@fps-games/editor 0.2.0-beta.3 → 0.2.1-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1400) hide show
  1. package/dist/agent-bridge/capabilities/editor-state.d.ts.map +1 -1
  2. package/dist/agent-bridge/capabilities/editor-state.js +32 -17
  3. package/dist/agent-bridge/capabilities/editor-state.js.map +1 -1
  4. package/dist/agent-bridge/capabilities/hierarchy.d.ts +4 -0
  5. package/dist/agent-bridge/capabilities/hierarchy.d.ts.map +1 -0
  6. package/dist/agent-bridge/capabilities/hierarchy.js +209 -0
  7. package/dist/agent-bridge/capabilities/hierarchy.js.map +1 -0
  8. package/dist/agent-bridge/capabilities/prefabs.d.ts.map +1 -1
  9. package/dist/agent-bridge/capabilities/prefabs.js +243 -60
  10. package/dist/agent-bridge/capabilities/prefabs.js.map +1 -1
  11. package/dist/agent-bridge/capabilities/scene-objects.d.ts +3 -4
  12. package/dist/agent-bridge/capabilities/scene-objects.d.ts.map +1 -1
  13. package/dist/agent-bridge/capabilities/scene-objects.js +111 -25
  14. package/dist/agent-bridge/capabilities/scene-objects.js.map +1 -1
  15. package/dist/agent-bridge/capabilities/selection.d.ts.map +1 -1
  16. package/dist/agent-bridge/capabilities/selection.js +8 -5
  17. package/dist/agent-bridge/capabilities/selection.js.map +1 -1
  18. package/dist/agent-bridge/capabilities/shadows.d.ts.map +1 -1
  19. package/dist/agent-bridge/capabilities/shadows.js +839 -67
  20. package/dist/agent-bridge/capabilities/shadows.js.map +1 -1
  21. package/dist/agent-bridge/capabilities/transform.d.ts.map +1 -1
  22. package/dist/agent-bridge/capabilities/transform.js +6 -4
  23. package/dist/agent-bridge/capabilities/transform.js.map +1 -1
  24. package/dist/agent-bridge/capabilities/ui-regions.d.ts.map +1 -1
  25. package/dist/agent-bridge/capabilities/ui-regions.js +3 -1
  26. package/dist/agent-bridge/capabilities/ui-regions.js.map +1 -1
  27. package/dist/agent-bridge/capabilities/viewport.d.ts.map +1 -1
  28. package/dist/agent-bridge/capabilities/viewport.js +92 -47
  29. package/dist/agent-bridge/capabilities/viewport.js.map +1 -1
  30. package/dist/agent-bridge/capability-sources.d.ts.map +1 -1
  31. package/dist/agent-bridge/capability-sources.js +2 -0
  32. package/dist/agent-bridge/capability-sources.js.map +1 -1
  33. package/dist/agent-bridge/register.d.ts.map +1 -1
  34. package/dist/agent-bridge/register.js +194 -0
  35. package/dist/agent-bridge/register.js.map +1 -1
  36. package/dist/agent-bridge/shared.d.ts +232 -7
  37. package/dist/agent-bridge/shared.d.ts.map +1 -1
  38. package/dist/agent-bridge/shared.js +174 -0
  39. package/dist/agent-bridge/shared.js.map +1 -1
  40. package/dist/agent-bridge/source-types.d.ts +17 -1
  41. package/dist/agent-bridge/source-types.d.ts.map +1 -1
  42. package/dist/agent-bridge/source-types.js.map +1 -1
  43. package/dist/build-info.json +57 -42
  44. package/dist/index.d.ts +7 -6
  45. package/dist/index.d.ts.map +1 -1
  46. package/dist/index.js +4 -3
  47. package/dist/index.js.map +1 -1
  48. package/dist/internal/babylon-preview-engine.d.ts +3 -0
  49. package/dist/internal/babylon-preview-engine.d.ts.map +1 -0
  50. package/dist/internal/babylon-preview-engine.js +11 -0
  51. package/dist/internal/babylon-preview-engine.js.map +1 -0
  52. package/dist/internal/product-local-editor-cleanup.d.ts +5 -0
  53. package/dist/internal/product-local-editor-cleanup.d.ts.map +1 -0
  54. package/dist/internal/product-local-editor-cleanup.js +20 -0
  55. package/dist/internal/product-local-editor-cleanup.js.map +1 -0
  56. package/dist/local-editor-agent-actions.d.ts +2 -4
  57. package/dist/local-editor-agent-actions.d.ts.map +1 -1
  58. package/dist/local-editor-agent-actions.js +61 -33
  59. package/dist/local-editor-agent-actions.js.map +1 -1
  60. package/dist/local-editor-agent-context.d.ts +5 -5
  61. package/dist/local-editor-agent-context.d.ts.map +1 -1
  62. package/dist/local-editor-agent-context.js.map +1 -1
  63. package/dist/local-editor-harness.d.ts +340 -35
  64. package/dist/local-editor-harness.d.ts.map +1 -1
  65. package/dist/local-editor-harness.js +3854 -1118
  66. package/dist/local-editor-harness.js.map +1 -1
  67. package/dist/local-editor-marker-graph.d.ts +15 -15
  68. package/dist/local-editor-marker-graph.d.ts.map +1 -1
  69. package/dist/local-editor-marker-graph.js +3 -0
  70. package/dist/local-editor-marker-graph.js.map +1 -1
  71. package/dist/local-editor-performance-stats.d.ts +3 -2
  72. package/dist/local-editor-performance-stats.d.ts.map +1 -1
  73. package/dist/local-editor-performance-stats.js.map +1 -1
  74. package/dist/local-editor-prefab-stage-transaction.d.ts +19 -0
  75. package/dist/local-editor-prefab-stage-transaction.d.ts.map +1 -0
  76. package/dist/local-editor-prefab-stage-transaction.js +45 -0
  77. package/dist/local-editor-prefab-stage-transaction.js.map +1 -0
  78. package/dist/local-editor-scene-view-interaction-runtime.d.ts +3 -1
  79. package/dist/local-editor-scene-view-interaction-runtime.d.ts.map +1 -1
  80. package/dist/local-editor-scene-view-interaction-runtime.js +24 -0
  81. package/dist/local-editor-scene-view-interaction-runtime.js.map +1 -1
  82. package/dist/local-editor-tools.d.ts +18 -0
  83. package/dist/local-editor-tools.d.ts.map +1 -0
  84. package/dist/local-editor-tools.js +53 -0
  85. package/dist/local-editor-tools.js.map +1 -0
  86. package/dist/playable-babylon-rendering.d.ts +9 -0
  87. package/dist/playable-babylon-rendering.d.ts.map +1 -1
  88. package/dist/playable-babylon-rendering.js +162 -6
  89. package/dist/playable-babylon-rendering.js.map +1 -1
  90. package/dist/playable-local-editor-entry.d.ts +68 -0
  91. package/dist/playable-local-editor-entry.d.ts.map +1 -0
  92. package/dist/playable-local-editor-entry.js +424 -0
  93. package/dist/playable-local-editor-entry.js.map +1 -0
  94. package/dist/playable-local-editor-host.d.ts +51 -29
  95. package/dist/playable-local-editor-host.d.ts.map +1 -1
  96. package/dist/playable-local-editor-host.js +23 -11
  97. package/dist/playable-local-editor-host.js.map +1 -1
  98. package/dist/playable-product-local-editor.d.ts +10 -12
  99. package/dist/playable-product-local-editor.d.ts.map +1 -1
  100. package/dist/playable-product-local-editor.js +178 -85
  101. package/dist/playable-product-local-editor.js.map +1 -1
  102. package/dist/playable-product-projection-preview.d.ts +4 -1
  103. package/dist/playable-product-projection-preview.d.ts.map +1 -1
  104. package/dist/playable-product-projection-preview.js +122 -5
  105. package/dist/playable-product-projection-preview.js.map +1 -1
  106. package/dist/playable-product-rendering.d.ts +12 -0
  107. package/dist/playable-product-rendering.d.ts.map +1 -1
  108. package/dist/playable-product-rendering.js +128 -6
  109. package/dist/playable-product-rendering.js.map +1 -1
  110. package/dist/playable-product-scene-capabilities.d.ts +24 -7
  111. package/dist/playable-product-scene-capabilities.d.ts.map +1 -1
  112. package/dist/playable-product-scene-capabilities.js +172 -15
  113. package/dist/playable-product-scene-capabilities.js.map +1 -1
  114. package/dist/playable-project-mode.d.ts +17 -0
  115. package/dist/playable-project-mode.d.ts.map +1 -0
  116. package/dist/playable-project-mode.js +2 -0
  117. package/dist/playable-project-mode.js.map +1 -0
  118. package/dist/playable-runtime-babylon.d.ts +3 -6
  119. package/dist/playable-runtime-babylon.d.ts.map +1 -1
  120. package/dist/playable-runtime-babylon.js +1 -5
  121. package/dist/playable-runtime-babylon.js.map +1 -1
  122. package/dist/playable-sdk.d.ts +16 -9
  123. package/dist/playable-sdk.d.ts.map +1 -1
  124. package/dist/playable-sdk.js +6 -4
  125. package/dist/playable-sdk.js.map +1 -1
  126. package/dist/playable-standard-project.d.ts +23 -14
  127. package/dist/playable-standard-project.d.ts.map +1 -1
  128. package/dist/playable-standard-project.js +53 -19
  129. package/dist/playable-standard-project.js.map +1 -1
  130. package/dist/vite-client.d.ts +4 -0
  131. package/node_modules/@babel/helper-string-parser/lib/index.js +0 -1
  132. package/node_modules/@babel/helper-validator-identifier/lib/identifier.js +0 -1
  133. package/node_modules/@babel/helper-validator-identifier/lib/index.js +0 -1
  134. package/node_modules/@babel/helper-validator-identifier/lib/keyword.js +0 -1
  135. package/node_modules/@babel/parser/lib/index.js +0 -1
  136. package/node_modules/@babel/types/lib/asserts/assertNode.js +0 -1
  137. package/node_modules/@babel/types/lib/asserts/generated/index.js +0 -1
  138. package/node_modules/@babel/types/lib/ast-types/generated/index.js +0 -1
  139. package/node_modules/@babel/types/lib/builders/flow/createFlowUnionType.js +0 -1
  140. package/node_modules/@babel/types/lib/builders/flow/createTypeAnnotationBasedOnTypeof.js +0 -1
  141. package/node_modules/@babel/types/lib/builders/generated/index.js +0 -1
  142. package/node_modules/@babel/types/lib/builders/generated/lowercase.js +0 -1
  143. package/node_modules/@babel/types/lib/builders/generated/uppercase.js +0 -1
  144. package/node_modules/@babel/types/lib/builders/productions.js +0 -1
  145. package/node_modules/@babel/types/lib/builders/react/buildChildren.js +0 -1
  146. package/node_modules/@babel/types/lib/builders/typescript/createTSUnionType.js +0 -1
  147. package/node_modules/@babel/types/lib/builders/validateNode.js +0 -1
  148. package/node_modules/@babel/types/lib/clone/clone.js +0 -1
  149. package/node_modules/@babel/types/lib/clone/cloneDeep.js +0 -1
  150. package/node_modules/@babel/types/lib/clone/cloneDeepWithoutLoc.js +0 -1
  151. package/node_modules/@babel/types/lib/clone/cloneNode.js +0 -1
  152. package/node_modules/@babel/types/lib/clone/cloneWithoutLoc.js +0 -1
  153. package/node_modules/@babel/types/lib/comments/addComment.js +0 -1
  154. package/node_modules/@babel/types/lib/comments/addComments.js +0 -1
  155. package/node_modules/@babel/types/lib/comments/inheritInnerComments.js +0 -1
  156. package/node_modules/@babel/types/lib/comments/inheritLeadingComments.js +0 -1
  157. package/node_modules/@babel/types/lib/comments/inheritTrailingComments.js +0 -1
  158. package/node_modules/@babel/types/lib/comments/inheritsComments.js +0 -1
  159. package/node_modules/@babel/types/lib/comments/removeComments.js +0 -1
  160. package/node_modules/@babel/types/lib/constants/generated/index.js +0 -1
  161. package/node_modules/@babel/types/lib/constants/index.js +0 -1
  162. package/node_modules/@babel/types/lib/converters/ensureBlock.js +0 -1
  163. package/node_modules/@babel/types/lib/converters/gatherSequenceExpressions.js +0 -1
  164. package/node_modules/@babel/types/lib/converters/toBindingIdentifierName.js +0 -1
  165. package/node_modules/@babel/types/lib/converters/toBlock.js +0 -1
  166. package/node_modules/@babel/types/lib/converters/toComputedKey.js +0 -1
  167. package/node_modules/@babel/types/lib/converters/toExpression.js +0 -1
  168. package/node_modules/@babel/types/lib/converters/toIdentifier.js +0 -1
  169. package/node_modules/@babel/types/lib/converters/toKeyAlias.js +0 -1
  170. package/node_modules/@babel/types/lib/converters/toSequenceExpression.js +0 -1
  171. package/node_modules/@babel/types/lib/converters/toStatement.js +0 -1
  172. package/node_modules/@babel/types/lib/converters/valueToNode.js +0 -1
  173. package/node_modules/@babel/types/lib/definitions/core.js +0 -1
  174. package/node_modules/@babel/types/lib/definitions/deprecated-aliases.js +0 -1
  175. package/node_modules/@babel/types/lib/definitions/experimental.js +0 -1
  176. package/node_modules/@babel/types/lib/definitions/flow.js +0 -1
  177. package/node_modules/@babel/types/lib/definitions/index.js +0 -1
  178. package/node_modules/@babel/types/lib/definitions/jsx.js +0 -1
  179. package/node_modules/@babel/types/lib/definitions/misc.js +0 -1
  180. package/node_modules/@babel/types/lib/definitions/placeholders.js +0 -1
  181. package/node_modules/@babel/types/lib/definitions/typescript.js +0 -1
  182. package/node_modules/@babel/types/lib/definitions/utils.js +0 -1
  183. package/node_modules/@babel/types/lib/index.js +0 -1
  184. package/node_modules/@babel/types/lib/modifications/appendToMemberExpression.js +0 -1
  185. package/node_modules/@babel/types/lib/modifications/flow/removeTypeDuplicates.js +0 -1
  186. package/node_modules/@babel/types/lib/modifications/inherits.js +0 -1
  187. package/node_modules/@babel/types/lib/modifications/prependToMemberExpression.js +0 -1
  188. package/node_modules/@babel/types/lib/modifications/removeProperties.js +0 -1
  189. package/node_modules/@babel/types/lib/modifications/removePropertiesDeep.js +0 -1
  190. package/node_modules/@babel/types/lib/modifications/typescript/removeTypeDuplicates.js +0 -1
  191. package/node_modules/@babel/types/lib/retrievers/getAssignmentIdentifiers.js +0 -1
  192. package/node_modules/@babel/types/lib/retrievers/getBindingIdentifiers.js +0 -1
  193. package/node_modules/@babel/types/lib/retrievers/getFunctionName.js +0 -1
  194. package/node_modules/@babel/types/lib/retrievers/getOuterBindingIdentifiers.js +0 -1
  195. package/node_modules/@babel/types/lib/traverse/traverse.js +0 -1
  196. package/node_modules/@babel/types/lib/traverse/traverseFast.js +0 -1
  197. package/node_modules/@babel/types/lib/utils/deprecationWarning.js +0 -1
  198. package/node_modules/@babel/types/lib/utils/inherit.js +0 -1
  199. package/node_modules/@babel/types/lib/utils/react/cleanJSXElementLiteralChild.js +0 -1
  200. package/node_modules/@babel/types/lib/utils/shallowEqual.js +0 -1
  201. package/node_modules/@babel/types/lib/validators/buildMatchMemberExpression.js +0 -1
  202. package/node_modules/@babel/types/lib/validators/generated/index.js +0 -1
  203. package/node_modules/@babel/types/lib/validators/is.js +0 -1
  204. package/node_modules/@babel/types/lib/validators/isBinding.js +0 -1
  205. package/node_modules/@babel/types/lib/validators/isBlockScoped.js +0 -1
  206. package/node_modules/@babel/types/lib/validators/isImmutable.js +0 -1
  207. package/node_modules/@babel/types/lib/validators/isLet.js +0 -1
  208. package/node_modules/@babel/types/lib/validators/isNode.js +0 -1
  209. package/node_modules/@babel/types/lib/validators/isNodesEquivalent.js +0 -1
  210. package/node_modules/@babel/types/lib/validators/isPlaceholderType.js +0 -1
  211. package/node_modules/@babel/types/lib/validators/isReferenced.js +0 -1
  212. package/node_modules/@babel/types/lib/validators/isScope.js +0 -1
  213. package/node_modules/@babel/types/lib/validators/isSpecifierDefault.js +0 -1
  214. package/node_modules/@babel/types/lib/validators/isType.js +0 -1
  215. package/node_modules/@babel/types/lib/validators/isValidES3Identifier.js +0 -1
  216. package/node_modules/@babel/types/lib/validators/isValidIdentifier.js +0 -1
  217. package/node_modules/@babel/types/lib/validators/isVar.js +0 -1
  218. package/node_modules/@babel/types/lib/validators/matchesPattern.js +0 -1
  219. package/node_modules/@babel/types/lib/validators/react/isCompatTag.js +0 -1
  220. package/node_modules/@babel/types/lib/validators/react/isReactComponent.js +0 -1
  221. package/node_modules/@babel/types/lib/validators/validate.js +0 -1
  222. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.d.ts +69 -0
  223. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.js +132 -0
  224. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.d.ts +8 -0
  225. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.js +7 -0
  226. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.d.ts +14 -0
  227. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.js +328 -0
  228. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.d.ts +9 -0
  229. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.js +1 -0
  230. package/node_modules/@babylonjs/loaders/BVH/index.d.ts +2 -0
  231. package/node_modules/@babylonjs/loaders/BVH/index.js +3 -0
  232. package/node_modules/@babylonjs/loaders/OBJ/index.d.ts +4 -0
  233. package/node_modules/@babylonjs/loaders/OBJ/index.js +4 -0
  234. package/node_modules/@babylonjs/loaders/OBJ/mtlFileLoader.d.ts +41 -0
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  236. package/node_modules/@babylonjs/loaders/OBJ/objFileLoader.d.ts +136 -0
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  238. package/node_modules/@babylonjs/loaders/OBJ/objFileLoader.metadata.d.ts +4 -0
  239. package/node_modules/@babylonjs/loaders/OBJ/objFileLoader.metadata.js +4 -0
  240. package/node_modules/@babylonjs/loaders/OBJ/objLoadingOptions.d.ts +47 -0
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  242. package/node_modules/@babylonjs/loaders/OBJ/solidParser.d.ts +175 -0
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  244. package/node_modules/@babylonjs/loaders/SPLAT/index.d.ts +2 -0
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  248. package/node_modules/@babylonjs/loaders/SPLAT/splatDefs.d.ts +26 -0
  249. package/node_modules/@babylonjs/loaders/SPLAT/splatDefs.js +10 -0
  250. package/node_modules/@babylonjs/loaders/SPLAT/splatFileLoader.d.ts +100 -0
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  253. package/node_modules/@babylonjs/loaders/SPLAT/splatFileLoader.metadata.js +15 -0
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  258. package/node_modules/@babylonjs/loaders/STL/index.d.ts +1 -0
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  264. package/node_modules/@babylonjs/loaders/bvh/license.md +21 -0
  265. package/node_modules/@babylonjs/loaders/dynamic.d.ts +5 -0
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  267. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFBinaryExtension.d.ts +16 -0
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  271. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -0
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  273. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.d.ts +71 -0
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  275. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.d.ts +13 -0
  276. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.js +130 -0
  277. package/node_modules/@babylonjs/loaders/glTF/1.0/index.d.ts +5 -0
  278. package/node_modules/@babylonjs/loaders/glTF/1.0/index.js +5 -0
  279. package/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_area.d.ts +41 -0
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  285. package/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +39 -0
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  1390. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-command-adapter.d.ts.map +0 -1
  1391. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-command-adapter.js +0 -75
  1392. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-command-adapter.js.map +0 -1
  1393. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.d.ts +0 -5
  1394. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.d.ts.map +0 -1
  1395. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.js +0 -92
  1396. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.js.map +0 -1
  1397. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.d.ts +0 -63
  1398. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.d.ts.map +0 -1
  1399. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.js +0 -285
  1400. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.js.map +0 -1
@@ -1 +1 @@
1
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'defaultPostProcessPipeline',\n initialProfile ?? null,\n );\n}\n\nclass BabylonDefaultPostProcessPipelineControllerImpl implements BabylonDefaultPostProcessPipelineController {\n private pipeline: DefaultRenderingPipeline | null = null;\n private profile: BabylonDefaultPostProcessProfile | null = null;\n private structuralKey = '';\n\n constructor(\n private readonly scene: Scene,\n private readonly cameras: Camera[],\n private readonly name: string,\n initialProfile: BabylonDefaultPostProcessProfile | null,\n ) {\n this.setProfile(initialProfile);\n }\n\n setProfile(profile: BabylonDefaultPostProcessProfile | null | undefined): void {\n if (!profile) {\n this.disposePipeline();\n this.profile = null;\n this.structuralKey = '';\n return;\n }\n const nextProfile = normalizeBabylonDefaultPostProcessProfile(profile);\n const nextStructuralKey = createPostProcessStructuralKey(nextProfile);\n this.profile = nextProfile;\n if (!nextProfile.enabled) {\n this.disposePipeline();\n this.structuralKey = nextStructuralKey;\n return;\n }\n if (!this.pipeline || this.structuralKey !== nextStructuralKey) {\n this.disposePipeline();\n this.pipeline = new DefaultRenderingPipeline(\n this.name,\n nextProfile.hdr,\n this.scene,\n this.cameras,\n );\n this.structuralKey = nextStructuralKey;\n }\n this.applyProfile(nextProfile);\n }\n\n getProfile(): BabylonDefaultPostProcessProfile | null {\n return this.profile;\n }\n\n getPipeline(): DefaultRenderingPipeline | null {\n return this.pipeline;\n }\n\n dispose(): void {\n this.disposePipeline();\n this.profile = null;\n this.structuralKey = '';\n }\n\n private applyProfile(profile: BabylonDefaultPostProcessProfile): void {\n if (!this.pipeline) return;\n this.pipeline.imageProcessingEnabled = true;\n this.pipeline.imageProcessing.exposure = profile.imageProcessing.exposure;\n this.pipeline.imageProcessing.contrast = profile.imageProcessing.contrast;\n this.pipeline.imageProcessing.toneMappingEnabled = profile.toneMapping.enabled;\n this.pipeline.imageProcessing.toneMappingType = resolveToneMappingType(profile.toneMapping.type);\n\n this.pipeline.samples = profile.antialiasing.samples;\n this.pipeline.bloomEnabled = profile.bloom.enabled;\n this.pipeline.bloomThreshold = profile.bloom.threshold;\n this.pipeline.bloomWeight = profile.bloom.weight;\n this.pipeline.bloomKernel = profile.bloom.kernel;\n this.pipeline.bloomScale = profile.bloom.scale;\n\n this.pipeline.sharpenEnabled = false;\n this.pipeline.chromaticAberrationEnabled = false;\n this.pipeline.depthOfFieldEnabled = false;\n this.pipeline.grainEnabled = false;\n }\n\n private disposePipeline(): void {\n this.pipeline?.dispose();\n this.pipeline = null;\n }\n}\n\nfunction resolveToneMappingType(type: BabylonDefaultPostProcessProfile['toneMapping']['type']): number {\n if (type === 'aces') return ImageProcessingConfiguration.TONEMAPPING_ACES;\n if (type === 'khr-pbr-neutral') return ImageProcessingConfiguration.TONEMAPPING_KHR_PBR_NEUTRAL;\n return ImageProcessingConfiguration.TONEMAPPING_STANDARD;\n}\n"]}
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{ ImageProcessingConfiguration } from '@babylonjs/core/Materials/imageProcessingConfiguration.js';\nimport { DefaultRenderingPipeline } from '@babylonjs/core/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js';\nimport type { Camera } from '@babylonjs/core/Cameras/camera.js';\nimport type { Scene } from '@babylonjs/core/scene.js';\nimport {\n type BabylonDefaultPostProcessPipelineController,\n type BabylonDefaultPostProcessPipelineControllerOptions,\n type BabylonDefaultPostProcessProfile,\n} from './types.js';\nimport { normalizeBabylonDefaultPostProcessProfile } from './profile.js';\nimport { createPostProcessStructuralKey } from './volume-stack.js';\n\nconst babylonDefaultPostProcessSceneOwners = new WeakMap<Scene, {\n readonly name: string;\n readonly token: object;\n}>();\n\nexport type BabylonDefaultPostProcessPipelineControllerCleanup = () => readonly unknown[];\n\nexport function readBabylonDefaultPostProcessPipelineControllerCleanup(\n error: unknown,\n): BabylonDefaultPostProcessPipelineControllerCleanup | null {\n if (!error || (typeof error !== 'object' && typeof error !== 'function')) return null;\n const cleanup = (error as { babylonDefaultPostProcessPipelineControllerCleanup?: unknown })\n .babylonDefaultPostProcessPipelineControllerCleanup;\n return typeof cleanup === 'function'\n ? cleanup as BabylonDefaultPostProcessPipelineControllerCleanup\n : null;\n}\n\nexport function createBabylonDefaultPostProcessPipelineController(\n scene: Scene,\n cameras: Camera[],\n initialProfile?: BabylonDefaultPostProcessProfile | null,\n options: BabylonDefaultPostProcessPipelineControllerOptions = {},\n): BabylonDefaultPostProcessPipelineController {\n const name = options.name ?? 'defaultPostProcessPipeline';\n const releaseOwnership = reserveBabylonDefaultPostProcessScene(scene, name);\n let controller: BabylonDefaultPostProcessPipelineControllerImpl | null = null;\n try {\n controller = new BabylonDefaultPostProcessPipelineControllerImpl(\n scene,\n [...cameras],\n name,\n options.fxaaEnabled === true,\n releaseOwnership,\n );\n controller.setProfile(initialProfile ?? null);\n return controller;\n } catch (error) {\n const allocatedController = controller;\n const cleanup = createRetryableCleanup(\n allocatedController ? () => allocatedController.dispose() : releaseOwnership,\n );\n const cleanupErrors = cleanup();\n throw createInitializationFailure(error, cleanup, cleanupErrors);\n }\n}\n\nclass BabylonDefaultPostProcessPipelineControllerImpl implements BabylonDefaultPostProcessPipelineController {\n private pipeline: DefaultRenderingPipeline | null = null;\n private profile: BabylonDefaultPostProcessProfile | null = null;\n private structuralKey = '';\n private readonly pendingCameraAttachments = new Set<Camera>();\n\n constructor(\n private readonly scene: Scene,\n private readonly cameras: Camera[],\n private readonly name: string,\n private readonly fxaaEnabled: boolean,\n private readonly releaseOwnership: () => void,\n ) {}\n\n addCamera(camera: Camera): void {\n const knownCamera = this.cameras.includes(camera);\n if (knownCamera && !this.pendingCameraAttachments.has(camera)) return;\n if (knownCamera && this.pendingCameraAttachments.has(camera)) {\n this.pipeline?.removeCamera(camera);\n }\n try {\n this.pipeline?.addCamera(camera);\n } catch (error) {\n let failure = error;\n if (this.pipeline?.cameras.includes(camera)) {\n try { this.pipeline.removeCamera(camera); }\n catch (cleanupError) {\n if (!knownCamera) this.cameras.push(camera);\n this.pendingCameraAttachments.add(camera);\n failure = createFailureWithMetadata(\n error,\n 'babylon.postProcess.cameraAttachmentFailed',\n { cleanupErrors: Object.freeze([cleanupError]) },\n );\n }\n }\n throw failure;\n }\n if (!knownCamera) this.cameras.push(camera);\n this.pendingCameraAttachments.delete(camera);\n }\n\n removeCamera(camera: Camera): void {\n const index = this.cameras.indexOf(camera);\n if (index < 0) return;\n this.pipeline?.removeCamera(camera);\n this.cameras.splice(index, 1);\n this.pendingCameraAttachments.delete(camera);\n }\n\n setProfile(profile: BabylonDefaultPostProcessProfile | null | undefined): void {\n if (!profile) {\n this.disposePipeline();\n this.profile = null;\n this.structuralKey = '';\n return;\n }\n const nextProfile = normalizeBabylonDefaultPostProcessProfile(profile);\n const nextStructuralKey = createPostProcessStructuralKey(nextProfile);\n this.profile = nextProfile;\n if (!nextProfile.enabled) {\n this.disposePipeline();\n this.structuralKey = nextStructuralKey;\n return;\n }\n if (!this.pipeline || this.structuralKey !== nextStructuralKey) {\n this.disposePipeline();\n this.pipeline = new DefaultRenderingPipeline(\n this.name,\n nextProfile.hdr,\n this.scene,\n this.cameras,\n );\n this.structuralKey = nextStructuralKey;\n }\n this.applyProfile(nextProfile);\n }\n\n getProfile(): BabylonDefaultPostProcessProfile | null {\n return this.profile;\n }\n\n getPipeline(): DefaultRenderingPipeline | null {\n return this.pipeline;\n }\n\n dispose(): void {\n this.disposePipeline();\n this.releaseOwnership();\n this.profile = null;\n this.structuralKey = '';\n }\n\n private applyProfile(profile: BabylonDefaultPostProcessProfile): void {\n if (!this.pipeline) return;\n this.pipeline.imageProcessingEnabled = true;\n this.pipeline.imageProcessing.exposure = profile.imageProcessing.exposure;\n this.pipeline.imageProcessing.contrast = profile.imageProcessing.contrast;\n this.pipeline.imageProcessing.toneMappingEnabled = profile.toneMapping.enabled;\n this.pipeline.imageProcessing.toneMappingType = resolveToneMappingType(profile.toneMapping.type);\n\n this.pipeline.samples = profile.antialiasing.samples;\n this.pipeline.bloomEnabled = profile.bloom.enabled;\n this.pipeline.bloomThreshold = profile.bloom.threshold;\n this.pipeline.bloomWeight = profile.bloom.weight;\n this.pipeline.bloomKernel = profile.bloom.kernel;\n this.pipeline.bloomScale = profile.bloom.scale;\n\n this.pipeline.sharpenEnabled = false;\n this.pipeline.chromaticAberrationEnabled = false;\n this.pipeline.depthOfFieldEnabled = false;\n this.pipeline.grainEnabled = false;\n this.pipeline.fxaaEnabled = this.fxaaEnabled;\n }\n\n private disposePipeline(): void {\n this.pipeline?.dispose();\n this.pipeline = null;\n this.pendingCameraAttachments.clear();\n }\n}\n\nfunction createRetryableCleanup(operation: () => void): BabylonDefaultPostProcessPipelineControllerCleanup {\n let pending = true;\n return () => {\n if (!pending) return Object.freeze([]);\n try {\n operation();\n pending = false;\n return Object.freeze([]);\n } catch (error) {\n return Object.freeze([error]);\n }\n };\n}\n\nfunction createInitializationFailure(\n error: unknown,\n cleanup: BabylonDefaultPostProcessPipelineControllerCleanup,\n cleanupErrors: readonly unknown[],\n): unknown {\n if (cleanupErrors.length === 0) return error;\n const metadata = {\n cleanupErrors: Object.freeze([...cleanupErrors]),\n babylonDefaultPostProcessPipelineControllerCleanup: cleanup,\n } as const;\n if (error && (typeof error === 'object' || typeof error === 'function')) {\n try {\n Object.assign(error, metadata);\n if (readBabylonDefaultPostProcessPipelineControllerCleanup(error) === cleanup) return error;\n } catch {\n // A non-extensible primary error is wrapped so cleanup ownership remains reachable.\n }\n }\n return Object.assign(\n new Error(error instanceof Error ? error.message : 'babylon.postProcess.initializationFailed'),\n { cause: error, ...metadata },\n );\n}\n\nfunction createFailureWithMetadata(\n failure: unknown,\n fallbackMessage: string,\n metadata: Readonly<Record<string, unknown>>,\n): object {\n if (failure && (typeof failure === 'object' || typeof failure === 'function')) {\n try {\n Object.assign(failure, metadata);\n if (Object.entries(metadata).every(([key, value]) => (\n (failure as Record<string, unknown>)[key] === value\n ))) return failure;\n } catch {\n // A non-extensible primary error is wrapped so cleanup diagnostics remain reachable.\n }\n }\n return Object.assign(\n new Error(failure instanceof Error ? failure.message : fallbackMessage),\n { cause: failure, ...metadata },\n );\n}\n\nfunction reserveBabylonDefaultPostProcessScene(scene: Scene, name: string): () => void {\n const activeOwner = babylonDefaultPostProcessSceneOwners.get(scene);\n if (activeOwner) {\n throw Object.assign(\n new Error(\n `Babylon default post-process Scene already has an active owner \"${activeOwner.name}\"; `\n + `cannot create \"${name}\".`,\n ),\n {\n code: 'babylon.postProcess.ownerConflict',\n activeOwnerName: activeOwner.name,\n requestedOwnerName: name,\n },\n );\n }\n const token = Object.freeze({});\n babylonDefaultPostProcessSceneOwners.set(scene, { name, token });\n let released = false;\n return () => {\n if (released) return;\n const currentOwner = babylonDefaultPostProcessSceneOwners.get(scene);\n if (currentOwner?.token !== token) {\n throw new Error('Babylon default post-process Scene ownership changed before cleanup completed.');\n }\n babylonDefaultPostProcessSceneOwners.delete(scene);\n released = true;\n };\n}\n\nfunction resolveToneMappingType(type: BabylonDefaultPostProcessProfile['toneMapping']['type']): number {\n if (type === 'aces') return ImageProcessingConfiguration.TONEMAPPING_ACES;\n if (type === 'khr-pbr-neutral') return ImageProcessingConfiguration.TONEMAPPING_KHR_PBR_NEUTRAL;\n return ImageProcessingConfiguration.TONEMAPPING_STANDARD;\n}\n"]}
@@ -64,6 +64,8 @@ export interface BabylonDefaultPostProcessResolveResult {
64
64
  activeVolumes: BabylonDefaultPostProcessResolvedVolume[];
65
65
  }
66
66
  export interface BabylonDefaultPostProcessPipelineController {
67
+ addCamera(camera: Camera): void;
68
+ removeCamera(camera: Camera): void;
67
69
  setProfile(profile: BabylonDefaultPostProcessProfile | null | undefined): void;
68
70
  getProfile(): BabylonDefaultPostProcessProfile | null;
69
71
  getPipeline(): unknown | null;
@@ -71,7 +73,9 @@ export interface BabylonDefaultPostProcessPipelineController {
71
73
  }
72
74
  export interface BabylonDefaultPostProcessPipelineControllerOptions {
73
75
  name?: string;
76
+ fxaaEnabled?: boolean;
74
77
  }
75
78
  export declare const DEFAULT_BABYLON_POST_PROCESS_VOLUME_ID = "global-post-process-volume";
76
79
  export declare const DEFAULT_BABYLON_DEFAULT_POST_PROCESS_PROFILE: BabylonDefaultPostProcessProfile;
80
+ import type { Camera } from '@babylonjs/core/Cameras/camera.js';
77
81
  //# sourceMappingURL=types.d.ts.map
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@@ -1 +1 @@
1
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1
+ {"version":3,"file":"types.js","sourceRoot":"","sources":["../../src/post-process/types.ts"],"names":[],"mappings":"AA2FA,MAAM,CAAC,MAAM,sCAAsC,GAAG,4BAA4B,CAAC;AAEnF,MAAM,CAAC,MAAM,4CAA4C,GAAqC;IAC5F,OAAO,EAAE,IAAI;IACb,GAAG,EAAE,IAAI;IACT,eAAe,EAAE;QACf,QAAQ,EAAE,CAAC;QACX,QAAQ,EAAE,CAAC;KACZ;IACD,WAAW,EAAE;QACX,OAAO,EAAE,IAAI;QACb,IAAI,EAAE,MAAM;KACb;IACD,YAAY,EAAE;QACZ,OAAO,EAAE,CAAC;KACX;IACD,KAAK,EAAE;QACL,OAAO,EAAE,KAAK;QACd,SAAS,EAAE,GAAG;QACd,MAAM,EAAE,GAAG;QACX,MAAM,EAAE,EAAE;QACV,KAAK,EAAE,GAAG;KACX;CACF,CAAC","sourcesContent":["export type BabylonDefaultToneMappingType = 'standard' | 'aces' | 'khr-pbr-neutral';\n\nexport type BabylonDefaultPostProcessSamples = 1 | 2 | 4 | 8;\n\nexport interface BabylonDefaultPostProcessVec3 {\n x: number;\n y: number;\n z: number;\n}\n\nexport interface BabylonDefaultPostProcessProfile {\n enabled: boolean;\n hdr: boolean;\n imageProcessing: {\n exposure: number;\n contrast: number;\n };\n toneMapping: {\n enabled: boolean;\n type: BabylonDefaultToneMappingType;\n };\n antialiasing: {\n samples: BabylonDefaultPostProcessSamples;\n };\n bloom: {\n enabled: boolean;\n threshold: number;\n weight: number;\n kernel: number;\n scale: number;\n };\n}\n\nexport type PostProcessVolumeShape =\n | {\n type: 'sphere';\n center: BabylonDefaultPostProcessVec3;\n radius: number;\n }\n | {\n type: 'box';\n center: BabylonDefaultPostProcessVec3;\n size: BabylonDefaultPostProcessVec3;\n };\n\nexport interface BabylonDefaultPostProcessVolume {\n id: string;\n enabled: boolean;\n global: boolean;\n priority: number;\n blendWeight: number;\n blendRadius: number;\n shape: PostProcessVolumeShape | null;\n profile: BabylonDefaultPostProcessProfile;\n}\n\nexport interface BabylonDefaultPostProcessVolumeStack {\n volumes: BabylonDefaultPostProcessVolume[];\n}\n\nexport interface BabylonDefaultPostProcessResolveInput {\n cameraPosition?: BabylonDefaultPostProcessVec3 | null;\n}\n\nexport interface BabylonDefaultPostProcessResolvedVolume {\n id: string;\n priority: number;\n influence: number;\n global: boolean;\n}\n\nexport interface BabylonDefaultPostProcessResolveResult {\n profile: BabylonDefaultPostProcessProfile;\n structuralKey: string;\n activeVolumes: BabylonDefaultPostProcessResolvedVolume[];\n}\n\nexport interface BabylonDefaultPostProcessPipelineController {\n addCamera(camera: Camera): void;\n removeCamera(camera: Camera): void;\n setProfile(profile: BabylonDefaultPostProcessProfile | null | undefined): void;\n getProfile(): BabylonDefaultPostProcessProfile | null;\n getPipeline(): unknown | null;\n dispose(): void;\n}\n\nexport interface BabylonDefaultPostProcessPipelineControllerOptions {\n name?: string;\n fxaaEnabled?: boolean;\n}\n\nexport const DEFAULT_BABYLON_POST_PROCESS_VOLUME_ID = 'global-post-process-volume';\n\nexport const DEFAULT_BABYLON_DEFAULT_POST_PROCESS_PROFILE: BabylonDefaultPostProcessProfile = {\n enabled: true,\n hdr: true,\n imageProcessing: {\n exposure: 1,\n contrast: 1,\n },\n toneMapping: {\n enabled: true,\n type: 'aces',\n },\n antialiasing: {\n samples: 4,\n },\n bloom: {\n enabled: false,\n threshold: 0.9,\n weight: 0.2,\n kernel: 64,\n scale: 0.5,\n },\n};\nimport type { Camera } from '@babylonjs/core/Cameras/camera.js';\n"]}
@@ -1,6 +1,7 @@
1
1
  import { Camera } from '@babylonjs/core/Cameras/camera.js';
2
2
  import type { DirectionalLight } from '@babylonjs/core/Lights/directionalLight.js';
3
3
  import { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator.js';
4
+ import './shadow-generator-shaders.js';
4
5
  import type { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh.js';
5
6
  import type { Scene } from '@babylonjs/core/scene.js';
6
7
  import '@babylonjs/core/Lights/Shadows/shadowGeneratorSceneComponent.js';
@@ -1 +1 @@
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@@ -1,6 +1,7 @@
1
1
  import { Camera } from '@babylonjs/core/Cameras/camera.js';
2
2
  import { CascadedShadowGenerator } from '@babylonjs/core/Lights/Shadows/cascadedShadowGenerator.js';
3
3
  import { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator.js';
4
+ import './shadow-generator-shaders.js';
4
5
  import { Matrix, Vector3 } from '@babylonjs/core/Maths/math.vector.js';
5
6
  import '@babylonjs/core/Lights/Shadows/shadowGeneratorSceneComponent.js';
6
7
  const DEFAULT_DYNAMIC_SHADOW_PARAMS = {
@@ -1 +1 @@
1
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{ Camera } from '@babylonjs/core/Cameras/camera.js';\nimport type { DirectionalLight } from '@babylonjs/core/Lights/directionalLight.js';\nimport { CascadedShadowGenerator } from '@babylonjs/core/Lights/Shadows/cascadedShadowGenerator.js';\nimport { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator.js';\nimport { Matrix, Vector3 } from '@babylonjs/core/Maths/math.vector.js';\nimport type { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh.js';\nimport type { Observer } from '@babylonjs/core/Misc/observable.js';\nimport type { Scene } from '@babylonjs/core/scene.js';\n\nimport '@babylonjs/core/Lights/Shadows/shadowGeneratorSceneComponent.js';\n\nexport interface DynamicShadowParams {\n opacity: number;\n softness: number;\n bias: number;\n normalBias: number;\n maxDistance: number;\n resolution: 512 | 1024 | 2048 | 4096;\n cascadeCount: 1 | 2 | 4;\n blurKernel: number;\n}\n\nexport interface DynamicShadowOptions {\n enabled: boolean;\n camera?: Camera | null;\n params: DynamicShadowParams;\n useCsm?: boolean;\n boundsPadding?: number;\n stableSnapping?: boolean;\n debug?: boolean;\n}\n\nexport interface DynamicShadowLightOrthoBounds {\n left: number;\n right: number;\n top: number;\n bottom: number;\n minZ: number;\n maxZ: number;\n}\n\nexport interface DynamicShadowWorldBounds {\n min: { x: number; y: number; z: number };\n max: { x: number; y: number; z: number };\n}\n\nexport interface DynamicShadowDiagnostics {\n enabled: boolean;\n casterCount: number;\n receiverCount: number;\n generator: {\n className: string | null;\n mapSize: unknown;\n darkness: number | null;\n bias: number | null;\n normalBias: number | null;\n blurKernel: number | null;\n renderListCount: number;\n useCsm: boolean;\n } | null;\n params: DynamicShadowParams;\n bounds: {\n world: DynamicShadowWorldBounds;\n lightOrtho: DynamicShadowLightOrthoBounds;\n texelSize: number;\n cameraProjection: 'orthographic' | 'perspective' | 'none';\n } | null;\n fallbackReasons: string[];\n}\n\nexport interface DynamicShadowSystem {\n initialize(): void;\n addCaster(mesh: AbstractMesh): boolean;\n removeCaster(mesh: AbstractMesh): void;\n addReceiver(mesh: AbstractMesh): void;\n removeReceiver(mesh: AbstractMesh): void;\n setCamera(camera: Camera | null): void;\n setOptions(options: Partial<DynamicShadowOptions>): void;\n refresh(): void;\n getShadowGenerator(): ShadowGenerator | null;\n getDiagnostics(): DynamicShadowDiagnostics;\n dispose(): void;\n}\n\ntype DynamicShadowReceiverInfo = {\n mesh: AbstractMesh;\n trackedMeshes: AbstractMesh[];\n};\n\ntype DynamicShadowReceiverStateInfo = {\n mesh: AbstractMesh;\n previousReceiveShadows: boolean;\n refCount: number;\n};\n\nconst DEFAULT_DYNAMIC_SHADOW_PARAMS: DynamicShadowParams = {\n opacity: 0.42,\n softness: 0.4,\n bias: 0.001,\n normalBias: 0.01,\n maxDistance: 48,\n resolution: 1024,\n cascadeCount: 2,\n blurKernel: 4,\n};\n\nexport function createDynamicShadowSystem(\n scene: Scene,\n directionalLight: DirectionalLight,\n options: Partial<DynamicShadowOptions> = {},\n): DynamicShadowSystem {\n return new BabylonDynamicShadowSystem(scene, directionalLight, options);\n}\n\nclass BabylonDynamicShadowSystem implements DynamicShadowSystem {\n private options: DynamicShadowOptions;\n private shadowGenerator: ShadowGenerator | null = null;\n private readonly casters = new Set<AbstractMesh>();\n private readonly receivers = new Map<AbstractMesh, DynamicShadowReceiverInfo>();\n private readonly receiverStates = new Map<AbstractMesh, DynamicShadowReceiverStateInfo>();\n private renderObserver: Observer<Scene> | null = null;\n private initialized = false;\n private diagnostics: DynamicShadowDiagnostics;\n private previousSceneShadowsEnabled: boolean | null = null;\n private previousLightShadowEnabled: boolean | null = null;\n private previousLightAutoUpdateExtends: boolean | null = null;\n private previousLightFrustum: DynamicShadowLightOrthoBounds | null = null;\n private useCsmExplicit = false;\n\n constructor(\n private readonly scene: Scene,\n private readonly directionalLight: DirectionalLight,\n options: Partial<DynamicShadowOptions>,\n ) {\n this.useCsmExplicit = hasExplicitUseCsm(options);\n this.options = resolveDynamicShadowOptions(options);\n this.diagnostics = this.createDiagnostics(null, []);\n }\n\n initialize(): void {\n if (this.initialized || !this.options.enabled) return;\n this.previousSceneShadowsEnabled = this.scene.shadowsEnabled;\n this.previousLightShadowEnabled = this.directionalLight.shadowEnabled;\n this.previousLightAutoUpdateExtends = this.directionalLight.autoUpdateExtends;\n this.previousLightFrustum = {\n left: this.directionalLight.orthoLeft,\n right: this.directionalLight.orthoRight,\n top: this.directionalLight.orthoTop,\n bottom: this.directionalLight.orthoBottom,\n minZ: this.directionalLight.shadowMinZ,\n maxZ: this.directionalLight.shadowMaxZ,\n };\n this.scene.shadowsEnabled = true;\n this.directionalLight.shadowEnabled = true;\n this.directionalLight.autoUpdateExtends = false;\n this.ensureShadowGenerator();\n this.renderObserver = this.scene.onBeforeRenderObservable.add(() => this.refresh());\n this.initialized = true;\n this.refresh();\n }\n\n addCaster(mesh: AbstractMesh): boolean {\n if (isDisposed(mesh)) return false;\n this.casters.add(mesh);\n if (!this.options.enabled || !this.initialized) return true;\n this.shadowGenerator?.addShadowCaster(mesh as Parameters<ShadowGenerator['addShadowCaster']>[0], true);\n this.refresh();\n return true;\n }\n\n removeCaster(mesh: AbstractMesh): void {\n this.casters.delete(mesh);\n this.shadowGenerator?.removeShadowCaster(mesh as Parameters<ShadowGenerator['removeShadowCaster']>[0], true);\n this.refresh();\n }\n\n addReceiver(mesh: AbstractMesh): void {\n if (isDisposed(mesh)) return;\n if (!this.receivers.has(mesh)) {\n this.receivers.set(mesh, createReceiverInfo(mesh, this.receiverStates));\n }\n if (!this.options.enabled || !this.initialized) return;\n activateReceiverInfo(this.receivers.get(mesh));\n this.refresh();\n }\n\n removeReceiver(mesh: AbstractMesh): void {\n const info = this.receivers.get(mesh);\n if (info) releaseReceiverInfo(info, this.receiverStates);\n this.receivers.delete(mesh);\n this.refresh();\n }\n\n setCamera(camera: Camera | null): void {\n this.options = {\n ...this.options,\n camera,\n };\n if (this.shadowGenerator) this.shadowGenerator.camera = camera;\n this.refresh();\n }\n\n setOptions(options: Partial<DynamicShadowOptions>): void {\n const previous = this.options;\n if (hasExplicitUseCsm(options)) this.useCsmExplicit = true;\n this.options = resolveDynamicShadowOptions(options, this.options, this.useCsmExplicit);\n if (previous.enabled && !this.options.enabled) {\n this.dispose();\n return;\n }\n const generatorNeedsRecreate = previous.params.resolution !== this.options.params.resolution\n || previous.params.cascadeCount !== this.options.params.cascadeCount\n || previous.useCsm !== this.options.useCsm;\n if (generatorNeedsRecreate && this.initialized) this.recreateShadowGenerator();\n else if (this.shadowGenerator) this.shadowGenerator.camera = this.options.camera ?? null;\n if (!previous.enabled && this.options.enabled) this.initialize();\n else this.refresh();\n }\n\n refresh(): void {\n if (!this.options.enabled || !this.initialized) return;\n this.pruneDisposedEntries();\n const generator = this.ensureShadowGenerator();\n if (!generator) {\n this.diagnostics = this.createDiagnostics(null, ['shadow generator unavailable']);\n return;\n }\n this.applyGeneratorParams(this.options.params);\n this.syncShadowMapRenderList();\n for (const receiver of this.receivers.values()) activateReceiverInfo(receiver);\n const fit = this.fitDirectionalLightBounds();\n this.diagnostics = this.createDiagnostics(fit, []);\n }\n\n getShadowGenerator(): ShadowGenerator | null {\n return this.shadowGenerator;\n }\n\n getDiagnostics(): DynamicShadowDiagnostics {\n return cloneDynamicShadowDiagnostics(this.diagnostics);\n }\n\n dispose(): void {\n if (this.renderObserver) {\n this.scene.onBeforeRenderObservable.remove(this.renderObserver);\n this.renderObserver = null;\n }\n for (const receiver of this.receivers.values()) releaseReceiverInfo(receiver, this.receiverStates);\n this.receiverStates.clear();\n this.receivers.clear();\n this.casters.clear();\n this.shadowGenerator?.dispose();\n this.shadowGenerator = null;\n if (this.previousSceneShadowsEnabled !== null) {\n this.scene.shadowsEnabled = this.previousSceneShadowsEnabled;\n this.previousSceneShadowsEnabled = null;\n }\n if (this.previousLightShadowEnabled !== null) {\n this.directionalLight.shadowEnabled = this.previousLightShadowEnabled;\n this.previousLightShadowEnabled = null;\n }\n if (this.previousLightAutoUpdateExtends !== null) {\n this.directionalLight.autoUpdateExtends = this.previousLightAutoUpdateExtends;\n this.previousLightAutoUpdateExtends = null;\n }\n if (this.previousLightFrustum) {\n this.directionalLight.orthoLeft = this.previousLightFrustum.left;\n this.directionalLight.orthoRight = this.previousLightFrustum.right;\n this.directionalLight.orthoTop = this.previousLightFrustum.top;\n this.directionalLight.orthoBottom = this.previousLightFrustum.bottom;\n this.directionalLight.shadowMinZ = this.previousLightFrustum.minZ;\n this.directionalLight.shadowMaxZ = this.previousLightFrustum.maxZ;\n this.previousLightFrustum = null;\n }\n this.initialized = false;\n this.diagnostics = this.createDiagnostics(null, []);\n }\n\n private ensureShadowGenerator(): ShadowGenerator | null {\n if (this.shadowGenerator) return this.shadowGenerator;\n const params = this.options.params;\n if (this.options.useCsm && params.cascadeCount > 1 && CascadedShadowGenerator.IsSupported) {\n const generator = new CascadedShadowGenerator(\n params.resolution,\n this.directionalLight,\n undefined,\n this.options.camera ?? undefined,\n );\n generator.numCascades = params.cascadeCount;\n generator.stabilizeCascades = true;\n this.shadowGenerator = generator;\n } else {\n this.shadowGenerator = new ShadowGenerator(\n params.resolution,\n this.directionalLight,\n undefined,\n this.options.camera ?? undefined,\n );\n }\n this.applyGeneratorParams(params);\n return this.shadowGenerator;\n }\n\n private recreateShadowGenerator(): void {\n const existingCasters = [...this.casters];\n this.shadowGenerator?.dispose();\n this.shadowGenerator = null;\n const generator = this.ensureShadowGenerator();\n for (const caster of existingCasters) {\n generator?.addShadowCaster(caster as Parameters<ShadowGenerator['addShadowCaster']>[0], true);\n }\n }\n\n private applyGeneratorParams(params: DynamicShadowParams): void {\n const generator = this.shadowGenerator;\n if (!generator) return;\n generator.useBlurExponentialShadowMap = false;\n generator.useKernelBlur = false;\n generator.usePercentageCloserFiltering = true;\n generator.filteringQuality = ShadowGenerator.QUALITY_HIGH;\n generator.setDarkness(clamp01(1 - params.opacity));\n generator.bias = params.bias;\n generator.normalBias = params.normalBias;\n if (generator instanceof CascadedShadowGenerator) {\n generator.numCascades = params.cascadeCount;\n generator.shadowMaxZ = params.maxDistance;\n }\n }\n\n private syncShadowMapRenderList(): void {\n const renderList = this.shadowGenerator?.getShadowMap?.()?.renderList;\n if (!renderList) return;\n renderList.length = 0;\n for (const caster of this.casters) {\n if (!isDisposed(caster)) {\n this.shadowGenerator?.addShadowCaster(caster as Parameters<ShadowGenerator['addShadowCaster']>[0], true);\n }\n }\n }\n\n private fitDirectionalLightBounds(): DynamicShadowDiagnostics['bounds'] {\n const params = this.options.params;\n const points = this.collectCoveragePoints(params);\n if (points.length === 0) return null;\n const worldBounds = boundsFromPoints(points);\n const viewMatrix = createShadowViewMatrix(this.directionalLight);\n const lightPoints = points.map(point => Vector3.TransformCoordinates(point, viewMatrix));\n const lightBounds = boundsFromPoints(lightPoints);\n const padding = readPositiveNumber(this.options.boundsPadding, Math.max(0.5, params.maxDistance * 0.025));\n const rawLeft = lightBounds.min.x - padding;\n const rawRight = lightBounds.max.x + padding;\n const rawBottom = lightBounds.min.y - padding;\n const rawTop = lightBounds.max.y + padding;\n const width = Math.max(1e-4, rawRight - rawLeft);\n const height = Math.max(1e-4, rawTop - rawBottom);\n const texelSize = Math.max(width, height) / params.resolution;\n const bounds = this.options.stableSnapping === false || texelSize <= 0\n ? {\n left: rawLeft,\n right: rawRight,\n bottom: rawBottom,\n top: rawTop,\n minZ: lightBounds.min.z - padding,\n maxZ: lightBounds.max.z + padding,\n }\n : {\n left: Math.floor(rawLeft / texelSize) * texelSize,\n right: Math.ceil(rawRight / texelSize) * texelSize,\n bottom: Math.floor(rawBottom / texelSize) * texelSize,\n top: Math.ceil(rawTop / texelSize) * texelSize,\n minZ: Math.floor((lightBounds.min.z - padding) / texelSize) * texelSize,\n maxZ: Math.ceil((lightBounds.max.z + padding) / texelSize) * texelSize,\n };\n this.directionalLight.orthoLeft = bounds.left;\n this.directionalLight.orthoRight = bounds.right;\n this.directionalLight.orthoBottom = bounds.bottom;\n this.directionalLight.orthoTop = bounds.top;\n this.directionalLight.shadowMinZ = bounds.minZ;\n this.directionalLight.shadowMaxZ = Math.max(this.directionalLight.shadowMinZ + 1, bounds.maxZ);\n return {\n world: {\n min: serializeVec3(worldBounds.min),\n max: serializeVec3(worldBounds.max),\n },\n lightOrtho: {\n left: bounds.left,\n right: bounds.right,\n bottom: bounds.bottom,\n top: bounds.top,\n minZ: this.directionalLight.shadowMinZ,\n maxZ: this.directionalLight.shadowMaxZ,\n },\n texelSize,\n cameraProjection: readCameraProjection(this.options.camera),\n };\n }\n\n private collectCoveragePoints(params: DynamicShadowParams): Vector3[] {\n const points: Vector3[] = [];\n const lightDirection = readLightDirection(this.directionalLight.getShadowDirection(0));\n const shadowOffset = lightDirection.scale(params.maxDistance);\n for (const caster of this.casters) {\n points.push(...readMeshBoundsCorners(caster));\n for (const corner of readMeshBoundsCorners(caster)) points.push(corner.add(shadowOffset));\n }\n for (const receiver of this.receivers.keys()) points.push(...readMeshBoundsCorners(receiver));\n points.push(...readCameraCoveragePoints(this.options.camera, this.scene, params.maxDistance));\n return points.filter(point => Number.isFinite(point.x) && Number.isFinite(point.y) && Number.isFinite(point.z));\n }\n\n private pruneDisposedEntries(): void {\n for (const caster of [...this.casters]) {\n if (isDisposed(caster)) this.casters.delete(caster);\n }\n for (const [receiver, info] of [...this.receivers]) {\n if (isDisposed(receiver)) {\n releaseReceiverInfo(info, this.receiverStates);\n this.receivers.delete(receiver);\n }\n }\n }\n\n private createDiagnostics(\n bounds: DynamicShadowDiagnostics['bounds'],\n fallbackReasons: string[],\n ): DynamicShadowDiagnostics {\n const generator = this.shadowGenerator;\n const renderList = generator?.getShadowMap?.()?.renderList ?? [];\n return {\n enabled: this.options.enabled,\n casterCount: this.casters.size,\n receiverCount: this.receivers.size,\n generator: generator\n ? {\n className: generator.getClassName?.() ?? null,\n mapSize: generator.getShadowMap?.()?.getSize?.() ?? null,\n darkness: generator.getDarkness?.() ?? null,\n bias: generator.bias ?? null,\n normalBias: generator.normalBias ?? null,\n blurKernel: generator.blurKernel ?? null,\n renderListCount: renderList.length,\n useCsm: generator instanceof CascadedShadowGenerator,\n }\n : null,\n params: { ...this.options.params },\n bounds,\n fallbackReasons,\n };\n }\n}\n\nfunction resolveDynamicShadowOptions(\n options: Partial<DynamicShadowOptions>,\n fallback?: DynamicShadowOptions,\n preserveFallbackUseCsm = false,\n): DynamicShadowOptions {\n const params = resolveDynamicShadowParams(options.params, fallback?.params);\n return {\n enabled: options.enabled ?? fallback?.enabled ?? true,\n camera: options.camera ?? fallback?.camera ?? null,\n params,\n useCsm: options.useCsm ?? (preserveFallbackUseCsm ? fallback?.useCsm : undefined) ?? params.cascadeCount > 1,\n boundsPadding: readPositiveNumber(options.boundsPadding, fallback?.boundsPadding ?? Math.max(0.5, params.maxDistance * 0.025)),\n stableSnapping: options.stableSnapping ?? fallback?.stableSnapping ?? true,\n debug: options.debug ?? fallback?.debug ?? false,\n };\n}\n\nfunction hasExplicitUseCsm(options: Partial<DynamicShadowOptions>): boolean {\n return Object.prototype.hasOwnProperty.call(options, 'useCsm') && typeof options.useCsm === 'boolean';\n}\n\nfunction resolveDynamicShadowParams(\n params: Partial<DynamicShadowParams> | undefined,\n fallback: DynamicShadowParams = DEFAULT_DYNAMIC_SHADOW_PARAMS,\n): DynamicShadowParams {\n return {\n opacity: clamp01(readFiniteNumber(params?.opacity, fallback.opacity)),\n softness: clamp01(readFiniteNumber(params?.softness, fallback.softness)),\n bias: readFiniteNumber(params?.bias, fallback.bias),\n normalBias: readFiniteNumber(params?.normalBias, fallback.normalBias),\n maxDistance: readPositiveNumber(params?.maxDistance, fallback.maxDistance),\n resolution: readShadowResolution(params?.resolution, fallback.resolution),\n cascadeCount: readCascadeCount(params?.cascadeCount, fallback.cascadeCount),\n blurKernel: Math.max(0, Math.round(readFiniteNumber(params?.blurKernel, fallback.blurKernel))),\n };\n}\n\nfunction createReceiverInfo(\n mesh: AbstractMesh,\n receiverStates: Map<AbstractMesh, DynamicShadowReceiverStateInfo>,\n): DynamicShadowReceiverInfo {\n const trackedMeshes = [mesh];\n const sourceMesh = (mesh as { sourceMesh?: AbstractMesh }).sourceMesh;\n if (sourceMesh && sourceMesh !== mesh) trackedMeshes.push(sourceMesh);\n for (const trackedMesh of trackedMeshes) acquireReceiverState(trackedMesh, receiverStates);\n return { mesh, trackedMeshes };\n}\n\nfunction activateReceiverInfo(info: DynamicShadowReceiverInfo | undefined): void {\n if (!info) return;\n for (const mesh of info.trackedMeshes) mesh.receiveShadows = true;\n}\n\nfunction acquireReceiverState(\n mesh: AbstractMesh,\n receiverStates: Map<AbstractMesh, DynamicShadowReceiverStateInfo>,\n): void {\n const existing = receiverStates.get(mesh);\n if (existing) {\n existing.refCount += 1;\n return;\n }\n receiverStates.set(mesh, {\n mesh,\n previousReceiveShadows: mesh.receiveShadows,\n refCount: 1,\n });\n}\n\nfunction releaseReceiverInfo(\n info: DynamicShadowReceiverInfo,\n receiverStates: Map<AbstractMesh, DynamicShadowReceiverStateInfo>,\n): void {\n for (const mesh of info.trackedMeshes) releaseReceiverState(mesh, receiverStates);\n}\n\nfunction releaseReceiverState(\n mesh: AbstractMesh,\n receiverStates: Map<AbstractMesh, DynamicShadowReceiverStateInfo>,\n): void {\n const state = receiverStates.get(mesh);\n if (!state) return;\n state.refCount -= 1;\n if (state.refCount > 0) return;\n state.mesh.receiveShadows = state.previousReceiveShadows;\n receiverStates.delete(mesh);\n}\n\nfunction readMeshBoundsCorners(mesh: AbstractMesh): Vector3[] {\n if (isDisposed(mesh)) return [];\n mesh.computeWorldMatrix(true);\n const bounds = mesh.getHierarchyBoundingVectors(true);\n return createBoundsCorners(bounds.min, bounds.max);\n}\n\nfunction readCameraCoveragePoints(camera: Camera | null | undefined, scene: Scene, maxDistance: number): Vector3[] {\n if (!camera) return [];\n const position = camera.globalPosition ?? camera.position;\n if (!position) return [];\n const forward = safeCameraDirection(camera, Vector3.Forward(), new Vector3(0, 0, 1));\n const right = safeCameraDirection(camera, Vector3.Right(), new Vector3(1, 0, 0));\n const up = safeCameraDirection(camera, Vector3.Up(), new Vector3(0, 1, 0));\n const farDistance = Math.max(1, Math.min(maxDistance, readPositiveNumber(camera.maxZ, maxDistance)));\n const nearDistance = Math.max(0.1, Math.min(farDistance, readPositiveNumber(camera.minZ, 0.1)));\n const aspect = readSceneAspect(scene);\n if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\n const halfHeight = Math.max(0.5, Math.abs(readFiniteNumber(camera.orthoTop, 1) - readFiniteNumber(camera.orthoBottom, -1)) * 0.5);\n const halfWidth = Math.max(0.5, Math.abs(readFiniteNumber(camera.orthoRight, aspect) - readFiniteNumber(camera.orthoLeft, -aspect)) * 0.5);\n return [\n ...createCameraPlaneCorners(position.add(forward.scale(nearDistance)), right, up, halfWidth, halfHeight),\n ...createCameraPlaneCorners(position.add(forward.scale(farDistance)), right, up, halfWidth, halfHeight),\n ];\n }\n const fov = readPositiveNumber((camera as { fov?: number }).fov, 0.8);\n const farHalfHeight = Math.tan(fov * 0.5) * farDistance;\n const farHalfWidth = farHalfHeight * aspect;\n const nearHalfHeight = Math.tan(fov * 0.5) * nearDistance;\n const nearHalfWidth = nearHalfHeight * aspect;\n return [\n ...createCameraPlaneCorners(position.add(forward.scale(nearDistance)), right, up, nearHalfWidth, nearHalfHeight),\n ...createCameraPlaneCorners(position.add(forward.scale(farDistance)), right, up, farHalfWidth, farHalfHeight),\n ];\n}\n\nfunction createCameraPlaneCorners(center: Vector3, right: Vector3, up: Vector3, halfWidth: number, halfHeight: number): Vector3[] {\n return [\n center.add(right.scale(-halfWidth)).add(up.scale(-halfHeight)),\n center.add(right.scale(halfWidth)).add(up.scale(-halfHeight)),\n center.add(right.scale(halfWidth)).add(up.scale(halfHeight)),\n center.add(right.scale(-halfWidth)).add(up.scale(halfHeight)),\n ];\n}\n\nfunction createShadowViewMatrix(light: DirectionalLight): Matrix {\n let lightPosition = light.position;\n if (light.computeTransformedInformation()) {\n lightPosition = light.transformedPosition;\n }\n const lightDirection = readLightDirection(light.getShadowDirection(0));\n if (Math.abs(Vector3.Dot(lightDirection, Vector3.Up())) === 1) {\n lightDirection.z = 1e-13;\n }\n return Matrix.LookAtLH(\n lightPosition,\n lightPosition.add(lightDirection),\n Vector3.Up(),\n );\n}\n\nfunction boundsFromPoints(points: Vector3[]): { min: Vector3; max: Vector3 } {\n const min = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);\n const max = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);\n for (const point of points) {\n min.minimizeInPlace(point);\n max.maximizeInPlace(point);\n }\n return { min, max };\n}\n\nfunction createBoundsCorners(min: Vector3, max: Vector3): Vector3[] {\n return [\n new Vector3(min.x, min.y, min.z),\n new Vector3(max.x, min.y, min.z),\n new Vector3(max.x, max.y, min.z),\n new Vector3(min.x, max.y, min.z),\n new Vector3(min.x, min.y, max.z),\n new Vector3(max.x, min.y, max.z),\n new Vector3(max.x, max.y, max.z),\n new Vector3(min.x, max.y, max.z),\n ];\n}\n\nfunction safeCameraDirection(camera: Camera, localAxis: Vector3, fallback: Vector3): Vector3 {\n try {\n const direction = camera.getDirection(localAxis);\n if (isFiniteVector(direction) && direction.lengthSquared() > 1e-8) return direction.normalize();\n } catch {\n // Camera direction is best-effort diagnostics input; use a stable fallback.\n }\n return fallback.clone();\n}\n\nfunction readLightDirection(direction: Vector3): Vector3 {\n return isFiniteVector(direction) && direction.lengthSquared() > 1e-8\n ? direction.clone().normalize()\n : new Vector3(-0.3, -1, -0.2).normalize();\n}\n\nfunction readCameraProjection(camera: Camera | null | undefined): 'orthographic' | 'perspective' | 'none' {\n if (!camera) return 'none';\n return camera.mode === Camera.ORTHOGRAPHIC_CAMERA ? 'orthographic' : 'perspective';\n}\n\nfunction readSceneAspect(scene: Scene): number {\n const engine = scene.getEngine();\n const width = Math.max(1, engine.getRenderWidth());\n const height = Math.max(1, engine.getRenderHeight());\n return width / height;\n}\n\nfunction cloneDynamicShadowDiagnostics(diagnostics: DynamicShadowDiagnostics): DynamicShadowDiagnostics {\n return {\n ...diagnostics,\n generator: diagnostics.generator ? { ...diagnostics.generator } : null,\n params: { ...diagnostics.params },\n bounds: diagnostics.bounds\n ? {\n world: {\n min: { ...diagnostics.bounds.world.min },\n max: { ...diagnostics.bounds.world.max },\n },\n lightOrtho: { ...diagnostics.bounds.lightOrtho },\n texelSize: diagnostics.bounds.texelSize,\n cameraProjection: diagnostics.bounds.cameraProjection,\n }\n : null,\n fallbackReasons: [...diagnostics.fallbackReasons],\n };\n}\n\nfunction serializeVec3(value: Vector3): { x: number; y: number; z: number } {\n return { x: value.x, y: value.y, z: value.z };\n}\n\nfunction isFiniteVector(value: Vector3): boolean {\n return Number.isFinite(value.x) && Number.isFinite(value.y) && Number.isFinite(value.z);\n}\n\nfunction isDisposed(mesh: AbstractMesh): boolean {\n return typeof mesh.isDisposed === 'function' && mesh.isDisposed();\n}\n\nfunction readFiniteNumber(value: unknown, fallback: number): number {\n return typeof value === 'number' && Number.isFinite(value) ? value : fallback;\n}\n\nfunction readPositiveNumber(value: unknown, fallback: number): number {\n const number = readFiniteNumber(value, fallback);\n return number > 0 ? number : fallback;\n}\n\nfunction clamp01(value: number): number {\n if (!Number.isFinite(value)) return 0;\n return Math.min(1, Math.max(0, value));\n}\n\nfunction readShadowResolution(\n value: unknown,\n fallback: DynamicShadowParams['resolution'],\n): DynamicShadowParams['resolution'] {\n return value === 512 || value === 1024 || value === 2048 || value === 4096\n ? value\n : fallback;\n}\n\nfunction readCascadeCount(\n value: unknown,\n fallback: DynamicShadowParams['cascadeCount'],\n): DynamicShadowParams['cascadeCount'] {\n return value === 1 || value === 2 || value === 4 ? value : fallback;\n}\n"]}
1
+ 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{ Camera } from '@babylonjs/core/Cameras/camera.js';\nimport type { DirectionalLight } from '@babylonjs/core/Lights/directionalLight.js';\nimport { CascadedShadowGenerator } from '@babylonjs/core/Lights/Shadows/cascadedShadowGenerator.js';\nimport { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator.js';\nimport './shadow-generator-shaders.js';\nimport { Matrix, Vector3 } from '@babylonjs/core/Maths/math.vector.js';\nimport type { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh.js';\nimport type { Observer } from '@babylonjs/core/Misc/observable.js';\nimport type { Scene } from '@babylonjs/core/scene.js';\n\nimport '@babylonjs/core/Lights/Shadows/shadowGeneratorSceneComponent.js';\n\nexport interface DynamicShadowParams {\n opacity: number;\n softness: number;\n bias: number;\n normalBias: number;\n maxDistance: number;\n resolution: 512 | 1024 | 2048 | 4096;\n cascadeCount: 1 | 2 | 4;\n blurKernel: number;\n}\n\nexport interface DynamicShadowOptions {\n enabled: boolean;\n camera?: Camera | null;\n params: DynamicShadowParams;\n useCsm?: boolean;\n boundsPadding?: number;\n stableSnapping?: boolean;\n debug?: boolean;\n}\n\nexport interface DynamicShadowLightOrthoBounds {\n left: number;\n right: number;\n top: number;\n bottom: number;\n minZ: number;\n maxZ: number;\n}\n\nexport interface DynamicShadowWorldBounds {\n min: { x: number; y: number; z: number };\n max: { x: number; y: number; z: number };\n}\n\nexport interface DynamicShadowDiagnostics {\n enabled: boolean;\n casterCount: number;\n receiverCount: number;\n generator: {\n className: string | null;\n mapSize: unknown;\n darkness: number | null;\n bias: number | null;\n normalBias: number | null;\n blurKernel: number | null;\n renderListCount: number;\n useCsm: boolean;\n } | null;\n params: DynamicShadowParams;\n bounds: {\n world: DynamicShadowWorldBounds;\n lightOrtho: DynamicShadowLightOrthoBounds;\n texelSize: number;\n cameraProjection: 'orthographic' | 'perspective' | 'none';\n } | null;\n fallbackReasons: string[];\n}\n\nexport interface DynamicShadowSystem {\n initialize(): void;\n addCaster(mesh: AbstractMesh): boolean;\n removeCaster(mesh: AbstractMesh): void;\n addReceiver(mesh: AbstractMesh): void;\n removeReceiver(mesh: AbstractMesh): void;\n setCamera(camera: Camera | null): void;\n setOptions(options: Partial<DynamicShadowOptions>): void;\n refresh(): void;\n getShadowGenerator(): ShadowGenerator | null;\n getDiagnostics(): DynamicShadowDiagnostics;\n dispose(): void;\n}\n\ntype DynamicShadowReceiverInfo = {\n mesh: AbstractMesh;\n trackedMeshes: AbstractMesh[];\n};\n\ntype DynamicShadowReceiverStateInfo = {\n mesh: AbstractMesh;\n previousReceiveShadows: boolean;\n refCount: number;\n};\n\nconst DEFAULT_DYNAMIC_SHADOW_PARAMS: DynamicShadowParams = {\n opacity: 0.42,\n softness: 0.4,\n bias: 0.001,\n normalBias: 0.01,\n maxDistance: 48,\n resolution: 1024,\n cascadeCount: 2,\n blurKernel: 4,\n};\n\nexport function createDynamicShadowSystem(\n scene: Scene,\n directionalLight: DirectionalLight,\n options: Partial<DynamicShadowOptions> = {},\n): DynamicShadowSystem {\n return new BabylonDynamicShadowSystem(scene, directionalLight, options);\n}\n\nclass BabylonDynamicShadowSystem implements DynamicShadowSystem {\n private options: DynamicShadowOptions;\n private shadowGenerator: ShadowGenerator | null = null;\n private readonly casters = new Set<AbstractMesh>();\n private readonly receivers = new Map<AbstractMesh, DynamicShadowReceiverInfo>();\n private readonly receiverStates = new Map<AbstractMesh, DynamicShadowReceiverStateInfo>();\n private renderObserver: Observer<Scene> | null = null;\n private initialized = false;\n private diagnostics: DynamicShadowDiagnostics;\n private previousSceneShadowsEnabled: boolean | null = null;\n private previousLightShadowEnabled: boolean | null = null;\n private previousLightAutoUpdateExtends: boolean | null = null;\n private previousLightFrustum: DynamicShadowLightOrthoBounds | null = null;\n private useCsmExplicit = false;\n\n constructor(\n private readonly scene: Scene,\n private readonly directionalLight: DirectionalLight,\n options: Partial<DynamicShadowOptions>,\n ) {\n this.useCsmExplicit = hasExplicitUseCsm(options);\n this.options = resolveDynamicShadowOptions(options);\n this.diagnostics = this.createDiagnostics(null, []);\n }\n\n initialize(): void {\n if (this.initialized || !this.options.enabled) return;\n this.previousSceneShadowsEnabled = this.scene.shadowsEnabled;\n this.previousLightShadowEnabled = this.directionalLight.shadowEnabled;\n this.previousLightAutoUpdateExtends = this.directionalLight.autoUpdateExtends;\n this.previousLightFrustum = {\n left: this.directionalLight.orthoLeft,\n right: this.directionalLight.orthoRight,\n top: this.directionalLight.orthoTop,\n bottom: this.directionalLight.orthoBottom,\n minZ: this.directionalLight.shadowMinZ,\n maxZ: this.directionalLight.shadowMaxZ,\n };\n this.scene.shadowsEnabled = true;\n this.directionalLight.shadowEnabled = true;\n this.directionalLight.autoUpdateExtends = false;\n this.ensureShadowGenerator();\n this.renderObserver = this.scene.onBeforeRenderObservable.add(() => this.refresh());\n this.initialized = true;\n this.refresh();\n }\n\n addCaster(mesh: AbstractMesh): boolean {\n if (isDisposed(mesh)) return false;\n this.casters.add(mesh);\n if (!this.options.enabled || !this.initialized) return true;\n this.shadowGenerator?.addShadowCaster(mesh as Parameters<ShadowGenerator['addShadowCaster']>[0], true);\n this.refresh();\n return true;\n }\n\n removeCaster(mesh: AbstractMesh): void {\n this.casters.delete(mesh);\n this.shadowGenerator?.removeShadowCaster(mesh as Parameters<ShadowGenerator['removeShadowCaster']>[0], true);\n this.refresh();\n }\n\n addReceiver(mesh: AbstractMesh): void {\n if (isDisposed(mesh)) return;\n if (!this.receivers.has(mesh)) {\n this.receivers.set(mesh, createReceiverInfo(mesh, this.receiverStates));\n }\n if (!this.options.enabled || !this.initialized) return;\n activateReceiverInfo(this.receivers.get(mesh));\n this.refresh();\n }\n\n removeReceiver(mesh: AbstractMesh): void {\n const info = this.receivers.get(mesh);\n if (info) releaseReceiverInfo(info, this.receiverStates);\n this.receivers.delete(mesh);\n this.refresh();\n }\n\n setCamera(camera: Camera | null): void {\n this.options = {\n ...this.options,\n camera,\n };\n if (this.shadowGenerator) this.shadowGenerator.camera = camera;\n this.refresh();\n }\n\n setOptions(options: Partial<DynamicShadowOptions>): void {\n const previous = this.options;\n if (hasExplicitUseCsm(options)) this.useCsmExplicit = true;\n this.options = resolveDynamicShadowOptions(options, this.options, this.useCsmExplicit);\n if (previous.enabled && !this.options.enabled) {\n this.dispose();\n return;\n }\n const generatorNeedsRecreate = previous.params.resolution !== this.options.params.resolution\n || previous.params.cascadeCount !== this.options.params.cascadeCount\n || previous.useCsm !== this.options.useCsm;\n if (generatorNeedsRecreate && this.initialized) this.recreateShadowGenerator();\n else if (this.shadowGenerator) this.shadowGenerator.camera = this.options.camera ?? null;\n if (!previous.enabled && this.options.enabled) this.initialize();\n else this.refresh();\n }\n\n refresh(): void {\n if (!this.options.enabled || !this.initialized) return;\n this.pruneDisposedEntries();\n const generator = this.ensureShadowGenerator();\n if (!generator) {\n this.diagnostics = this.createDiagnostics(null, ['shadow generator unavailable']);\n return;\n }\n this.applyGeneratorParams(this.options.params);\n this.syncShadowMapRenderList();\n for (const receiver of this.receivers.values()) activateReceiverInfo(receiver);\n const fit = this.fitDirectionalLightBounds();\n this.diagnostics = this.createDiagnostics(fit, []);\n }\n\n getShadowGenerator(): ShadowGenerator | null {\n return this.shadowGenerator;\n }\n\n getDiagnostics(): DynamicShadowDiagnostics {\n return cloneDynamicShadowDiagnostics(this.diagnostics);\n }\n\n dispose(): void {\n if (this.renderObserver) {\n this.scene.onBeforeRenderObservable.remove(this.renderObserver);\n this.renderObserver = null;\n }\n for (const receiver of this.receivers.values()) releaseReceiverInfo(receiver, this.receiverStates);\n this.receiverStates.clear();\n this.receivers.clear();\n this.casters.clear();\n this.shadowGenerator?.dispose();\n this.shadowGenerator = null;\n if (this.previousSceneShadowsEnabled !== null) {\n this.scene.shadowsEnabled = this.previousSceneShadowsEnabled;\n this.previousSceneShadowsEnabled = null;\n }\n if (this.previousLightShadowEnabled !== null) {\n this.directionalLight.shadowEnabled = this.previousLightShadowEnabled;\n this.previousLightShadowEnabled = null;\n }\n if (this.previousLightAutoUpdateExtends !== null) {\n this.directionalLight.autoUpdateExtends = this.previousLightAutoUpdateExtends;\n this.previousLightAutoUpdateExtends = null;\n }\n if (this.previousLightFrustum) {\n this.directionalLight.orthoLeft = this.previousLightFrustum.left;\n this.directionalLight.orthoRight = this.previousLightFrustum.right;\n this.directionalLight.orthoTop = this.previousLightFrustum.top;\n this.directionalLight.orthoBottom = this.previousLightFrustum.bottom;\n this.directionalLight.shadowMinZ = this.previousLightFrustum.minZ;\n this.directionalLight.shadowMaxZ = this.previousLightFrustum.maxZ;\n this.previousLightFrustum = null;\n }\n this.initialized = false;\n this.diagnostics = this.createDiagnostics(null, []);\n }\n\n private ensureShadowGenerator(): ShadowGenerator | null {\n if (this.shadowGenerator) return this.shadowGenerator;\n const params = this.options.params;\n if (this.options.useCsm && params.cascadeCount > 1 && CascadedShadowGenerator.IsSupported) {\n const generator = new CascadedShadowGenerator(\n params.resolution,\n this.directionalLight,\n undefined,\n this.options.camera ?? undefined,\n );\n generator.numCascades = params.cascadeCount;\n generator.stabilizeCascades = true;\n this.shadowGenerator = generator;\n } else {\n this.shadowGenerator = new ShadowGenerator(\n params.resolution,\n this.directionalLight,\n undefined,\n this.options.camera ?? undefined,\n );\n }\n this.applyGeneratorParams(params);\n return this.shadowGenerator;\n }\n\n private recreateShadowGenerator(): void {\n const existingCasters = [...this.casters];\n this.shadowGenerator?.dispose();\n this.shadowGenerator = null;\n const generator = this.ensureShadowGenerator();\n for (const caster of existingCasters) {\n generator?.addShadowCaster(caster as Parameters<ShadowGenerator['addShadowCaster']>[0], true);\n }\n }\n\n private applyGeneratorParams(params: DynamicShadowParams): void {\n const generator = this.shadowGenerator;\n if (!generator) return;\n generator.useBlurExponentialShadowMap = false;\n generator.useKernelBlur = false;\n generator.usePercentageCloserFiltering = true;\n generator.filteringQuality = ShadowGenerator.QUALITY_HIGH;\n generator.setDarkness(clamp01(1 - params.opacity));\n generator.bias = params.bias;\n generator.normalBias = params.normalBias;\n if (generator instanceof CascadedShadowGenerator) {\n generator.numCascades = params.cascadeCount;\n generator.shadowMaxZ = params.maxDistance;\n }\n }\n\n private syncShadowMapRenderList(): void {\n const renderList = this.shadowGenerator?.getShadowMap?.()?.renderList;\n if (!renderList) return;\n renderList.length = 0;\n for (const caster of this.casters) {\n if (!isDisposed(caster)) {\n this.shadowGenerator?.addShadowCaster(caster as Parameters<ShadowGenerator['addShadowCaster']>[0], true);\n }\n }\n }\n\n private fitDirectionalLightBounds(): DynamicShadowDiagnostics['bounds'] {\n const params = this.options.params;\n const points = this.collectCoveragePoints(params);\n if (points.length === 0) return null;\n const worldBounds = boundsFromPoints(points);\n const viewMatrix = createShadowViewMatrix(this.directionalLight);\n const lightPoints = points.map(point => Vector3.TransformCoordinates(point, viewMatrix));\n const lightBounds = boundsFromPoints(lightPoints);\n const padding = readPositiveNumber(this.options.boundsPadding, Math.max(0.5, params.maxDistance * 0.025));\n const rawLeft = lightBounds.min.x - padding;\n const rawRight = lightBounds.max.x + padding;\n const rawBottom = lightBounds.min.y - padding;\n const rawTop = lightBounds.max.y + padding;\n const width = Math.max(1e-4, rawRight - rawLeft);\n const height = Math.max(1e-4, rawTop - rawBottom);\n const texelSize = Math.max(width, height) / params.resolution;\n const bounds = this.options.stableSnapping === false || texelSize <= 0\n ? {\n left: rawLeft,\n right: rawRight,\n bottom: rawBottom,\n top: rawTop,\n minZ: lightBounds.min.z - padding,\n maxZ: lightBounds.max.z + padding,\n }\n : {\n left: Math.floor(rawLeft / texelSize) * texelSize,\n right: Math.ceil(rawRight / texelSize) * texelSize,\n bottom: Math.floor(rawBottom / texelSize) * texelSize,\n top: Math.ceil(rawTop / texelSize) * texelSize,\n minZ: Math.floor((lightBounds.min.z - padding) / texelSize) * texelSize,\n maxZ: Math.ceil((lightBounds.max.z + padding) / texelSize) * texelSize,\n };\n this.directionalLight.orthoLeft = bounds.left;\n this.directionalLight.orthoRight = bounds.right;\n this.directionalLight.orthoBottom = bounds.bottom;\n this.directionalLight.orthoTop = bounds.top;\n this.directionalLight.shadowMinZ = bounds.minZ;\n this.directionalLight.shadowMaxZ = Math.max(this.directionalLight.shadowMinZ + 1, bounds.maxZ);\n return {\n world: {\n min: serializeVec3(worldBounds.min),\n max: serializeVec3(worldBounds.max),\n },\n lightOrtho: {\n left: bounds.left,\n right: bounds.right,\n bottom: bounds.bottom,\n top: bounds.top,\n minZ: this.directionalLight.shadowMinZ,\n maxZ: this.directionalLight.shadowMaxZ,\n },\n texelSize,\n cameraProjection: readCameraProjection(this.options.camera),\n };\n }\n\n private collectCoveragePoints(params: DynamicShadowParams): Vector3[] {\n const points: Vector3[] = [];\n const lightDirection = readLightDirection(this.directionalLight.getShadowDirection(0));\n const shadowOffset = lightDirection.scale(params.maxDistance);\n for (const caster of this.casters) {\n points.push(...readMeshBoundsCorners(caster));\n for (const corner of readMeshBoundsCorners(caster)) points.push(corner.add(shadowOffset));\n }\n for (const receiver of this.receivers.keys()) points.push(...readMeshBoundsCorners(receiver));\n points.push(...readCameraCoveragePoints(this.options.camera, this.scene, params.maxDistance));\n return points.filter(point => Number.isFinite(point.x) && Number.isFinite(point.y) && Number.isFinite(point.z));\n }\n\n private pruneDisposedEntries(): void {\n for (const caster of [...this.casters]) {\n if (isDisposed(caster)) this.casters.delete(caster);\n }\n for (const [receiver, info] of [...this.receivers]) {\n if (isDisposed(receiver)) {\n releaseReceiverInfo(info, this.receiverStates);\n this.receivers.delete(receiver);\n }\n }\n }\n\n private createDiagnostics(\n bounds: DynamicShadowDiagnostics['bounds'],\n fallbackReasons: string[],\n ): DynamicShadowDiagnostics {\n const generator = this.shadowGenerator;\n const renderList = generator?.getShadowMap?.()?.renderList ?? [];\n return {\n enabled: this.options.enabled,\n casterCount: this.casters.size,\n receiverCount: this.receivers.size,\n generator: generator\n ? {\n className: generator.getClassName?.() ?? null,\n mapSize: generator.getShadowMap?.()?.getSize?.() ?? null,\n darkness: generator.getDarkness?.() ?? null,\n bias: generator.bias ?? null,\n normalBias: generator.normalBias ?? null,\n blurKernel: generator.blurKernel ?? null,\n renderListCount: renderList.length,\n useCsm: generator instanceof CascadedShadowGenerator,\n }\n : null,\n params: { ...this.options.params },\n bounds,\n fallbackReasons,\n };\n }\n}\n\nfunction resolveDynamicShadowOptions(\n options: Partial<DynamicShadowOptions>,\n fallback?: DynamicShadowOptions,\n preserveFallbackUseCsm = false,\n): DynamicShadowOptions {\n const params = resolveDynamicShadowParams(options.params, fallback?.params);\n return {\n enabled: options.enabled ?? fallback?.enabled ?? true,\n camera: options.camera ?? fallback?.camera ?? null,\n params,\n useCsm: options.useCsm ?? (preserveFallbackUseCsm ? fallback?.useCsm : undefined) ?? params.cascadeCount > 1,\n boundsPadding: readPositiveNumber(options.boundsPadding, fallback?.boundsPadding ?? Math.max(0.5, params.maxDistance * 0.025)),\n stableSnapping: options.stableSnapping ?? fallback?.stableSnapping ?? true,\n debug: options.debug ?? fallback?.debug ?? false,\n };\n}\n\nfunction hasExplicitUseCsm(options: Partial<DynamicShadowOptions>): boolean {\n return Object.prototype.hasOwnProperty.call(options, 'useCsm') && typeof options.useCsm === 'boolean';\n}\n\nfunction resolveDynamicShadowParams(\n params: Partial<DynamicShadowParams> | undefined,\n fallback: DynamicShadowParams = DEFAULT_DYNAMIC_SHADOW_PARAMS,\n): DynamicShadowParams {\n return {\n opacity: clamp01(readFiniteNumber(params?.opacity, fallback.opacity)),\n softness: clamp01(readFiniteNumber(params?.softness, fallback.softness)),\n bias: readFiniteNumber(params?.bias, fallback.bias),\n normalBias: readFiniteNumber(params?.normalBias, fallback.normalBias),\n maxDistance: readPositiveNumber(params?.maxDistance, fallback.maxDistance),\n resolution: readShadowResolution(params?.resolution, fallback.resolution),\n cascadeCount: readCascadeCount(params?.cascadeCount, fallback.cascadeCount),\n blurKernel: Math.max(0, Math.round(readFiniteNumber(params?.blurKernel, fallback.blurKernel))),\n };\n}\n\nfunction createReceiverInfo(\n mesh: AbstractMesh,\n receiverStates: Map<AbstractMesh, DynamicShadowReceiverStateInfo>,\n): DynamicShadowReceiverInfo {\n const trackedMeshes = [mesh];\n const sourceMesh = (mesh as { sourceMesh?: AbstractMesh }).sourceMesh;\n if (sourceMesh && sourceMesh !== mesh) trackedMeshes.push(sourceMesh);\n for (const trackedMesh of trackedMeshes) acquireReceiverState(trackedMesh, receiverStates);\n return { mesh, trackedMeshes };\n}\n\nfunction activateReceiverInfo(info: DynamicShadowReceiverInfo | undefined): void {\n if (!info) return;\n for (const mesh of info.trackedMeshes) mesh.receiveShadows = true;\n}\n\nfunction acquireReceiverState(\n mesh: AbstractMesh,\n receiverStates: Map<AbstractMesh, DynamicShadowReceiverStateInfo>,\n): void {\n const existing = receiverStates.get(mesh);\n if (existing) {\n existing.refCount += 1;\n return;\n }\n receiverStates.set(mesh, {\n mesh,\n previousReceiveShadows: mesh.receiveShadows,\n refCount: 1,\n });\n}\n\nfunction releaseReceiverInfo(\n info: DynamicShadowReceiverInfo,\n receiverStates: Map<AbstractMesh, DynamicShadowReceiverStateInfo>,\n): void {\n for (const mesh of info.trackedMeshes) releaseReceiverState(mesh, receiverStates);\n}\n\nfunction releaseReceiverState(\n mesh: AbstractMesh,\n receiverStates: Map<AbstractMesh, DynamicShadowReceiverStateInfo>,\n): void {\n const state = receiverStates.get(mesh);\n if (!state) return;\n state.refCount -= 1;\n if (state.refCount > 0) return;\n state.mesh.receiveShadows = state.previousReceiveShadows;\n receiverStates.delete(mesh);\n}\n\nfunction readMeshBoundsCorners(mesh: AbstractMesh): Vector3[] {\n if (isDisposed(mesh)) return [];\n mesh.computeWorldMatrix(true);\n const bounds = mesh.getHierarchyBoundingVectors(true);\n return createBoundsCorners(bounds.min, bounds.max);\n}\n\nfunction readCameraCoveragePoints(camera: Camera | null | undefined, scene: Scene, maxDistance: number): Vector3[] {\n if (!camera) return [];\n const position = camera.globalPosition ?? camera.position;\n if (!position) return [];\n const forward = safeCameraDirection(camera, Vector3.Forward(), new Vector3(0, 0, 1));\n const right = safeCameraDirection(camera, Vector3.Right(), new Vector3(1, 0, 0));\n const up = safeCameraDirection(camera, Vector3.Up(), new Vector3(0, 1, 0));\n const farDistance = Math.max(1, Math.min(maxDistance, readPositiveNumber(camera.maxZ, maxDistance)));\n const nearDistance = Math.max(0.1, Math.min(farDistance, readPositiveNumber(camera.minZ, 0.1)));\n const aspect = readSceneAspect(scene);\n if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\n const halfHeight = Math.max(0.5, Math.abs(readFiniteNumber(camera.orthoTop, 1) - readFiniteNumber(camera.orthoBottom, -1)) * 0.5);\n const halfWidth = Math.max(0.5, Math.abs(readFiniteNumber(camera.orthoRight, aspect) - readFiniteNumber(camera.orthoLeft, -aspect)) * 0.5);\n return [\n ...createCameraPlaneCorners(position.add(forward.scale(nearDistance)), right, up, halfWidth, halfHeight),\n ...createCameraPlaneCorners(position.add(forward.scale(farDistance)), right, up, halfWidth, halfHeight),\n ];\n }\n const fov = readPositiveNumber((camera as { fov?: number }).fov, 0.8);\n const farHalfHeight = Math.tan(fov * 0.5) * farDistance;\n const farHalfWidth = farHalfHeight * aspect;\n const nearHalfHeight = Math.tan(fov * 0.5) * nearDistance;\n const nearHalfWidth = nearHalfHeight * aspect;\n return [\n ...createCameraPlaneCorners(position.add(forward.scale(nearDistance)), right, up, nearHalfWidth, nearHalfHeight),\n ...createCameraPlaneCorners(position.add(forward.scale(farDistance)), right, up, farHalfWidth, farHalfHeight),\n ];\n}\n\nfunction createCameraPlaneCorners(center: Vector3, right: Vector3, up: Vector3, halfWidth: number, halfHeight: number): Vector3[] {\n return [\n center.add(right.scale(-halfWidth)).add(up.scale(-halfHeight)),\n center.add(right.scale(halfWidth)).add(up.scale(-halfHeight)),\n center.add(right.scale(halfWidth)).add(up.scale(halfHeight)),\n center.add(right.scale(-halfWidth)).add(up.scale(halfHeight)),\n ];\n}\n\nfunction createShadowViewMatrix(light: DirectionalLight): Matrix {\n let lightPosition = light.position;\n if (light.computeTransformedInformation()) {\n lightPosition = light.transformedPosition;\n }\n const lightDirection = readLightDirection(light.getShadowDirection(0));\n if (Math.abs(Vector3.Dot(lightDirection, Vector3.Up())) === 1) {\n lightDirection.z = 1e-13;\n }\n return Matrix.LookAtLH(\n lightPosition,\n lightPosition.add(lightDirection),\n Vector3.Up(),\n );\n}\n\nfunction boundsFromPoints(points: Vector3[]): { min: Vector3; max: Vector3 } {\n const min = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);\n const max = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);\n for (const point of points) {\n min.minimizeInPlace(point);\n max.maximizeInPlace(point);\n }\n return { min, max };\n}\n\nfunction createBoundsCorners(min: Vector3, max: Vector3): Vector3[] {\n return [\n new Vector3(min.x, min.y, min.z),\n new Vector3(max.x, min.y, min.z),\n new Vector3(max.x, max.y, min.z),\n new Vector3(min.x, max.y, min.z),\n new Vector3(min.x, min.y, max.z),\n new Vector3(max.x, min.y, max.z),\n new Vector3(max.x, max.y, max.z),\n new Vector3(min.x, max.y, max.z),\n ];\n}\n\nfunction safeCameraDirection(camera: Camera, localAxis: Vector3, fallback: Vector3): Vector3 {\n try {\n const direction = camera.getDirection(localAxis);\n if (isFiniteVector(direction) && direction.lengthSquared() > 1e-8) return direction.normalize();\n } catch {\n // Camera direction is best-effort diagnostics input; use a stable fallback.\n }\n return fallback.clone();\n}\n\nfunction readLightDirection(direction: Vector3): Vector3 {\n return isFiniteVector(direction) && direction.lengthSquared() > 1e-8\n ? direction.clone().normalize()\n : new Vector3(-0.3, -1, -0.2).normalize();\n}\n\nfunction readCameraProjection(camera: Camera | null | undefined): 'orthographic' | 'perspective' | 'none' {\n if (!camera) return 'none';\n return camera.mode === Camera.ORTHOGRAPHIC_CAMERA ? 'orthographic' : 'perspective';\n}\n\nfunction readSceneAspect(scene: Scene): number {\n const engine = scene.getEngine();\n const width = Math.max(1, engine.getRenderWidth());\n const height = Math.max(1, engine.getRenderHeight());\n return width / height;\n}\n\nfunction cloneDynamicShadowDiagnostics(diagnostics: DynamicShadowDiagnostics): DynamicShadowDiagnostics {\n return {\n ...diagnostics,\n generator: diagnostics.generator ? { ...diagnostics.generator } : null,\n params: { ...diagnostics.params },\n bounds: diagnostics.bounds\n ? {\n world: {\n min: { ...diagnostics.bounds.world.min },\n max: { ...diagnostics.bounds.world.max },\n },\n lightOrtho: { ...diagnostics.bounds.lightOrtho },\n texelSize: diagnostics.bounds.texelSize,\n cameraProjection: diagnostics.bounds.cameraProjection,\n }\n : null,\n fallbackReasons: [...diagnostics.fallbackReasons],\n };\n}\n\nfunction serializeVec3(value: Vector3): { x: number; y: number; z: number } {\n return { x: value.x, y: value.y, z: value.z };\n}\n\nfunction isFiniteVector(value: Vector3): boolean {\n return Number.isFinite(value.x) && Number.isFinite(value.y) && Number.isFinite(value.z);\n}\n\nfunction isDisposed(mesh: AbstractMesh): boolean {\n return typeof mesh.isDisposed === 'function' && mesh.isDisposed();\n}\n\nfunction readFiniteNumber(value: unknown, fallback: number): number {\n return typeof value === 'number' && Number.isFinite(value) ? value : fallback;\n}\n\nfunction readPositiveNumber(value: unknown, fallback: number): number {\n const number = readFiniteNumber(value, fallback);\n return number > 0 ? number : fallback;\n}\n\nfunction clamp01(value: number): number {\n if (!Number.isFinite(value)) return 0;\n return Math.min(1, Math.max(0, value));\n}\n\nfunction readShadowResolution(\n value: unknown,\n fallback: DynamicShadowParams['resolution'],\n): DynamicShadowParams['resolution'] {\n return value === 512 || value === 1024 || value === 2048 || value === 4096\n ? value\n : fallback;\n}\n\nfunction readCascadeCount(\n value: unknown,\n fallback: DynamicShadowParams['cascadeCount'],\n): DynamicShadowParams['cascadeCount'] {\n return value === 1 || value === 2 || value === 4 ? value : fallback;\n}\n"]}
@@ -0,0 +1,14 @@
1
+ /**
2
+ * Keep Babylon's lazily loaded ShadowGenerator shaders registered against the
3
+ * same ShaderStore instance as the renderer. Packed Vite consumers can serve
4
+ * ShadowGenerator's relative dynamic imports from a second pnpm module graph.
5
+ */
6
+ import '@babylonjs/core/Shaders/shadowMap.fragment.js';
7
+ import '@babylonjs/core/Shaders/shadowMap.vertex.js';
8
+ import '@babylonjs/core/Shaders/depthBoxBlur.fragment.js';
9
+ import '@babylonjs/core/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js';
10
+ import '@babylonjs/core/ShadersWGSL/shadowMap.fragment.js';
11
+ import '@babylonjs/core/ShadersWGSL/shadowMap.vertex.js';
12
+ import '@babylonjs/core/ShadersWGSL/depthBoxBlur.fragment.js';
13
+ import '@babylonjs/core/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js';
14
+ //# sourceMappingURL=shadow-generator-shaders.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow-generator-shaders.d.ts","sourceRoot":"","sources":["../../src/shadows/shadow-generator-shaders.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,kFAAkF,CAAC;AAC1F,OAAO,mDAAmD,CAAC;AAC3D,OAAO,iDAAiD,CAAC;AACzD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,sFAAsF,CAAC"}
@@ -0,0 +1,14 @@
1
+ /**
2
+ * Keep Babylon's lazily loaded ShadowGenerator shaders registered against the
3
+ * same ShaderStore instance as the renderer. Packed Vite consumers can serve
4
+ * ShadowGenerator's relative dynamic imports from a second pnpm module graph.
5
+ */
6
+ import '@babylonjs/core/Shaders/shadowMap.fragment.js';
7
+ import '@babylonjs/core/Shaders/shadowMap.vertex.js';
8
+ import '@babylonjs/core/Shaders/depthBoxBlur.fragment.js';
9
+ import '@babylonjs/core/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js';
10
+ import '@babylonjs/core/ShadersWGSL/shadowMap.fragment.js';
11
+ import '@babylonjs/core/ShadersWGSL/shadowMap.vertex.js';
12
+ import '@babylonjs/core/ShadersWGSL/depthBoxBlur.fragment.js';
13
+ import '@babylonjs/core/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js';
14
+ //# sourceMappingURL=shadow-generator-shaders.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow-generator-shaders.js","sourceRoot":"","sources":["../../src/shadows/shadow-generator-shaders.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,kFAAkF,CAAC;AAC1F,OAAO,mDAAmD,CAAC;AAC3D,OAAO,iDAAiD,CAAC;AACzD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,sFAAsF,CAAC","sourcesContent":["/**\n * Keep Babylon's lazily loaded ShadowGenerator shaders registered against the\n * same ShaderStore instance as the renderer. Packed Vite consumers can serve\n * ShadowGenerator's relative dynamic imports from a second pnpm module graph.\n */\nimport '@babylonjs/core/Shaders/shadowMap.fragment.js';\nimport '@babylonjs/core/Shaders/shadowMap.vertex.js';\nimport '@babylonjs/core/Shaders/depthBoxBlur.fragment.js';\nimport '@babylonjs/core/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js';\nimport '@babylonjs/core/ShadersWGSL/shadowMap.fragment.js';\nimport '@babylonjs/core/ShadersWGSL/shadowMap.vertex.js';\nimport '@babylonjs/core/ShadersWGSL/depthBoxBlur.fragment.js';\nimport '@babylonjs/core/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js';\n"]}
@@ -0,0 +1,59 @@
1
+ import { DirectionalLight } from '@babylonjs/core/Lights/directionalLight.js';
2
+ import { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator.js';
3
+ import type { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh.js';
4
+ import type { Scene } from '@babylonjs/core/scene.js';
5
+ import type { ShadowMapExperimentDepthLayer, ShadowMapExperimentDepthRefreshDecision, ShadowMapExperimentDirtyReason, ShadowMapExperimentPlan } from '@fps-games/playable-rendering/runtime';
6
+ export type BabylonShadowMapExperimentBackendMode = 'split-static-dynamic' | 'single-map' | 'single-map-fallback';
7
+ export type BabylonShadowMapExperimentReceiverFilter = 'hard' | 'poisson-low-pcf' | 'native-low-pcf';
8
+ export type BabylonShadowMapExperimentCompositorLifecycleEvent = 'pending' | 'ready' | 'failed';
9
+ export interface BabylonShadowMapExperimentDepthBackendOptions {
10
+ readonly onCompositorLifecycleEvent?: (event: BabylonShadowMapExperimentCompositorLifecycleEvent) => void;
11
+ }
12
+ export interface BabylonShadowMapExperimentDepthLayerEvidence {
13
+ readonly resolution: number;
14
+ readonly candidateMeshCount: number;
15
+ readonly retainedMeshCount: number;
16
+ readonly culledMeshCount: number;
17
+ readonly renderListCount: number;
18
+ readonly refreshCount: number;
19
+ readonly renderCount: number;
20
+ readonly lastRefreshReasons: readonly ShadowMapExperimentDirtyReason[];
21
+ }
22
+ export interface BabylonShadowMapExperimentDepthBackendEvidence {
23
+ readonly backend: BabylonShadowMapExperimentBackendMode;
24
+ readonly fallbackReason: string | null;
25
+ readonly receiverFilter: BabylonShadowMapExperimentReceiverFilter;
26
+ readonly gpuCapability: {
27
+ readonly engine: 'webgl' | 'webgpu';
28
+ readonly maxRenderTextureSize: number;
29
+ readonly halfFloatRender: boolean;
30
+ readonly halfFloatLinearFiltering: boolean;
31
+ readonly splitSupported: boolean;
32
+ };
33
+ readonly textureFormat: 'r-half-float' | 'single-map';
34
+ readonly static: BabylonShadowMapExperimentDepthLayerEvidence;
35
+ readonly dynamic: BabylonShadowMapExperimentDepthLayerEvidence;
36
+ readonly compositeResolution: number;
37
+ readonly compositeRefreshCount: number;
38
+ readonly compositeRenderCount: number;
39
+ readonly compositorReady: boolean;
40
+ }
41
+ export interface BabylonShadowMapExperimentDepthBackend {
42
+ readonly generator: ShadowGenerator;
43
+ readonly mode: BabylonShadowMapExperimentBackendMode;
44
+ readonly fallbackReason: string | null;
45
+ getRuntimeFailureReason(): string | null;
46
+ addCaster(mesh: AbstractMesh, layer: ShadowMapExperimentDepthLayer): void;
47
+ removeCaster(mesh: AbstractMesh): void;
48
+ hasCaster(mesh: AbstractMesh, layer?: ShadowMapExperimentDepthLayer): boolean;
49
+ setCandidateCounts(staticCount: number, dynamicCount: number): void;
50
+ refresh(decision: ShadowMapExperimentDepthRefreshDecision): void;
51
+ getEvidence(): BabylonShadowMapExperimentDepthBackendEvidence;
52
+ dispose(): void;
53
+ }
54
+ type AllocationCleanup = () => readonly unknown[];
55
+ export declare function readBabylonShadowMapExperimentAllocationCleanup(error: unknown): AllocationCleanup | null;
56
+ export declare function createBabylonShadowMapExperimentDepthBackend(scene: Scene, light: DirectionalLight, plan: ShadowMapExperimentPlan, options?: BabylonShadowMapExperimentDepthBackendOptions): BabylonShadowMapExperimentDepthBackend;
57
+ export declare function createBabylonShadowMapExperimentSingleDepthBackend(light: DirectionalLight, plan: ShadowMapExperimentPlan, fallbackReason: string): BabylonShadowMapExperimentDepthBackend;
58
+ export {};
59
+ //# sourceMappingURL=shadow-map-experiment-depth-backend.d.ts.map
@@ -0,0 +1 @@
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