterialDefines();\r\n }\r\n\r\n const defines = <FurMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {\r\n if (!this.heightTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.HEIGHTMAP = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n if (this.highLevelFur !== defines.HIGHLEVEL) {\r\n defines.HIGHLEVEL = true;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fur\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n \"diffuseMatrix\",\r\n \"furLength\",\r\n \"furAngle\",\r\n \"furColor\",\r\n \"furOffset\",\r\n \"furGravity\",\r\n \"furTime\",\r\n \"furSpacing\",\r\n \"furDensity\",\r\n \"furOcclusion\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"heightTexture\", \"furTexture\"];\r\n\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FurMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (scene.getCachedMaterial() !== this) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n if (this._heightTexture) {\r\n this._activeEffect.setTexture(\"heightTexture\", this._heightTexture);\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._activeEffect.setFloat(\"furLength\", this.furLength);\r\n this._activeEffect.setFloat(\"furAngle\", this.furAngle);\r\n this._activeEffect.setColor4(\"furColor\", this.furColor, 1.0);\r\n\r\n if (this.highLevelFur) {\r\n this._activeEffect.setVector3(\"furGravity\", this.furGravity);\r\n this._activeEffect.setFloat(\"furOffset\", this.furOffset);\r\n this._activeEffect.setFloat(\"furSpacing\", this.furSpacing);\r\n this._activeEffect.setFloat(\"furDensity\", this.furDensity);\r\n this._activeEffect.setFloat(\"furOcclusion\", this.furOcclusion);\r\n\r\n this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;\r\n this._activeEffect.setFloat(\"furTime\", this._furTime);\r\n\r\n this._activeEffect.setTexture(\"furTexture\", this.furTexture);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {\r\n results.push(this.heightTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._heightTexture) {\r\n activeTextures.push(this._heightTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._heightTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n if (this._meshes) {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const mat = this._meshes[i].material;\r\n\r\n if (mat) {\r\n mat.dispose(forceDisposeEffect);\r\n }\r\n this._meshes[i].dispose();\r\n }\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FurMaterial {\r\n return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FurMaterial\";\r\n\r\n if (this._meshes) {\r\n serializationObject.sourceMeshName = this._meshes[0].name;\r\n serializationObject.quality = this._meshes.length;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FurMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {\r\n const material = SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.sourceMeshName && material.highLevelFur) {\r\n scene.executeWhenReady(() => {\r\n const sourceMesh = <Mesh>scene.getMeshByName(source.sourceMeshName);\r\n if (sourceMesh) {\r\n const furTexture = FurMaterial.GenerateTexture(\"Fur Texture\", scene);\r\n material.furTexture = furTexture;\r\n FurMaterial.FurifyMesh(sourceMesh, source.quality);\r\n }\r\n });\r\n }\r\n\r\n return material;\r\n }\r\n\r\n public static GenerateTexture(name: string, scene: Scene): DynamicTexture {\r\n // Generate fur textures\r\n const texture = new DynamicTexture(\"FurTexture \" + name, 256, scene, true);\r\n const context = texture.getContext();\r\n\r\n for (let i = 0; i < 20000; ++i) {\r\n context.fillStyle = \"rgba(255, \" + Math.floor(Math.random() * 255) + \", \" + Math.floor(Math.random() * 255) + \", 1)\";\r\n context.fillRect(Math.random() * texture.getSize().width, Math.random() * texture.getSize().height, 2, 2);\r\n }\r\n\r\n texture.update(false);\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n return texture;\r\n }\r\n\r\n // Creates and returns an array of meshes used as shells for the Fur Material\r\n // that can be disposed later in your code\r\n // The quality is in interval [0, 100]\r\n public static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[] {\r\n const meshes = [sourceMesh];\r\n const mat: FurMaterial = <FurMaterial>sourceMesh.material;\r\n let i;\r\n\r\n if (!(mat instanceof FurMaterial)) {\r\n throw \"The material of the source mesh must be a Fur Material\";\r\n }\r\n\r\n for (i = 1; i < quality; i++) {\r\n const offsetFur = new FurMaterial(mat.name + i, sourceMesh.getScene());\r\n sourceMesh.getScene().materials.pop();\r\n Tags.EnableFor(offsetFur);\r\n Tags.AddTagsTo(offsetFur, \"furShellMaterial\");\r\n\r\n offsetFur.furLength = mat.furLength;\r\n offsetFur.furAngle = mat.furAngle;\r\n offsetFur.furGravity = mat.furGravity;\r\n offsetFur.furSpacing = mat.furSpacing;\r\n offsetFur.furSpeed = mat.furSpeed;\r\n offsetFur.furColor = mat.furColor;\r\n offsetFur.diffuseTexture = mat.diffuseTexture;\r\n offsetFur.furOffset = i / quality;\r\n offsetFur.furTexture = mat.furTexture;\r\n offsetFur.highLevelFur = mat.highLevelFur;\r\n offsetFur.furTime = mat.furTime;\r\n offsetFur.furDensity = mat.furDensity;\r\n\r\n const offsetMesh = sourceMesh.clone(sourceMesh.name + i) as Mesh;\r\n\r\n offsetMesh.material = offsetFur;\r\n offsetMesh.skeleton = sourceMesh.skeleton;\r\n offsetMesh.position = Vector3.Zero();\r\n meshes.push(offsetMesh);\r\n }\r\n\r\n for (i = 1; i < meshes.length; i++) {\r\n meshes[i].parent = sourceMesh;\r\n }\r\n\r\n (<FurMaterial>sourceMesh.material)._meshes = meshes;\r\n\r\n return meshes;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FurMaterial\", FurMaterial);\r\n"]}
|
package/fur/index.js
CHANGED
@@ -1,2 +1,2 @@
|
|
1
|
-
export * from "./furMaterial";
|
1
|
+
export * from "./furMaterial.js";
|
2
2
|
//# sourceMappingURL=index.js.map
|
@@ -1,12 +1,12 @@
|
|
1
|
-
import { Nullable } from "@babylonjs/core/types.js";
|
2
|
-
import { Matrix } from "@babylonjs/core/Maths/math.vector.js";
|
1
|
+
import type { Nullable } from "@babylonjs/core/types.js";
|
2
|
+
import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
|
3
3
|
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
4
|
-
import { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
|
5
|
-
import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
4
|
+
import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
|
5
|
+
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
6
6
|
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
7
|
-
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
8
|
-
import { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
9
|
-
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
7
|
+
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
8
|
+
import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
9
|
+
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
10
10
|
import { Scene } from "@babylonjs/core/scene.js";
|
11
11
|
import "./gradient.fragment";
|
12
12
|
import "./gradient.vertex";
|
@@ -7,8 +7,8 @@ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
|
7
7
|
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
8
8
|
import { Scene } from "@babylonjs/core/scene.js";
|
9
9
|
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
10
|
-
import "./gradient.fragment";
|
11
|
-
import "./gradient.vertex";
|
10
|
+
import "./gradient.fragment.js";
|
11
|
+
import "./gradient.vertex.js";
|
12
12
|
import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
|
13
13
|
var GradientMaterialDefines = /** @class */ (function (_super) {
|
14
14
|
__extends(GradientMaterialDefines, _super);
|
@@ -1 +1 @@
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Nullable } from \"core/types\";\r\nimport { serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"core/Meshes/subMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./gradient.fragment\";\r\nimport \"./gradient.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nclass GradientMaterialDefines extends MaterialDefines {\r\n public EMISSIVE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class GradientMaterial extends PushMaterial {\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n // The gradient top color, red by default\r\n @serializeAsColor3()\r\n public topColor = new Color3(1, 0, 0);\r\n\r\n @serialize()\r\n public topColorAlpha = 1.0;\r\n\r\n // The gradient top color, blue by default\r\n @serializeAsColor3()\r\n public bottomColor = new Color3(0, 0, 1);\r\n\r\n @serialize()\r\n public bottomColorAlpha = 1.0;\r\n\r\n // Gradient offset\r\n @serialize()\r\n public offset = 0;\r\n\r\n @serialize()\r\n public scale = 1.0;\r\n\r\n @serialize()\r\n public smoothness = 1.0;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new GradientMaterialDefines();\r\n }\r\n\r\n const defines = <GradientMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n defines.EMISSIVE = this._disableLighting;\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"gradient\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n \"topColor\",\r\n \"bottomColor\",\r\n \"offset\",\r\n \"smoothness\",\r\n \"scale\",\r\n ];\r\n const samplers: string[] = [];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GradientMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, effect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._activeEffect.setColor4(\"topColor\", this.topColor, this.topColorAlpha);\r\n this._activeEffect.setColor4(\"bottomColor\", this.bottomColor, this.bottomColorAlpha);\r\n this._activeEffect.setFloat(\"offset\", this.offset);\r\n this._activeEffect.setFloat(\"scale\", this.scale);\r\n this._activeEffect.setFloat(\"smoothness\", this.smoothness);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): GradientMaterial {\r\n return SerializationHelper.Clone(() => new GradientMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GradientMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"GradientMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial {\r\n return SerializationHelper.Parse(() => new GradientMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GradientMaterial\", GradientMaterial);\r\n"]}
|
1
|
+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./gradient.fragment\";\r\nimport \"./gradient.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nclass GradientMaterialDefines extends MaterialDefines {\r\n public EMISSIVE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class GradientMaterial extends PushMaterial {\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n // The gradient top color, red by default\r\n @serializeAsColor3()\r\n public topColor = new Color3(1, 0, 0);\r\n\r\n @serialize()\r\n public topColorAlpha = 1.0;\r\n\r\n // The gradient top color, blue by default\r\n @serializeAsColor3()\r\n public bottomColor = new Color3(0, 0, 1);\r\n\r\n @serialize()\r\n public bottomColorAlpha = 1.0;\r\n\r\n // Gradient offset\r\n @serialize()\r\n public offset = 0;\r\n\r\n @serialize()\r\n public scale = 1.0;\r\n\r\n @serialize()\r\n public smoothness = 1.0;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new GradientMaterialDefines();\r\n }\r\n\r\n const defines = <GradientMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n defines.EMISSIVE = this._disableLighting;\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"gradient\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n \"topColor\",\r\n \"bottomColor\",\r\n \"offset\",\r\n \"smoothness\",\r\n \"scale\",\r\n ];\r\n const samplers: string[] = [];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GradientMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, effect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._activeEffect.setColor4(\"topColor\", this.topColor, this.topColorAlpha);\r\n this._activeEffect.setColor4(\"bottomColor\", this.bottomColor, this.bottomColorAlpha);\r\n this._activeEffect.setFloat(\"offset\", this.offset);\r\n this._activeEffect.setFloat(\"scale\", this.scale);\r\n this._activeEffect.setFloat(\"smoothness\", this.smoothness);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): GradientMaterial {\r\n return SerializationHelper.Clone(() => new GradientMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GradientMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"GradientMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial {\r\n return SerializationHelper.Parse(() => new GradientMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GradientMaterial\", GradientMaterial);\r\n"]}
|
package/gradient/index.js
CHANGED
@@ -1,2 +1,2 @@
|
|
1
|
-
export * from "./gradientMaterial";
|
1
|
+
export * from "./gradientMaterial.js";
|
2
2
|
//# sourceMappingURL=index.js.map
|
package/grid/gridMaterial.d.ts
CHANGED
@@ -1,11 +1,12 @@
|
|
1
|
-
import { Matrix
|
1
|
+
import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
|
2
|
+
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
2
3
|
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
3
|
-
import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
4
|
+
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
4
5
|
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
5
|
-
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
6
|
-
import { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
7
|
-
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
8
|
-
import { Scene } from "@babylonjs/core/scene.js";
|
6
|
+
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
7
|
+
import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
8
|
+
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
9
|
+
import type { Scene } from "@babylonjs/core/scene.js";
|
9
10
|
import "./grid.fragment";
|
10
11
|
import "./grid.vertex";
|
11
12
|
/**
|
package/grid/gridMaterial.js
CHANGED
@@ -9,8 +9,8 @@ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
|
9
9
|
import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
|
10
10
|
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
11
11
|
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
12
|
-
import "./grid.fragment";
|
13
|
-
import "./grid.vertex";
|
12
|
+
import "./grid.fragment.js";
|
13
|
+
import "./grid.vertex.js";
|
14
14
|
var GridMaterialDefines = /** @class */ (function (_super) {
|
15
15
|
__extends(GridMaterialDefines, _super);
|
16
16
|
function GridMaterialDefines() {
|
package/grid/gridMaterial.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"gridMaterial.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/grid/gridMaterial.ts"],"names":[],"mappings":";AAAA,yDAAyD;AACzD,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,2CAA6B;AACnJ,OAAO,EAAU,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAClE,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAE/C,OAAO,EAAE,eAAe,EAAE,qDAAuC;AACjE,OAAO,EAAE,cAAc,EAAE,oDAAsC;AAC/D,OAAO,EAAE,YAAY,EAAE,kDAAoC;AAC3D,OAAO,EAAE,aAAa,EAAE,mDAAqC;AAC7D,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAKnD,OAAO,EAAE,aAAa,EAAE,0CAA4B;AAEpD,OAAO,iBAAiB,CAAC;AACzB,OAAO,eAAe,CAAC;AAEvB;IAAkC,uCAAe;IAa7C;QAAA,YACI,iBAAO,SAEV;QAfM,aAAO,GAAG,KAAK,CAAC;QAChB,iBAAW,GAAG,KAAK,CAAC;QACpB,SAAG,GAAG,KAAK,CAAC;QACZ,sBAAgB,GAAG,KAAK,CAAC;QACzB,cAAQ,GAAG,KAAK,CAAC;QACjB,SAAG,GAAG,KAAK,CAAC;QACZ,SAAG,GAAG,KAAK,CAAC;QACZ,eAAS,GAAG,KAAK,CAAC;QAClB,oBAAc,GAAG,KAAK,CAAC;QACvB,gCAA0B,GAAG,KAAK,CAAC;QACnC,yBAAmB,GAAG,KAAK,CAAC;QAI/B,KAAI,CAAC,OAAO,EAAE,CAAC;;IACnB,CAAC;IACL,0BAAC;AAAD,CAAC,AAjBD,CAAkC,eAAe,GAiBhD;AAED;;;GAGG;AACH;IAAkC,gCAAY;IA8D1C;;;;OAIG;IACH,sBAAY,IAAY,EAAE,KAAa;QAAvC,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SACrB;QApED;;WAEG;QAEI,eAAS,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAElC;;WAEG;QAEI,eAAS,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QAEI,eAAS,GAAG,GAAG,CAAC;QAEvB;;WAEG;QAEI,gBAAU,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEnC;;WAEG;QAEI,wBAAkB,GAAG,EAAE,CAAC;QAE/B;;WAEG;QAEI,yBAAmB,GAAG,IAAI,CAAC;QAElC;;WAEG;QAEI,aAAO,GAAG,GAAG,CAAC;QAErB;;WAEG;QAEI,sBAAgB,GAAG,KAAK,CAAC;QAEhC;;WAEG;QAEI,gBAAU,GAAG,KAAK,CAAC;QAOlB,kBAAY,GAAY,IAAI,OAAO,CAAC,KAAI,CAAC,SAAS,EAAE,KAAI,CAAC,kBAAkB,EAAE,KAAI,CAAC,mBAAmB,EAAE,KAAI,CAAC,OAAO,CAAC,CAAC;;IAS7H,CAAC;IAED;;OAEG;IACI,wCAAiB,GAAxB;QACI,OAAO,IAAI,CAAC,OAAO,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC,CAAC;IAC1F,CAAC;IAEM,+CAAwB,GAA/B,UAAgC,IAAkB;QAC9C,OAAO,IAAI,CAAC,UAAU,GAAG,GAAG,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;IAC7D,CAAC;IAEM,wCAAiB,GAAxB,UAAyB,IAAkB,EAAE,OAAgB,EAAE,YAAsB;QACjF,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,MAAM,CAAC,mBAAmB,EAAE;gBACtD,OAAO,IAAI,CAAC;aACf;SACJ;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC1B,OAAO,CAAC,eAAe,GAAG,IAAI,mBAAmB,EAAE,CAAC;SACvD;QAED,IAAM,OAAO,GAAwB,OAAO,CAAC,eAAe,CAAC;QAC7D,IAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE;YAClC,OAAO,IAAI,CAAC;SACf;QAED,IAAI,OAAO,CAAC,WAAW,KAAK,IAAI,CAAC,OAAO,GAAG,GAAG,EAAE;YAC5C,OAAO,CAAC,WAAW,GAAG,CAAC,OAAO,CAAC,WAAW,CAAC;YAC3C,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;QAED,IAAI,OAAO,CAAC,gBAAgB,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACnD,OAAO,CAAC,gBAAgB,GAAG,CAAC,OAAO,CAAC,gBAAgB,CAAC;YACrD,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;QAED,IAAI,OAAO,CAAC,QAAQ,KAAK,IAAI,CAAC,UAAU,EAAE;YACtC,OAAO,CAAC,QAAQ,GAAG,CAAC,OAAO,CAAC,QAAQ,CAAC;YACrC,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;QAED,WAAW;QACX,IAAI,OAAO,CAAC,iBAAiB,EAAE;YAC3B,OAAO,CAAC,QAAQ,GAAG,KAAK,CAAC;YACzB,IAAI,KAAK,CAAC,eAAe,EAAE;gBACvB,IAAI,IAAI,CAAC,eAAe,IAAI,aAAa,CAAC,qBAAqB,EAAE;oBAC7D,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,EAAE;wBACjC,OAAO,KAAK,CAAC;qBAChB;yBAAM;wBACH,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC;wBACxB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;qBAC1B;iBACJ;aACJ;SACJ;QAED,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEjG,kDAAkD;QAClD,cAAc,CAAC,iCAAiC,CAAC,KAAK,EAAE,KAAK,CAAC,SAAS,EAAE,EAAE,OAAO,EAAE,CAAC,CAAC,YAAY,CAAC,CAAC;QAEpG,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE;YACjB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,aAAa;YACb,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACxE,IAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,YAAY,CAAC,UAAU,CAAC,CAAC;YAErE,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;aACrC;YACD,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;aACtC;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,cAAc,CAAC,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAE/D,UAAU;YACV,IAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,OAAO,CAAC,SAAS,CACb,KAAK;iBACA,SAAS,EAAE;iBACX,YAAY,CACT,MAAM,EACN,OAAO,EACP;gBACI,YAAY;gBACZ,WAAW;gBACX,WAAW;gBACX,aAAa;gBACb,YAAY;gBACZ,WAAW;gBACX,WAAW;gBACX,OAAO;gBACP,MAAM;gBACN,eAAe;gBACf,eAAe;gBACf,YAAY;aACf,EACD,CAAC,gBAAgB,CAAC,EAClB,IAAI,EACJ,SAAS,EACT,IAAI,CAAC,UAAU,EACf,IAAI,CAAC,OAAO,CACf,EACL,OAAO,EACP,IAAI,CAAC,gBAAgB,CACxB,CAAC;SACL;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE;YAC9C,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,OAAO,CAAC,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAE1C,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,qCAAc,GAArB,UAAsB,KAAa,EAAE,IAAU,EAAE,OAAgB;QAC7D,IAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAM,OAAO,GAAwB,OAAO,CAAC,eAAe,CAAC;QAC7D,IAAI,CAAC,OAAO,EAAE;YACV,OAAO;SACV;QAED,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE;YACT,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE3D,WAAW;QACX,IAAI,CAAC,OAAO,CAAC,SAAS,IAAI,OAAO,CAAC,aAAa,EAAE;YAC7C,IAAI,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;SACnC;QACD,IA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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { Matrix, Vector4, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"core/Meshes/subMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./grid.fragment\";\r\nimport \"./grid.vertex\";\r\n\r\nclass GridMaterialDefines extends MaterialDefines {\r\n public OPACITY = false;\r\n public TRANSPARENT = false;\r\n public FOG = false;\r\n public PREMULTIPLYALPHA = false;\r\n public MAX_LINE = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public INSTANCES = false;\r\n public THIN_INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * The grid materials allows you to wrap any shape with a grid.\r\n * Colors are customizable.\r\n */\r\nexport class GridMaterial extends PushMaterial {\r\n /**\r\n * Main color of the grid (e.g. between lines)\r\n */\r\n @serializeAsColor3()\r\n public mainColor = Color3.Black();\r\n\r\n /**\r\n * Color of the grid lines.\r\n */\r\n @serializeAsColor3()\r\n public lineColor = Color3.Teal();\r\n\r\n /**\r\n * The scale of the grid compared to unit.\r\n */\r\n @serialize()\r\n public gridRatio = 1.0;\r\n\r\n /**\r\n * Allows setting an offset for the grid lines.\r\n */\r\n @serializeAsVector3()\r\n public gridOffset = Vector3.Zero();\r\n\r\n /**\r\n * The frequency of thicker lines.\r\n */\r\n @serialize()\r\n public majorUnitFrequency = 10;\r\n\r\n /**\r\n * The visibility of minor units in the grid.\r\n */\r\n @serialize()\r\n public minorUnitVisibility = 0.33;\r\n\r\n /**\r\n * The grid opacity outside of the lines.\r\n */\r\n @serialize()\r\n public opacity = 1.0;\r\n\r\n /**\r\n * Determine RBG output is premultiplied by alpha value.\r\n */\r\n @serialize()\r\n public preMultiplyAlpha = false;\r\n\r\n /**\r\n * Determines if the max line value will be used instead of the sum wherever grid lines intersect.\r\n */\r\n @serialize()\r\n public useMaxLine = false;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: BaseTexture;\r\n\r\n private _gridControl: Vector4 = new Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);\r\n\r\n /**\r\n * constructor\r\n * @param name The name given to the material in order to identify it afterwards.\r\n * @param scene The scene the material is used in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Returns whether or not the grid requires alpha blending.\r\n */\r\n public needAlphaBlending(): boolean {\r\n return this.opacity < 1.0 || (this._opacityTexture && this._opacityTexture.isReady());\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return mesh.visibility < 1.0 || this.needAlphaBlending();\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new GridMaterialDefines();\r\n }\r\n\r\n const defines = <GridMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (defines.TRANSPARENT !== this.opacity < 1.0) {\r\n defines.TRANSPARENT = !defines.TRANSPARENT;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {\r\n defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.MAX_LINE !== this.useMaxLine) {\r\n defines.MAX_LINE = !defines.MAX_LINE;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.OPACITY = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, false, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, scene.getEngine(), defines, !!useInstances);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Attributes\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Defines\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene\r\n .getEngine()\r\n .createEffect(\r\n \"grid\",\r\n attribs,\r\n [\r\n \"projection\",\r\n \"mainColor\",\r\n \"lineColor\",\r\n \"gridControl\",\r\n \"gridOffset\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"world\",\r\n \"view\",\r\n \"opacityMatrix\",\r\n \"vOpacityInfos\",\r\n \"visibility\",\r\n ],\r\n [\"opacitySampler\"],\r\n join,\r\n undefined,\r\n this.onCompiled,\r\n this.onError\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GridMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n this._activeEffect.setFloat(\"visibility\", mesh.visibility);\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCE) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n this._activeEffect.setMatrix(\"projection\", scene.getProjectionMatrix());\r\n\r\n // Uniforms\r\n if (this._mustRebind(scene, effect)) {\r\n this._activeEffect.setColor3(\"mainColor\", this.mainColor);\r\n this._activeEffect.setColor3(\"lineColor\", this.lineColor);\r\n\r\n this._activeEffect.setVector3(\"gridOffset\", this.gridOffset);\r\n\r\n this._gridControl.x = this.gridRatio;\r\n this._gridControl.y = Math.round(this.majorUnitFrequency);\r\n this._gridControl.z = this.minorUnitVisibility;\r\n this._gridControl.w = this.opacity;\r\n this._activeEffect.setVector4(\"gridControl\", this._gridControl);\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n this._activeEffect.setFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n this._activeEffect.setMatrix(\"opacityMatrix\", this._opacityTexture.getTextureMatrix());\r\n }\r\n }\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Dispose the material and its associated resources.\r\n * @param forceDisposeEffect will also dispose the used effect when true\r\n */\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): GridMaterial {\r\n return SerializationHelper.Clone(() => new GridMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GridMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"GridMaterial\";\r\n }\r\n\r\n public static Parse(source: any, scene: Scene, rootUrl: string): GridMaterial {\r\n return SerializationHelper.Parse(() => new GridMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GridMaterial\", GridMaterial);\r\n"]}
|
1
|
+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector4, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./grid.fragment\";\r\nimport \"./grid.vertex\";\r\n\r\nclass GridMaterialDefines extends MaterialDefines {\r\n public OPACITY = false;\r\n public TRANSPARENT = false;\r\n public FOG = false;\r\n public PREMULTIPLYALPHA = false;\r\n public MAX_LINE = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public INSTANCES = false;\r\n public THIN_INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * The grid materials allows you to wrap any shape with a grid.\r\n * Colors are customizable.\r\n */\r\nexport class GridMaterial extends PushMaterial {\r\n /**\r\n * Main color of the grid (e.g. between lines)\r\n */\r\n @serializeAsColor3()\r\n public mainColor = Color3.Black();\r\n\r\n /**\r\n * Color of the grid lines.\r\n */\r\n @serializeAsColor3()\r\n public lineColor = Color3.Teal();\r\n\r\n /**\r\n * The scale of the grid compared to unit.\r\n */\r\n @serialize()\r\n public gridRatio = 1.0;\r\n\r\n /**\r\n * Allows setting an offset for the grid lines.\r\n */\r\n @serializeAsVector3()\r\n public gridOffset = Vector3.Zero();\r\n\r\n /**\r\n * The frequency of thicker lines.\r\n */\r\n @serialize()\r\n public majorUnitFrequency = 10;\r\n\r\n /**\r\n * The visibility of minor units in the grid.\r\n */\r\n @serialize()\r\n public minorUnitVisibility = 0.33;\r\n\r\n /**\r\n * The grid opacity outside of the lines.\r\n */\r\n @serialize()\r\n public opacity = 1.0;\r\n\r\n /**\r\n * Determine RBG output is premultiplied by alpha value.\r\n */\r\n @serialize()\r\n public preMultiplyAlpha = false;\r\n\r\n /**\r\n * Determines if the max line value will be used instead of the sum wherever grid lines intersect.\r\n */\r\n @serialize()\r\n public useMaxLine = false;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: BaseTexture;\r\n\r\n private _gridControl: Vector4 = new Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);\r\n\r\n /**\r\n * constructor\r\n * @param name The name given to the material in order to identify it afterwards.\r\n * @param scene The scene the material is used in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Returns whether or not the grid requires alpha blending.\r\n */\r\n public needAlphaBlending(): boolean {\r\n return this.opacity < 1.0 || (this._opacityTexture && this._opacityTexture.isReady());\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return mesh.visibility < 1.0 || this.needAlphaBlending();\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new GridMaterialDefines();\r\n }\r\n\r\n const defines = <GridMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (defines.TRANSPARENT !== this.opacity < 1.0) {\r\n defines.TRANSPARENT = !defines.TRANSPARENT;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {\r\n defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.MAX_LINE !== this.useMaxLine) {\r\n defines.MAX_LINE = !defines.MAX_LINE;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.OPACITY = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, false, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, scene.getEngine(), defines, !!useInstances);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Attributes\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Defines\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene\r\n .getEngine()\r\n .createEffect(\r\n \"grid\",\r\n attribs,\r\n [\r\n \"projection\",\r\n \"mainColor\",\r\n \"lineColor\",\r\n \"gridControl\",\r\n \"gridOffset\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"world\",\r\n \"view\",\r\n \"opacityMatrix\",\r\n \"vOpacityInfos\",\r\n \"visibility\",\r\n ],\r\n [\"opacitySampler\"],\r\n join,\r\n undefined,\r\n this.onCompiled,\r\n this.onError\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GridMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n this._activeEffect.setFloat(\"visibility\", mesh.visibility);\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCE) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n this._activeEffect.setMatrix(\"projection\", scene.getProjectionMatrix());\r\n\r\n // Uniforms\r\n if (this._mustRebind(scene, effect)) {\r\n this._activeEffect.setColor3(\"mainColor\", this.mainColor);\r\n this._activeEffect.setColor3(\"lineColor\", this.lineColor);\r\n\r\n this._activeEffect.setVector3(\"gridOffset\", this.gridOffset);\r\n\r\n this._gridControl.x = this.gridRatio;\r\n this._gridControl.y = Math.round(this.majorUnitFrequency);\r\n this._gridControl.z = this.minorUnitVisibility;\r\n this._gridControl.w = this.opacity;\r\n this._activeEffect.setVector4(\"gridControl\", this._gridControl);\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n this._activeEffect.setFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n this._activeEffect.setMatrix(\"opacityMatrix\", this._opacityTexture.getTextureMatrix());\r\n }\r\n }\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Dispose the material and its associated resources.\r\n * @param forceDisposeEffect will also dispose the used effect when true\r\n */\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): GridMaterial {\r\n return SerializationHelper.Clone(() => new GridMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GridMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"GridMaterial\";\r\n }\r\n\r\n public static Parse(source: any, scene: Scene, rootUrl: string): GridMaterial {\r\n return SerializationHelper.Parse(() => new GridMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GridMaterial\", GridMaterial);\r\n"]}
|
package/grid/index.js
CHANGED
@@ -1,2 +1,2 @@
|
|
1
|
-
export * from "./gridMaterial";
|
1
|
+
export * from "./gridMaterial.js";
|
2
2
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//# sourceMappingURL=index.js.map
|
package/index.js
CHANGED
@@ -1,16 +1,17 @@
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1
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-
|
2
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-
export * from "./
|
3
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-
export * from "./
|
4
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-
export * from "./
|
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-
export * from "./
|
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-
export * from "./
|
7
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-
export * from "./
|
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-
export * from "./
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-
export * from "./
|
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-
export * from "./
|
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-
export * from "./
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export * from "./
|
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-
export * from "./
|
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-
export * from "./
|
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-
export * from "./
|
1
|
+
/* eslint-disable import/no-internal-modules */
|
2
|
+
export * from "./cell/index.js";
|
3
|
+
export * from "./custom/index.js";
|
4
|
+
export * from "./fire/index.js";
|
5
|
+
export * from "./fur/index.js";
|
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+
export * from "./gradient/index.js";
|
7
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+
export * from "./grid/index.js";
|
8
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+
export * from "./lava/index.js";
|
9
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export * from "./mix/index.js";
|
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|
+
export * from "./normal/index.js";
|
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|
+
export * from "./shadowOnly/index.js";
|
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+
export * from "./simple/index.js";
|
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export * from "./sky/index.js";
|
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+
export * from "./terrain/index.js";
|
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+
export * from "./triPlanar/index.js";
|
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export * from "./water/index.js";
|
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17
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//# sourceMappingURL=index.js.map
|
package/index.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/materials/generated/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC","sourcesContent":["
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/materials/generated/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./cell/index\";\r\nexport * from \"./custom/index\";\r\nexport * from \"./fire/index\";\r\nexport * from \"./fur/index\";\r\nexport * from \"./gradient/index\";\r\nexport * from \"./grid/index\";\r\nexport * from \"./lava/index\";\r\nexport * from \"./mix/index\";\r\nexport * from \"./normal/index\";\r\nexport * from \"./shadowOnly/index\";\r\nexport * from \"./simple/index\";\r\nexport * from \"./sky/index\";\r\nexport * from \"./terrain/index\";\r\nexport * from \"./triPlanar/index\";\r\nexport * from \"./water/index\";\r\n"]}
|
package/lava/index.js
CHANGED
@@ -1,2 +1,2 @@
|
|
1
|
-
export * from "./lavaMaterial";
|
1
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+
export * from "./lavaMaterial.js";
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2
2
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//# sourceMappingURL=index.js.map
|
package/lava/lavaMaterial.d.ts
CHANGED
@@ -1,12 +1,12 @@
|
|
1
|
-
import { Nullable } from "@babylonjs/core/types.js";
|
2
|
-
import { Matrix } from "@babylonjs/core/Maths/math.vector.js";
|
1
|
+
import type { Nullable } from "@babylonjs/core/types.js";
|
2
|
+
import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
|
3
3
|
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
4
|
-
import { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
|
5
|
-
import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
4
|
+
import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
|
5
|
+
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
6
6
|
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
7
|
-
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
8
|
-
import { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
9
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-
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
7
|
+
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
8
|
+
import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
9
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+
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
10
10
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import { Scene } from "@babylonjs/core/scene.js";
|
11
11
|
import "./lava.fragment";
|
12
12
|
import "./lava.vertex";
|
package/lava/lavaMaterial.js
CHANGED
@@ -8,8 +8,8 @@ import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
|
|
8
8
|
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
9
9
|
import { Scene } from "@babylonjs/core/scene.js";
|
10
10
|
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
11
|
-
import "./lava.fragment";
|
12
|
-
import "./lava.vertex";
|
11
|
+
import "./lava.fragment.js";
|
12
|
+
import "./lava.vertex.js";
|
13
13
|
import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
|
14
14
|
var LavaMaterialDefines = /** @class */ (function (_super) {
|
15
15
|
__extends(LavaMaterialDefines, _super);
|