@combeenation/3d-viewer 20.0.1 → 21.0.0-alpha2
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/dist/lib-cjs/buildinfo.json +1 -1
- package/dist/lib-cjs/commonjs.tsconfig.tsbuildinfo +1 -1
- package/dist/lib-cjs/index.d.ts +0 -1
- package/dist/lib-cjs/index.js +0 -1
- package/dist/lib-cjs/index.js.map +1 -1
- package/dist/lib-cjs/internal/cbn-custom-babylon-loader-plugin.js +4 -4
- package/dist/lib-cjs/internal/cbn-custom-babylon-loader-plugin.js.map +1 -1
- package/dist/lib-cjs/internal/parameter/texture-parameter-helper.d.ts +2 -2
- package/dist/lib-cjs/internal/parameter/texture-parameter-helper.js +2 -3
- package/dist/lib-cjs/internal/parameter/texture-parameter-helper.js.map +1 -1
- package/dist/lib-cjs/manager/debug-manager.d.ts +8 -1
- package/dist/lib-cjs/manager/debug-manager.js +16 -4
- package/dist/lib-cjs/manager/debug-manager.js.map +1 -1
- package/dist/lib-cjs/manager/material-manager.d.ts +32 -4
- package/dist/lib-cjs/manager/material-manager.js +45 -10
- package/dist/lib-cjs/manager/material-manager.js.map +1 -1
- package/dist/lib-cjs/manager/parameter-manager.js +1 -1
- package/dist/lib-cjs/manager/parameter-manager.js.map +1 -1
- package/package.json +1 -1
- package/src/global-types.d.ts +11 -11
- package/src/index.ts +0 -1
- package/src/internal/cbn-custom-babylon-loader-plugin.ts +2 -2
- package/src/internal/parameter/texture-parameter-helper.ts +7 -2
- package/src/manager/debug-manager.ts +18 -4
- package/src/manager/material-manager.ts +62 -14
- package/src/manager/parameter-manager.ts +1 -1
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@@ -165,7 +165,7 @@ function _addMissingMaterialMetadata(dataParsed: unknown, container: AssetContai
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const materialOnOriginalMesh = parsedMesh?.materialId;
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if (materialOnOriginalMesh && materialOnImportedMesh !== materialOnOriginalMesh) {
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window.Cbn?.Assets
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window.Cbn?.Assets?.assertMaterialExists?.(materialOnOriginalMesh);
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setInternalMetadataValue(importedMesh, 'deferredMaterial', materialOnOriginalMesh);
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}
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});
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@@ -230,7 +230,7 @@ function _createDecals(dataParsed: unknown, container: AssetContainer): void {
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// optionally set material and tags directly
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if (materialId) {
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window.Cbn?.Assets
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window.Cbn?.Assets?.assertMaterialExists?.(materialId);
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setInternalMetadataValue(decalMesh, 'deferredMaterial', materialId);
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}
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@@ -2,6 +2,7 @@ import {
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BaseTexture,
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BuiltInParameter,
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Material,
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MaterialManager,
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PBRMaterial,
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ParameterManager,
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Scene,
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@@ -50,7 +51,11 @@ export const ParameterTextureChannels = {
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};
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export type ParameterTextureChannelsKeys = keyof typeof ParameterTextureChannels;
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export function createBuiltInTextureParameter(
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export function createBuiltInTextureParameter(
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parameterManager: ParameterManager,
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materialManager: MaterialManager,
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scene: Scene
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): void {
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// create parameter observer for each channel
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(Object.values(ParameterTextureChannels) as ParameterTextureChannelsKeys[]).forEach(channel => {
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parameterManager.setParameterObserver(
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@@ -100,7 +105,7 @@ export function createBuiltInTextureParameter(parameterManager: ParameterManager
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} else if (url) {
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// no texture, or wrong type => create texture from scratch
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// first we check if some settings were provided in the material definition
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const addMatSettings =
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const addMatSettings = materialManager.getMaterialDefinition(pbrMaterial.id);
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const textureSettings = addMatSettings ? _getTextureObjFromParameterChannel(addMatSettings, channel) : {};
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// overwrite the name with the url, as this is what the texture parser expects
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@@ -25,6 +25,7 @@ export class DebugManager {
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protected _axesViewer: AxesViewer | null = null;
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protected _showBoundingSphereForAutofocus: boolean = false;
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protected _parentDomElementForInspector: HTMLElement | null = null;
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/** @internal */
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public constructor(protected viewer: Viewer) {}
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@@ -40,7 +41,16 @@ export class DebugManager {
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}
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/**
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*
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* Registers a parent DOM element to use as root for the Babylon.js inspector.\
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* When set and no explicit `options` are passed to {@link showInspector}, this element will be used
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* as `globalRoot`, which avoids interference with the surrounding application layout.
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*/
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public registerParentDomElementForInspector(el: HTMLElement): void {
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this._parentDomElementForInspector = el;
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}
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/**
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* Enables the Babylon.js [Inspector](https://doc.babylonjs.com/legacy/inspector()).\
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* Due to the additional size of the inspector, this function is only available in "development" builds!
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*
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* @returns Signalizes if inspector could be loaded
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@@ -49,12 +59,16 @@ export class DebugManager {
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if (process.env.NODE_ENV === 'development') {
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const inspModule = await import(/* webpackChunkName: "inspector"*/ '@babylonjs/inspector');
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-
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const parentEl =
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this._parentDomElementForInspector ??
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// fallback to legacy `window.Cbn` call to support "old" cfgrs (pre Editor V2)
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window.Cbn?.utils?.Viewer3dHelper?.getCfgrParentDomElementForInspector?.();
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if (!options && parentEl) {
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// special case for usage in Combeenation configurator:
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// if no options are set the inspector will be rendered into the parent element of the configurator
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// in this way the configurator layout itself will not be affected by the inspector
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-
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inspModule.Inspector.Show(this.viewer.scene, { globalRoot: cfgrParentEl });
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inspModule.Inspector.Show(this.viewer.scene, { globalRoot: parentEl });
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} else {
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inspModule.Inspector.Show(this.viewer.scene, options ?? {});
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}
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@@ -20,6 +20,13 @@ export type MaterialCloneOptions = {
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tagNamingStrategy?: TagNamingStrategy;
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};
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/**
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* Material definition type, which can be passed to `BABYLON.Material.Parse` to create a runtime material object
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*/
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export type MaterialDefinition = {
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[key: string]: any;
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};
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/**
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* Manager for material related tasks
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*/
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@@ -30,12 +37,39 @@ export class MaterialManager {
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*/
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public static readonly CBN_FALLBACK_MATERIAL_NAME = '$fallback';
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protected _materialDefinitions: { [materialId: string]: MaterialDefinition } = {};
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protected _clonedMaterials: { [name: string]: Material } = {};
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protected _createMaterialPromises: { [materialId: string]: Promise<Material | null> } = {};
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protected _onMaterialDefinitionNotFound?: (materialId: string) => MaterialDefinition | undefined;
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/** @internal */
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public constructor(protected viewer: Viewer) {}
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/**
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* Register material definitions, which serves as a lookup for creating materials via {@link getOrCreateMaterial} or
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* {@link setMaterialOnMesh}.
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*/
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public registerMaterials(materialDefinitions: { [materialId: string]: MaterialDefinition }): void {
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for (const materialId in materialDefinitions) {
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if (this._materialDefinitions[materialId]) {
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console.warn(`Material "${materialId}" is already registered.`);
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return;
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}
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this._materialDefinitions[materialId] = materialDefinitions[materialId];
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}
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}
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/**
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* Registers a callback function, which will be called when a material definition for a requested material id is not
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* found. Can be used to create fallback material definitions on the fly.
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*/
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public setOnMaterialDefinitionNotFoundCallback(
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callback: (materialId: string) => MaterialDefinition | undefined
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): void {
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this._onMaterialDefinitionNotFound = callback;
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}
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/**
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* Assigns material with certain id to desired mesh.\
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* Creates the material if not already available (see {@link getOrCreateMaterial}).
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/**
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* Returns material with certain id if already available in the scene.\
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* If this is not the case material is created from
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* "[Material
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*
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* If this is not the case, material is created from registered material definitions, which are most likely coming
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* from "[Material assets](https://docs.combeenation.com/docs/howto-create-and-use-babylon-and-material-asset)" on the
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* Combeenation server.\
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* Waits until textures of material are fully loaded and shader is compiled. In this way "flickering" effects
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* will be avoided, since the material would be incomplete without its loaded textures.
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*
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this.viewer.eventManager.fireEvent(ViewerEvent.MaterialCreationStart, materialId);
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// request not pending, call the dedicated function
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const newCreationProm = this.
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const newCreationProm = this._createFromMaterialDefinition(materialId, mesh);
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// store the promise in a global map, so that subsequent requests can reference it
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this._createMaterialPromises[materialId] = newCreationProm;
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chosenMaterial = await newCreationProm;
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Object.keys(this._clonedMaterials).forEach(materialId => this.deleteClonedMaterial(materialId));
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}
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/**
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* Get material definition from registered material definitions or from legacy `Cbn.Assets.getMaterial` call
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*
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* @internal
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*/
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public getMaterialDefinition(materialId: string): MaterialDefinition | undefined {
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let definition: MaterialDefinition | undefined = this._materialDefinitions[materialId];
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if (!definition && window.Cbn?.Assets?.getMaterial) {
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// fallback to legacy `Cbn.Assets.getMaterial` call to support "old" cfgrs (pre Editor V2)
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definition = window.Cbn.Assets.getMaterial(materialId) as MaterialDefinition | undefined;
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}
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if (!definition) {
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console.warn(
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`Material definition for "${materialId}" couldn't be found. Material might not be registered or Material Asset from Combeenation server does not exist or is not connected to the configurator.`
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);
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definition = this._onMaterialDefinitionNotFound?.(materialId);
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}
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return definition;
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}
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protected async _createFromMaterialDefinition(materialId: string, mesh?: AbstractMesh): Promise<Material | null> {
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if (materialId === MaterialManager.CBN_FALLBACK_MATERIAL_NAME) {
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const fallbackMaterial = new StandardMaterial(MaterialManager.CBN_FALLBACK_MATERIAL_NAME, this.viewer.scene);
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fallbackMaterial.disableLighting = true;
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return fallbackMaterial;
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}
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return null;
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}
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const materialDefinition = await window.Cbn.Assets.getMaterial(materialId);
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const materialDefinition = this.getMaterialDefinition(materialId);
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if (!materialDefinition) {
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console.warn(
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`Trying to create material "${materialId}" from Combeenation asset but according asset does not exist or is not connected to the configurator.`
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);
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return null;
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}
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*/
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protected _addBuiltInParameterObservers(): void {
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createBuiltInParameter(this, this.viewer.materialManager);
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createBuiltInTextureParameter(this, this.viewer.scene);
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createBuiltInTextureParameter(this, this.viewer.materialManager, this.viewer.scene);
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createPaintableParameter(this, this.viewer.scene);
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}
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