@fps-games/editor 0.2.0-beta.4 → 0.2.1-beta.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1506) hide show
  1. package/dist/agent-bridge/capabilities/editor-state.d.ts.map +1 -1
  2. package/dist/agent-bridge/capabilities/editor-state.js +12 -6
  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 +208 -73
  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 +24 -23
  14. package/dist/agent-bridge/capabilities/scene-objects.js.map +1 -1
  15. package/dist/agent-bridge/capabilities/shadows.d.ts.map +1 -1
  16. package/dist/agent-bridge/capabilities/shadows.js +829 -66
  17. package/dist/agent-bridge/capabilities/shadows.js.map +1 -1
  18. package/dist/agent-bridge/capabilities/ui-regions.d.ts.map +1 -1
  19. package/dist/agent-bridge/capabilities/ui-regions.js +19 -1
  20. package/dist/agent-bridge/capabilities/ui-regions.js.map +1 -1
  21. package/dist/agent-bridge/capabilities/viewport.d.ts.map +1 -1
  22. package/dist/agent-bridge/capabilities/viewport.js +22 -9
  23. package/dist/agent-bridge/capabilities/viewport.js.map +1 -1
  24. package/dist/agent-bridge/capability-sources.d.ts.map +1 -1
  25. package/dist/agent-bridge/capability-sources.js +2 -0
  26. package/dist/agent-bridge/capability-sources.js.map +1 -1
  27. package/dist/agent-bridge/register.d.ts.map +1 -1
  28. package/dist/agent-bridge/register.js +194 -0
  29. package/dist/agent-bridge/register.js.map +1 -1
  30. package/dist/agent-bridge/shared.d.ts +231 -11
  31. package/dist/agent-bridge/shared.d.ts.map +1 -1
  32. package/dist/agent-bridge/shared.js +162 -20
  33. package/dist/agent-bridge/shared.js.map +1 -1
  34. package/dist/agent-bridge/source-types.d.ts +17 -1
  35. package/dist/agent-bridge/source-types.d.ts.map +1 -1
  36. package/dist/agent-bridge/source-types.js.map +1 -1
  37. package/dist/build-info.json +57 -42
  38. package/dist/index.d.ts +7 -6
  39. package/dist/index.d.ts.map +1 -1
  40. package/dist/index.js +4 -3
  41. package/dist/index.js.map +1 -1
  42. package/dist/internal/babylon-preview-engine.d.ts +3 -0
  43. package/dist/internal/babylon-preview-engine.d.ts.map +1 -0
  44. package/dist/internal/babylon-preview-engine.js +11 -0
  45. package/dist/internal/babylon-preview-engine.js.map +1 -0
  46. package/dist/internal/material-preview.d.ts +22 -0
  47. package/dist/internal/material-preview.d.ts.map +1 -0
  48. package/dist/internal/material-preview.js +186 -0
  49. package/dist/internal/material-preview.js.map +1 -0
  50. package/dist/internal/product-local-editor-cleanup.d.ts +5 -0
  51. package/dist/internal/product-local-editor-cleanup.d.ts.map +1 -0
  52. package/dist/internal/product-local-editor-cleanup.js +20 -0
  53. package/dist/internal/product-local-editor-cleanup.js.map +1 -0
  54. package/dist/internal/project-model-preview.d.ts +4 -0
  55. package/dist/internal/project-model-preview.d.ts.map +1 -0
  56. package/dist/internal/project-model-preview.js +359 -0
  57. package/dist/internal/project-model-preview.js.map +1 -0
  58. package/dist/local-editor-agent-actions.d.ts +2 -4
  59. package/dist/local-editor-agent-actions.d.ts.map +1 -1
  60. package/dist/local-editor-agent-actions.js +56 -32
  61. package/dist/local-editor-agent-actions.js.map +1 -1
  62. package/dist/local-editor-agent-context.d.ts +17 -6
  63. package/dist/local-editor-agent-context.d.ts.map +1 -1
  64. package/dist/local-editor-agent-context.js +47 -0
  65. package/dist/local-editor-agent-context.js.map +1 -1
  66. package/dist/local-editor-harness.d.ts +353 -35
  67. package/dist/local-editor-harness.d.ts.map +1 -1
  68. package/dist/local-editor-harness.js +4115 -1313
  69. package/dist/local-editor-harness.js.map +1 -1
  70. package/dist/local-editor-marker-graph.d.ts +15 -15
  71. package/dist/local-editor-marker-graph.d.ts.map +1 -1
  72. package/dist/local-editor-marker-graph.js +3 -0
  73. package/dist/local-editor-marker-graph.js.map +1 -1
  74. package/dist/local-editor-performance-stats.d.ts +3 -2
  75. package/dist/local-editor-performance-stats.d.ts.map +1 -1
  76. package/dist/local-editor-performance-stats.js.map +1 -1
  77. package/dist/local-editor-prefab-stage-transaction.d.ts +19 -0
  78. package/dist/local-editor-prefab-stage-transaction.d.ts.map +1 -0
  79. package/dist/local-editor-prefab-stage-transaction.js +45 -0
  80. package/dist/local-editor-prefab-stage-transaction.js.map +1 -0
  81. package/dist/local-editor-scene-view-interaction-runtime.d.ts +3 -1
  82. package/dist/local-editor-scene-view-interaction-runtime.d.ts.map +1 -1
  83. package/dist/local-editor-scene-view-interaction-runtime.js +24 -0
  84. package/dist/local-editor-scene-view-interaction-runtime.js.map +1 -1
  85. package/dist/local-editor-tools.d.ts +19 -0
  86. package/dist/local-editor-tools.d.ts.map +1 -0
  87. package/dist/local-editor-tools.js +56 -0
  88. package/dist/local-editor-tools.js.map +1 -0
  89. package/dist/playable-babylon-rendering.d.ts +9 -0
  90. package/dist/playable-babylon-rendering.d.ts.map +1 -1
  91. package/dist/playable-babylon-rendering.js +162 -6
  92. package/dist/playable-babylon-rendering.js.map +1 -1
  93. package/dist/playable-local-editor-entry.d.ts +68 -0
  94. package/dist/playable-local-editor-entry.d.ts.map +1 -0
  95. package/dist/playable-local-editor-entry.js +424 -0
  96. package/dist/playable-local-editor-entry.js.map +1 -0
  97. package/dist/playable-local-editor-host.d.ts +55 -29
  98. package/dist/playable-local-editor-host.d.ts.map +1 -1
  99. package/dist/playable-local-editor-host.js +50 -11
  100. package/dist/playable-local-editor-host.js.map +1 -1
  101. package/dist/playable-product-local-editor.d.ts +10 -12
  102. package/dist/playable-product-local-editor.d.ts.map +1 -1
  103. package/dist/playable-product-local-editor.js +178 -85
  104. package/dist/playable-product-local-editor.js.map +1 -1
  105. package/dist/playable-product-projection-preview.d.ts +4 -1
  106. package/dist/playable-product-projection-preview.d.ts.map +1 -1
  107. package/dist/playable-product-projection-preview.js +122 -5
  108. package/dist/playable-product-projection-preview.js.map +1 -1
  109. package/dist/playable-product-rendering.d.ts +12 -0
  110. package/dist/playable-product-rendering.d.ts.map +1 -1
  111. package/dist/playable-product-rendering.js +128 -6
  112. package/dist/playable-product-rendering.js.map +1 -1
  113. package/dist/playable-product-scene-capabilities.d.ts +24 -7
  114. package/dist/playable-product-scene-capabilities.d.ts.map +1 -1
  115. package/dist/playable-product-scene-capabilities.js +180 -17
  116. package/dist/playable-product-scene-capabilities.js.map +1 -1
  117. package/dist/playable-project-mode.d.ts +17 -0
  118. package/dist/playable-project-mode.d.ts.map +1 -0
  119. package/dist/playable-project-mode.js +2 -0
  120. package/dist/playable-project-mode.js.map +1 -0
  121. package/dist/playable-runtime-babylon.d.ts +3 -6
  122. package/dist/playable-runtime-babylon.d.ts.map +1 -1
  123. package/dist/playable-runtime-babylon.js +1 -5
  124. package/dist/playable-runtime-babylon.js.map +1 -1
  125. package/dist/playable-sdk.d.ts +16 -9
  126. package/dist/playable-sdk.d.ts.map +1 -1
  127. package/dist/playable-sdk.js +6 -4
  128. package/dist/playable-sdk.js.map +1 -1
  129. package/dist/playable-standard-project.d.ts +23 -14
  130. package/dist/playable-standard-project.d.ts.map +1 -1
  131. package/dist/playable-standard-project.js +57 -20
  132. package/dist/playable-standard-project.js.map +1 -1
  133. package/dist/vite-client.d.ts +4 -0
  134. package/node_modules/@babel/helper-string-parser/lib/index.js +0 -1
  135. package/node_modules/@babel/helper-validator-identifier/lib/identifier.js +0 -1
  136. package/node_modules/@babel/helper-validator-identifier/lib/index.js +0 -1
  137. package/node_modules/@babel/helper-validator-identifier/lib/keyword.js +0 -1
  138. package/node_modules/@babel/parser/lib/index.js +0 -1
  139. package/node_modules/@babel/types/lib/asserts/assertNode.js +0 -1
  140. package/node_modules/@babel/types/lib/asserts/generated/index.js +0 -1
  141. package/node_modules/@babel/types/lib/ast-types/generated/index.js +0 -1
  142. package/node_modules/@babel/types/lib/builders/flow/createFlowUnionType.js +0 -1
  143. package/node_modules/@babel/types/lib/builders/flow/createTypeAnnotationBasedOnTypeof.js +0 -1
  144. package/node_modules/@babel/types/lib/builders/generated/index.js +0 -1
  145. package/node_modules/@babel/types/lib/builders/generated/lowercase.js +0 -1
  146. package/node_modules/@babel/types/lib/builders/generated/uppercase.js +0 -1
  147. package/node_modules/@babel/types/lib/builders/productions.js +0 -1
  148. package/node_modules/@babel/types/lib/builders/react/buildChildren.js +0 -1
  149. package/node_modules/@babel/types/lib/builders/typescript/createTSUnionType.js +0 -1
  150. package/node_modules/@babel/types/lib/builders/validateNode.js +0 -1
  151. package/node_modules/@babel/types/lib/clone/clone.js +0 -1
  152. package/node_modules/@babel/types/lib/clone/cloneDeep.js +0 -1
  153. package/node_modules/@babel/types/lib/clone/cloneDeepWithoutLoc.js +0 -1
  154. package/node_modules/@babel/types/lib/clone/cloneNode.js +0 -1
  155. package/node_modules/@babel/types/lib/clone/cloneWithoutLoc.js +0 -1
  156. package/node_modules/@babel/types/lib/comments/addComment.js +0 -1
  157. package/node_modules/@babel/types/lib/comments/addComments.js +0 -1
  158. package/node_modules/@babel/types/lib/comments/inheritInnerComments.js +0 -1
  159. package/node_modules/@babel/types/lib/comments/inheritLeadingComments.js +0 -1
  160. package/node_modules/@babel/types/lib/comments/inheritTrailingComments.js +0 -1
  161. package/node_modules/@babel/types/lib/comments/inheritsComments.js +0 -1
  162. package/node_modules/@babel/types/lib/comments/removeComments.js +0 -1
  163. package/node_modules/@babel/types/lib/constants/generated/index.js +0 -1
  164. package/node_modules/@babel/types/lib/constants/index.js +0 -1
  165. package/node_modules/@babel/types/lib/converters/ensureBlock.js +0 -1
  166. package/node_modules/@babel/types/lib/converters/gatherSequenceExpressions.js +0 -1
  167. package/node_modules/@babel/types/lib/converters/toBindingIdentifierName.js +0 -1
  168. package/node_modules/@babel/types/lib/converters/toBlock.js +0 -1
  169. package/node_modules/@babel/types/lib/converters/toComputedKey.js +0 -1
  170. package/node_modules/@babel/types/lib/converters/toExpression.js +0 -1
  171. package/node_modules/@babel/types/lib/converters/toIdentifier.js +0 -1
  172. package/node_modules/@babel/types/lib/converters/toKeyAlias.js +0 -1
  173. package/node_modules/@babel/types/lib/converters/toSequenceExpression.js +0 -1
  174. package/node_modules/@babel/types/lib/converters/toStatement.js +0 -1
  175. package/node_modules/@babel/types/lib/converters/valueToNode.js +0 -1
  176. package/node_modules/@babel/types/lib/definitions/core.js +0 -1
  177. package/node_modules/@babel/types/lib/definitions/deprecated-aliases.js +0 -1
  178. package/node_modules/@babel/types/lib/definitions/experimental.js +0 -1
  179. package/node_modules/@babel/types/lib/definitions/flow.js +0 -1
  180. package/node_modules/@babel/types/lib/definitions/index.js +0 -1
  181. package/node_modules/@babel/types/lib/definitions/jsx.js +0 -1
  182. package/node_modules/@babel/types/lib/definitions/misc.js +0 -1
  183. package/node_modules/@babel/types/lib/definitions/placeholders.js +0 -1
  184. package/node_modules/@babel/types/lib/definitions/typescript.js +0 -1
  185. package/node_modules/@babel/types/lib/definitions/utils.js +0 -1
  186. package/node_modules/@babel/types/lib/index.js +0 -1
  187. package/node_modules/@babel/types/lib/modifications/appendToMemberExpression.js +0 -1
  188. package/node_modules/@babel/types/lib/modifications/flow/removeTypeDuplicates.js +0 -1
  189. package/node_modules/@babel/types/lib/modifications/inherits.js +0 -1
  190. package/node_modules/@babel/types/lib/modifications/prependToMemberExpression.js +0 -1
  191. package/node_modules/@babel/types/lib/modifications/removeProperties.js +0 -1
  192. package/node_modules/@babel/types/lib/modifications/removePropertiesDeep.js +0 -1
  193. package/node_modules/@babel/types/lib/modifications/typescript/removeTypeDuplicates.js +0 -1
  194. package/node_modules/@babel/types/lib/retrievers/getAssignmentIdentifiers.js +0 -1
  195. package/node_modules/@babel/types/lib/retrievers/getBindingIdentifiers.js +0 -1
  196. package/node_modules/@babel/types/lib/retrievers/getFunctionName.js +0 -1
  197. package/node_modules/@babel/types/lib/retrievers/getOuterBindingIdentifiers.js +0 -1
  198. package/node_modules/@babel/types/lib/traverse/traverse.js +0 -1
  199. package/node_modules/@babel/types/lib/traverse/traverseFast.js +0 -1
  200. package/node_modules/@babel/types/lib/utils/deprecationWarning.js +0 -1
  201. package/node_modules/@babel/types/lib/utils/inherit.js +0 -1
  202. package/node_modules/@babel/types/lib/utils/react/cleanJSXElementLiteralChild.js +0 -1
  203. package/node_modules/@babel/types/lib/utils/shallowEqual.js +0 -1
  204. package/node_modules/@babel/types/lib/validators/buildMatchMemberExpression.js +0 -1
  205. package/node_modules/@babel/types/lib/validators/generated/index.js +0 -1
  206. package/node_modules/@babel/types/lib/validators/is.js +0 -1
  207. package/node_modules/@babel/types/lib/validators/isBinding.js +0 -1
  208. package/node_modules/@babel/types/lib/validators/isBlockScoped.js +0 -1
  209. package/node_modules/@babel/types/lib/validators/isImmutable.js +0 -1
  210. package/node_modules/@babel/types/lib/validators/isLet.js +0 -1
  211. package/node_modules/@babel/types/lib/validators/isNode.js +0 -1
  212. package/node_modules/@babel/types/lib/validators/isNodesEquivalent.js +0 -1
  213. package/node_modules/@babel/types/lib/validators/isPlaceholderType.js +0 -1
  214. package/node_modules/@babel/types/lib/validators/isReferenced.js +0 -1
  215. package/node_modules/@babel/types/lib/validators/isScope.js +0 -1
  216. package/node_modules/@babel/types/lib/validators/isSpecifierDefault.js +0 -1
  217. package/node_modules/@babel/types/lib/validators/isType.js +0 -1
  218. package/node_modules/@babel/types/lib/validators/isValidES3Identifier.js +0 -1
  219. package/node_modules/@babel/types/lib/validators/isValidIdentifier.js +0 -1
  220. package/node_modules/@babel/types/lib/validators/isVar.js +0 -1
  221. package/node_modules/@babel/types/lib/validators/matchesPattern.js +0 -1
  222. package/node_modules/@babel/types/lib/validators/react/isCompatTag.js +0 -1
  223. package/node_modules/@babel/types/lib/validators/react/isReactComponent.js +0 -1
  224. package/node_modules/@babel/types/lib/validators/validate.js +0 -1
  225. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.d.ts +69 -0
  226. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.js +132 -0
  227. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.d.ts +8 -0
  228. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.js +7 -0
  229. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.d.ts +14 -0
  230. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.js +328 -0
  231. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.d.ts +9 -0
  232. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.js +1 -0
  233. package/node_modules/@babylonjs/loaders/BVH/index.d.ts +2 -0
  234. package/node_modules/@babylonjs/loaders/BVH/index.js +3 -0
  235. package/node_modules/@babylonjs/loaders/OBJ/index.d.ts +4 -0
  236. package/node_modules/@babylonjs/loaders/OBJ/index.js +4 -0
  237. package/node_modules/@babylonjs/loaders/OBJ/mtlFileLoader.d.ts +41 -0
  238. package/node_modules/@babylonjs/loaders/OBJ/mtlFileLoader.js +230 -0
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  241. package/node_modules/@babylonjs/loaders/OBJ/objFileLoader.metadata.d.ts +4 -0
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  245. package/node_modules/@babylonjs/loaders/OBJ/solidParser.d.ts +175 -0
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  247. package/node_modules/@babylonjs/loaders/SPLAT/index.d.ts +2 -0
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  261. package/node_modules/@babylonjs/loaders/STL/index.d.ts +1 -0
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  267. package/node_modules/@babylonjs/loaders/bvh/license.md +21 -0
  268. package/node_modules/@babylonjs/loaders/dynamic.d.ts +5 -0
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  270. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFBinaryExtension.d.ts +16 -0
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  274. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -0
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  276. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.d.ts +71 -0
  277. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.js +254 -0
  278. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.d.ts +13 -0
  279. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.js +130 -0
  280. package/node_modules/@babylonjs/loaders/glTF/1.0/index.d.ts +5 -0
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  282. package/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_area.d.ts +41 -0
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@@ -0,0 +1,1746 @@
1
+ import { BabylonSelectionIdentityPass, } from './selection-identity-pass.js';
2
+ const SELECTION_OCCUPANCY_MASK_SHADER_NAME = 'editorSelectionOccupancyMask';
3
+ const SELECTION_SILHOUETTE_SHADER_NAME = 'editorSelectionSilhouetteComposite';
4
+ const MAX_SELECTION_SOURCE_DENSITY = 2;
5
+ const TEXTURE_TYPE_UNSIGNED_BYTE = 0;
6
+ const TEXTURE_TYPE_FLOAT = 1;
7
+ const TEXTURE_TYPE_HALF_FLOAT = 2;
8
+ const TEXTURE_NEAREST_SAMPLING_MODE = 1;
9
+ const TEXTURE_BILINEAR_SAMPLING_MODE = 2;
10
+ const SELECTION_PRESENTATION_PADDING_PX = 6;
11
+ const SELECTION_PRESENTATION_COLOR = [1, 0.9, 0.22];
12
+ const SELECTION_OCCUPANCY_MASK_FRAGMENT_SHADER = `
13
+ precision highp float;
14
+ varying vec2 vUV;
15
+ uniform sampler2D editorSelectedDepthSampler;
16
+ uniform sampler2D editorSelectionIdentitySampler;
17
+ uniform vec2 editorSelectedDepthTexelSize;
18
+ uniform vec2 editorOutputTexelSize;
19
+ uniform vec2 editorPresentationTexelSize;
20
+ uniform vec4 editorSelectionUvBounds;
21
+ uniform float editorSelectedPackedDepth;
22
+ uniform float editorSelectionIdentityEnabled;
23
+
24
+ float unpackEditorDepth(vec4 color) {
25
+ const vec4 bitShift = vec4(
26
+ 1.0 / (255.0 * 255.0 * 255.0),
27
+ 1.0 / (255.0 * 255.0),
28
+ 1.0 / 255.0,
29
+ 1.0
30
+ );
31
+ return dot(color, bitShift);
32
+ }
33
+
34
+ float selectionOccupancyAt(vec2 uv) {
35
+ vec2 sampleUv = clamp(uv, vec2(0.0), vec2(1.0));
36
+ vec4 selectedDepthSample = texture2D(editorSelectedDepthSampler, sampleUv);
37
+ float selectedDepth = mix(
38
+ selectedDepthSample.r,
39
+ unpackEditorDepth(selectedDepthSample),
40
+ editorSelectedPackedDepth
41
+ );
42
+ return 1.0 - step(0.999999, selectedDepth);
43
+ }
44
+
45
+ float selectionIdentityValue(vec4 color) {
46
+ vec3 bytes = floor(color.rgb * 255.0 + 0.5);
47
+ return dot(bytes, vec3(65536.0, 256.0, 1.0));
48
+ }
49
+
50
+ float selectionIdentityBoundaryAgainst(
51
+ vec2 neighborUv,
52
+ float centerSelected,
53
+ float centerValue
54
+ ) {
55
+ vec4 neighborIdentity = texture2D(editorSelectionIdentitySampler, neighborUv);
56
+ float neighborValue = selectionIdentityValue(neighborIdentity);
57
+ float identitiesDiffer = step(0.5, abs(centerValue - neighborValue));
58
+ // The object-ID target already depth-resolves the selected surface. Pick one
59
+ // deterministic owner for each differing-ID edge to avoid double thickness.
60
+ float stableIdentityOwner = step(0.5, centerValue - neighborValue);
61
+ return centerSelected * identitiesDiffer * stableIdentityOwner;
62
+ }
63
+
64
+ float selectionIdentityBoundarySampleAt(vec2 uv, vec2 identityTexel) {
65
+ vec4 centerIdentity = texture2D(editorSelectionIdentitySampler, uv);
66
+ float centerSelected = step(0.001, centerIdentity.a);
67
+ float centerValue = selectionIdentityValue(centerIdentity);
68
+ float boundary = 0.0;
69
+ boundary = max(boundary, selectionIdentityBoundaryAgainst(
70
+ uv + vec2(-identityTexel.x, 0.0), centerSelected, centerValue
71
+ ));
72
+ boundary = max(boundary, selectionIdentityBoundaryAgainst(
73
+ uv + vec2(identityTexel.x, 0.0), centerSelected, centerValue
74
+ ));
75
+ boundary = max(boundary, selectionIdentityBoundaryAgainst(
76
+ uv + vec2(0.0, -identityTexel.y), centerSelected, centerValue
77
+ ));
78
+ boundary = max(boundary, selectionIdentityBoundaryAgainst(
79
+ uv + vec2(0.0, identityTexel.y), centerSelected, centerValue
80
+ ));
81
+ return boundary;
82
+ }
83
+
84
+ float selectionIdentityBoundaryCoverageAt(
85
+ vec2 uv,
86
+ vec2 outputTexel,
87
+ vec2 boundaryStep
88
+ ) {
89
+ vec2 ringWide = outputTexel * vec2(0.32476, 0.1875);
90
+ vec2 ringTall = outputTexel * vec2(0.0, 0.375);
91
+ float coverage = selectionIdentityBoundarySampleAt(uv - ringTall, boundaryStep);
92
+ coverage += selectionIdentityBoundarySampleAt(
93
+ uv + vec2(ringWide.x, -ringWide.y), boundaryStep
94
+ );
95
+ coverage += selectionIdentityBoundarySampleAt(uv + ringWide, boundaryStep);
96
+ coverage += selectionIdentityBoundarySampleAt(uv + ringTall, boundaryStep);
97
+ coverage += selectionIdentityBoundarySampleAt(
98
+ uv + vec2(-ringWide.x, ringWide.y), boundaryStep
99
+ );
100
+ coverage += selectionIdentityBoundarySampleAt(uv - ringWide, boundaryStep);
101
+ return coverage / 6.0;
102
+ }
103
+
104
+ void main(void) {
105
+ if (
106
+ vUV.x < editorSelectionUvBounds.x
107
+ || vUV.y < editorSelectionUvBounds.y
108
+ || vUV.x > editorSelectionUvBounds.z
109
+ || vUV.y > editorSelectionUvBounds.w
110
+ ) {
111
+ gl_FragColor = vec4(0.0);
112
+ return;
113
+ }
114
+ vec2 subpixelOffset = editorSelectedDepthTexelSize * 0.5;
115
+ float coverage = 0.0;
116
+ coverage += selectionOccupancyAt(vUV + vec2(-subpixelOffset.x, -subpixelOffset.y));
117
+ coverage += selectionOccupancyAt(vUV + vec2(subpixelOffset.x, -subpixelOffset.y));
118
+ coverage += selectionOccupancyAt(vUV + vec2(-subpixelOffset.x, subpixelOffset.y));
119
+ coverage += selectionOccupancyAt(vUV + vec2(subpixelOffset.x, subpixelOffset.y));
120
+ float identityBoundary = 0.0;
121
+ if (editorSelectionIdentityEnabled > 0.5) {
122
+ identityBoundary = selectionIdentityBoundaryCoverageAt(
123
+ vUV,
124
+ editorOutputTexelSize,
125
+ editorPresentationTexelSize
126
+ );
127
+ }
128
+ gl_FragColor = vec4(identityBoundary, 0.0, 0.0, coverage * 0.25);
129
+ }
130
+ `;
131
+ const SELECTION_SILHOUETTE_FRAGMENT_SHADER = `
132
+ precision highp float;
133
+ varying vec2 vUV;
134
+ uniform sampler2D textureSampler;
135
+ uniform sampler2D editorSceneColorSampler;
136
+ uniform sampler2D editorSceneDepthSampler;
137
+ uniform sampler2D editorSelectedDepthSampler;
138
+ uniform vec2 editorOutputTexelSize;
139
+ uniform vec2 editorPresentationTexelSize;
140
+ uniform vec4 editorSelectionUvBounds;
141
+ uniform vec3 editorSelectionColor;
142
+ uniform float editorScenePackedDepth;
143
+ uniform float editorSelectedPackedDepth;
144
+ uniform float editorSelectionIdentityEnabled;
145
+ uniform float editorSceneBackgroundDepth;
146
+ uniform float editorDepthEpsilon;
147
+
148
+ float unpackEditorDepth(vec4 color) {
149
+ const vec4 bitShift = vec4(
150
+ 1.0 / (255.0 * 255.0 * 255.0),
151
+ 1.0 / (255.0 * 255.0),
152
+ 1.0 / 255.0,
153
+ 1.0
154
+ );
155
+ return dot(color, bitShift);
156
+ }
157
+
158
+ float readEditorDepth(sampler2D depthSampler, vec2 uv, float packedDepth) {
159
+ vec4 sampleValue = texture2D(depthSampler, clamp(uv, vec2(0.0), vec2(1.0)));
160
+ return mix(sampleValue.r, unpackEditorDepth(sampleValue), packedDepth);
161
+ }
162
+
163
+ float selectionCoverageAt(vec2 uv) {
164
+ return texture2D(textureSampler, clamp(uv, vec2(0.0), vec2(1.0))).a;
165
+ }
166
+
167
+ float resolvedSelectionIdentityBoundaryAt(vec2 uv, vec2 outputTexel) {
168
+ vec2 halfTexel = outputTexel * 0.5;
169
+ float coverage = texture2D(
170
+ textureSampler,
171
+ uv + vec2(-halfTexel.x, -halfTexel.y)
172
+ ).r;
173
+ coverage += texture2D(
174
+ textureSampler,
175
+ uv + vec2(halfTexel.x, -halfTexel.y)
176
+ ).r;
177
+ coverage += texture2D(
178
+ textureSampler,
179
+ uv + vec2(-halfTexel.x, halfTexel.y)
180
+ ).r;
181
+ coverage += texture2D(
182
+ textureSampler,
183
+ uv + vec2(halfTexel.x, halfTexel.y)
184
+ ).r;
185
+ return coverage * 0.25;
186
+ }
187
+
188
+ void considerStrongestSelectionNeighbor(
189
+ inout vec3 strongestSample,
190
+ vec2 uv,
191
+ vec2 texel,
192
+ vec2 offset
193
+ ) {
194
+ float coverage = selectionCoverageAt(uv + offset * texel);
195
+ float isStronger = step(strongestSample.x, coverage);
196
+ strongestSample = mix(
197
+ strongestSample,
198
+ vec3(coverage, offset),
199
+ isStronger
200
+ );
201
+ }
202
+
203
+ vec3 strongestSelectionNeighbor(vec2 uv, vec2 texel) {
204
+ vec3 strongestSample = vec3(0.0, 0.0, 0.0);
205
+ for (int y = -1; y <= 1; y++) {
206
+ for (int x = -1; x <= 1; x++) {
207
+ if (x != 0 || y != 0) {
208
+ considerStrongestSelectionNeighbor(
209
+ strongestSample,
210
+ uv,
211
+ texel,
212
+ vec2(float(x), float(y))
213
+ );
214
+ }
215
+ }
216
+ }
217
+ return strongestSample;
218
+ }
219
+
220
+ float selectionSubpixelVisibilityAt(vec2 uv) {
221
+ float selectedDepth = readEditorDepth(
222
+ editorSelectedDepthSampler,
223
+ uv,
224
+ editorSelectedPackedDepth
225
+ );
226
+ float sceneDepth = readEditorDepth(editorSceneDepthSampler, uv, editorScenePackedDepth);
227
+ float sceneBackgroundIsZero = 1.0 - step(0.5, editorSceneBackgroundDepth);
228
+ float emptyZeroDepth = sceneBackgroundIsZero * (1.0 - step(0.000001, sceneDepth));
229
+ sceneDepth = mix(sceneDepth, 1.0, emptyZeroDepth);
230
+ float hasSelection = 1.0 - step(0.999999, selectedDepth);
231
+ float depthDelta = selectedDepth - sceneDepth;
232
+ float isVisible = 1.0 - smoothstep(
233
+ editorDepthEpsilon,
234
+ editorDepthEpsilon * 4.0,
235
+ depthDelta
236
+ );
237
+ return hasSelection * isVisible;
238
+ }
239
+
240
+ float selectionSurfaceVisibilityAt(vec2 uv, vec2 texel) {
241
+ vec2 subpixelOffset = texel * 0.25;
242
+ float visibility = 0.0;
243
+ visibility = max(
244
+ visibility,
245
+ selectionSubpixelVisibilityAt(uv + vec2(-subpixelOffset.x, -subpixelOffset.y))
246
+ );
247
+ visibility = max(
248
+ visibility,
249
+ selectionSubpixelVisibilityAt(uv + vec2(subpixelOffset.x, -subpixelOffset.y))
250
+ );
251
+ visibility = max(
252
+ visibility,
253
+ selectionSubpixelVisibilityAt(uv + vec2(-subpixelOffset.x, subpixelOffset.y))
254
+ );
255
+ visibility = max(
256
+ visibility,
257
+ selectionSubpixelVisibilityAt(uv + vec2(subpixelOffset.x, subpixelOffset.y))
258
+ );
259
+ return visibility;
260
+ }
261
+
262
+ void main(void) {
263
+ vec4 sceneColor = texture2D(editorSceneColorSampler, vUV);
264
+ float center = texture2D(textureSampler, vUV).a;
265
+ if (
266
+ vUV.x < editorSelectionUvBounds.x
267
+ || vUV.y < editorSelectionUvBounds.y
268
+ || vUV.x > editorSelectionUvBounds.z
269
+ || vUV.y > editorSelectionUvBounds.w
270
+ ) {
271
+ gl_FragColor = vec4(sceneColor.rgb, 1.0);
272
+ return;
273
+ }
274
+ float identityAlpha = 0.0;
275
+ if (editorSelectionIdentityEnabled > 0.5) {
276
+ float identityBoundary = resolvedSelectionIdentityBoundaryAt(
277
+ vUV,
278
+ editorOutputTexelSize
279
+ );
280
+ float perceptualIdentityCoverage = pow(
281
+ clamp(identityBoundary, 0.0, 1.0),
282
+ 0.75
283
+ );
284
+ identityAlpha = perceptualIdentityCoverage * selectionSurfaceVisibilityAt(
285
+ vUV,
286
+ editorOutputTexelSize
287
+ );
288
+ }
289
+ float unionAlpha = 0.0;
290
+ if (editorSelectionIdentityEnabled < 0.5 && center < 0.999) {
291
+ float outsideCoverage = 1.0 - clamp(center, 0.0, 1.0);
292
+ vec3 strongestSample = strongestSelectionNeighbor(vUV, editorPresentationTexelSize);
293
+ vec2 strongestSampleUv = vUV + strongestSample.yz * editorPresentationTexelSize;
294
+ float boundaryVisibility = selectionSurfaceVisibilityAt(
295
+ strongestSampleUv,
296
+ editorOutputTexelSize
297
+ );
298
+ unionAlpha = smoothstep(
299
+ 0.0,
300
+ 1.0,
301
+ strongestSample.x * outsideCoverage
302
+ ) * boundaryVisibility;
303
+ }
304
+ float alpha = max(unionAlpha, identityAlpha);
305
+ gl_FragColor = vec4(mix(sceneColor.rgb, editorSelectionColor, alpha), 1.0);
306
+ }
307
+ `;
308
+ const sceneDepthLeases = new WeakMap();
309
+ const prePassSceneDepthStates = new WeakMap();
310
+ const PREPASS_SELECTION_DEPTH_CONFIGURATION_NAME = 'fpsEditorSelectionSceneDepth';
311
+ const cameraSelectionPostProcessSlots = new WeakMap();
312
+ export function createBabylonEditorSelectionPresentationController(options) {
313
+ const nodes = new Map();
314
+ const reportedDiagnosticCodes = new Set();
315
+ let selection = { selectedIds: [], activeId: null };
316
+ let backend = null;
317
+ let failed = false;
318
+ let disposed = false;
319
+ let selectedMeshCount = 0;
320
+ let prewarmed = false;
321
+ const prewarmedMeshes = new Set();
322
+ let lastDiagnostic = null;
323
+ const reportDiagnostic = (diagnostic) => {
324
+ lastDiagnostic = diagnostic;
325
+ if (reportedDiagnosticCodes.has(diagnostic.code))
326
+ return;
327
+ reportedDiagnosticCodes.add(diagnostic.code);
328
+ options.logger?.warn(`[selection-presentation:${diagnostic.code}] ${diagnostic.message}`, diagnostic.cause);
329
+ options.onDiagnostic?.(diagnostic);
330
+ };
331
+ const ensureBackend = () => {
332
+ if (disposed || failed)
333
+ return null;
334
+ if (backend)
335
+ return backend;
336
+ try {
337
+ backend = (options.createBackend ?? createDepthAwareSelectionPresentationBackend)(options, reportDiagnostic);
338
+ return backend;
339
+ }
340
+ catch (cause) {
341
+ failed = true;
342
+ reportDiagnostic({
343
+ code: 'backend-initialization-failed',
344
+ message: 'Selection silhouette resources could not be initialized; visual selection feedback is disabled.',
345
+ cause,
346
+ });
347
+ return null;
348
+ }
349
+ };
350
+ const syncBackendMembership = () => {
351
+ if (disposed)
352
+ return;
353
+ const previousSelectedMeshCount = selectedMeshCount;
354
+ const groups = selection.selectedIds
355
+ .map(selectionId => ({
356
+ selectionId,
357
+ meshes: collectSelectedPresentationMeshes(nodes, {
358
+ selectedIds: [selectionId],
359
+ activeId: selectionId,
360
+ }),
361
+ }))
362
+ .filter(group => group.meshes.length > 0);
363
+ const meshes = [];
364
+ const seenMeshes = new Set();
365
+ for (const group of groups) {
366
+ for (const mesh of group.meshes)
367
+ appendPresentationMesh(meshes, seenMeshes, mesh);
368
+ }
369
+ selectedMeshCount = meshes.length;
370
+ if (meshes.length === 0) {
371
+ // Projection attaches nodes incrementally. Once a cold-start prewarm has
372
+ // begun, later empty-selection membership updates must not cancel it
373
+ // before the first warm frame has rendered. A real deselection still
374
+ // clears the backend because it transitions from a non-empty selection.
375
+ if (prewarmed && previousSelectedMeshCount === 0)
376
+ return;
377
+ backend?.setSelectedMeshes([], groups);
378
+ backend?.setEnabled(false);
379
+ return;
380
+ }
381
+ const nextBackend = ensureBackend();
382
+ if (!nextBackend)
383
+ return;
384
+ try {
385
+ nextBackend.setSelectedMeshes(meshes, groups);
386
+ nextBackend.setEnabled(true);
387
+ nextBackend.prepareFrame();
388
+ }
389
+ catch (cause) {
390
+ failed = true;
391
+ safelyDisposeBackend(nextBackend, reportDiagnostic);
392
+ backend = null;
393
+ reportDiagnostic({
394
+ code: 'backend-initialization-failed',
395
+ message: 'Selection silhouette synchronization failed; visual selection feedback is disabled.',
396
+ cause,
397
+ });
398
+ }
399
+ };
400
+ const prewarmBackendIfNeeded = (node) => {
401
+ if (!options.prewarm || disposed || failed || selection.selectedIds.length > 0)
402
+ return;
403
+ const candidates = collectSelectedPresentationMeshes(new Map([[node.nodeId, node]]), { selectedIds: [node.nodeId], activeId: node.nodeId }).filter(mesh => !prewarmedMeshes.has(mesh));
404
+ if (candidates.length === 0)
405
+ return;
406
+ const nextBackend = ensureBackend();
407
+ if (!nextBackend?.prewarm)
408
+ return;
409
+ // Mark the controller before entering the backend because depth/pre-pass
410
+ // allocation can synchronously re-enter projection membership updates.
411
+ // Those empty-selection updates must observe the in-flight prewarm.
412
+ prewarmed = true;
413
+ for (const candidate of candidates)
414
+ prewarmedMeshes.add(candidate);
415
+ try {
416
+ nextBackend.prewarm(candidates);
417
+ }
418
+ catch (cause) {
419
+ for (const candidate of candidates)
420
+ prewarmedMeshes.delete(candidate);
421
+ prewarmed = prewarmedMeshes.size > 0;
422
+ reportDiagnostic({
423
+ code: 'backend-initialization-failed',
424
+ message: 'Selection silhouette prewarm failed; the first selection may compile resources on demand.',
425
+ cause,
426
+ });
427
+ }
428
+ };
429
+ return {
430
+ attachProjectedNode(node) {
431
+ if (disposed)
432
+ return;
433
+ nodes.set(node.nodeId, node);
434
+ syncBackendMembership();
435
+ prewarmBackendIfNeeded(node);
436
+ },
437
+ updateProjectedNode(node) {
438
+ if (disposed)
439
+ return;
440
+ nodes.set(node.nodeId, node);
441
+ syncBackendMembership();
442
+ prewarmBackendIfNeeded(node);
443
+ },
444
+ detachProjectedNode(nodeId) {
445
+ if (disposed)
446
+ return;
447
+ nodes.delete(nodeId);
448
+ syncBackendMembership();
449
+ },
450
+ syncSelection(nextSelection) {
451
+ if (disposed)
452
+ return;
453
+ selection = {
454
+ selectedIds: [...new Set(nextSelection.selectedIds)],
455
+ activeId: nextSelection.activeId,
456
+ };
457
+ syncBackendMembership();
458
+ },
459
+ prepareFrame() {
460
+ if (disposed || failed || selectedMeshCount === 0)
461
+ return;
462
+ try {
463
+ backend?.prepareFrame();
464
+ }
465
+ catch (cause) {
466
+ failed = true;
467
+ if (backend)
468
+ safelyDisposeBackend(backend, reportDiagnostic);
469
+ backend = null;
470
+ reportDiagnostic({
471
+ code: 'camera-replacement-failed',
472
+ message: 'Selection silhouette camera resources could not be refreshed; visual selection feedback is disabled.',
473
+ cause,
474
+ });
475
+ }
476
+ },
477
+ getDiagnostics() {
478
+ return {
479
+ status: disposed ? 'disposed' : failed ? 'failed' : selectedMeshCount > 0 ? 'active' : 'idle',
480
+ projectedNodeCount: nodes.size,
481
+ selectedNodeCount: selection.selectedIds.length,
482
+ selectedMeshCount,
483
+ backendResourceCount: backend?.getResourceCount() ?? 0,
484
+ sceneDepthSource: backend?.getSceneDepthSourceKind?.() ?? null,
485
+ cameraId: backend?.getCameraId() ?? null,
486
+ lastDiagnostic,
487
+ };
488
+ },
489
+ dispose() {
490
+ if (disposed)
491
+ return;
492
+ disposed = true;
493
+ nodes.clear();
494
+ selectedMeshCount = 0;
495
+ if (backend)
496
+ safelyDisposeBackend(backend, reportDiagnostic);
497
+ backend = null;
498
+ },
499
+ };
500
+ }
501
+ export function collectSelectedPresentationMeshes(nodes, selection) {
502
+ const selectedIds = new Set(selection.selectedIds);
503
+ const meshes = [];
504
+ const seen = new Set();
505
+ for (const [nodeId, node] of nodes) {
506
+ const rootSelected = selectedIds.has(nodeId);
507
+ const mappedSelectionNodeIds = new Set((node.selectionPresentationTargets ?? []).map(target => target.selectionNodeId));
508
+ const proxyNodeIds = new Set((node.selectionMeshes ?? [])
509
+ .map(readPresentationMeshSelectionNodeId)
510
+ .filter((id) => !!id));
511
+ for (const mesh of node.outlineMeshes) {
512
+ const meshNodeId = readPresentationMeshSelectionNodeId(mesh) ?? nodeId;
513
+ if (!rootSelected && (proxyNodeIds.has(meshNodeId) || !selectedIds.has(meshNodeId)))
514
+ continue;
515
+ appendPresentationMesh(meshes, seen, mesh);
516
+ }
517
+ for (const target of node.selectionPresentationTargets ?? []) {
518
+ if (!selectedIds.has(target.selectionNodeId))
519
+ continue;
520
+ for (const mesh of target.renderMeshes)
521
+ appendPresentationMesh(meshes, seen, mesh);
522
+ }
523
+ for (const mesh of node.selectionMeshes ?? []) {
524
+ const meshNodeId = readPresentationMeshSelectionNodeId(mesh) ?? nodeId;
525
+ if (mappedSelectionNodeIds.has(meshNodeId))
526
+ continue;
527
+ if (!selectedIds.has(meshNodeId))
528
+ continue;
529
+ appendPresentationMesh(meshes, seen, mesh);
530
+ }
531
+ }
532
+ return meshes;
533
+ }
534
+ function appendPresentationMesh(meshes, seen, mesh) {
535
+ if (!mesh || seen.has(mesh) || mesh.isDisposed?.())
536
+ return;
537
+ seen.add(mesh);
538
+ meshes.push(mesh);
539
+ }
540
+ function readPresentationMeshSelectionNodeId(mesh) {
541
+ const nodeId = mesh?.metadata?.editorProjection?.nodeId;
542
+ return typeof nodeId === 'string' && nodeId.length > 0 ? nodeId : null;
543
+ }
544
+ function createDepthAwareSelectionPresentationBackend(options, reportDiagnostic) {
545
+ const { babylon, scene } = options;
546
+ const beforeRenderObservable = scene?.onBeforeRenderObservable;
547
+ let beforeRenderObserver = null;
548
+ let enabled = false;
549
+ let disposed = false;
550
+ let selectedMeshes = [];
551
+ let selectionGroups = [];
552
+ let camera = null;
553
+ let sceneDepthLease = null;
554
+ let selectedDepthRenderer = null;
555
+ let selectedDepthMap = null;
556
+ let selectionIdentityPass = null;
557
+ const occupancyMaskPass = {
558
+ resource: null,
559
+ attached: false,
560
+ insertIndex: null,
561
+ slotOwner: {},
562
+ };
563
+ const compositePass = {
564
+ resource: null,
565
+ attached: false,
566
+ insertIndex: null,
567
+ slotOwner: {},
568
+ };
569
+ let width = 0;
570
+ let height = 0;
571
+ let selectionSourceRatio = MAX_SELECTION_SOURCE_DENSITY;
572
+ let shaderNotReadyFrames = 0;
573
+ let prewarming = false;
574
+ let prewarmCleanupQueued = false;
575
+ let prewarmReadyFrameCount = 0;
576
+ let prewarmRenderedFrameCount = 0;
577
+ let prewarmAfterRenderObserver = null;
578
+ let resourcesActive = false;
579
+ let sceneDepthLeaseActive = false;
580
+ let selectedDepthMapActive = false;
581
+ let selectionUvBounds = [0, 0, 1, 1];
582
+ registerSelectionSilhouetteShader(babylon);
583
+ const requiresSelectionIdentityPass = () => (selectionGroups.length > 1
584
+ && !!babylon.ShaderMaterial
585
+ && !!babylon.Effect?.ShadersStore);
586
+ const detachPostProcessPass = (pass) => {
587
+ if (!camera || !pass.resource || !pass.attached)
588
+ return;
589
+ const topologyBeforeDetach = Array.isArray(camera._postProcesses)
590
+ ? camera._postProcesses.slice()
591
+ : null;
592
+ try {
593
+ const attachedIndex = findCameraPostProcessIndex(camera, pass.resource);
594
+ if (attachedIndex >= 0)
595
+ pass.insertIndex = attachedIndex;
596
+ camera.detachPostProcess?.(pass.resource);
597
+ pass.attached = false;
598
+ reserveOwnedCameraPostProcessSlot(camera, pass.slotOwner, pass.insertIndex, topologyBeforeDetach);
599
+ }
600
+ catch (cause) {
601
+ if (forceDetachCameraPostProcess(camera, pass.resource)) {
602
+ pass.attached = false;
603
+ reserveOwnedCameraPostProcessSlot(camera, pass.slotOwner, pass.insertIndex, topologyBeforeDetach);
604
+ }
605
+ reportDiagnostic({
606
+ code: 'resource-dispose-failed',
607
+ message: 'A selection silhouette post-process could not be detached cleanly.',
608
+ cause,
609
+ });
610
+ }
611
+ };
612
+ const deactivateResources = () => {
613
+ resourcesActive = false;
614
+ selectionIdentityPass?.setEnabled(false);
615
+ if (sceneDepthLease && sceneDepthLeaseActive) {
616
+ try {
617
+ sceneDepthLease.deactivate();
618
+ sceneDepthLeaseActive = false;
619
+ }
620
+ catch (cause) {
621
+ reportDiagnostic({
622
+ code: 'resource-dispose-failed',
623
+ message: 'The shared scene depth lease could not be deactivated cleanly.',
624
+ cause,
625
+ });
626
+ }
627
+ }
628
+ if (selectedDepthMap && selectedDepthMapActive) {
629
+ try {
630
+ removeCustomRenderTarget(scene, selectedDepthMap);
631
+ selectedDepthMapActive = false;
632
+ }
633
+ catch (cause) {
634
+ reportDiagnostic({
635
+ code: 'resource-dispose-failed',
636
+ message: 'The selected depth target could not be detached cleanly.',
637
+ cause,
638
+ });
639
+ }
640
+ }
641
+ detachPostProcessPass(compositePass);
642
+ detachPostProcessPass(occupancyMaskPass);
643
+ };
644
+ const clearPrewarmAfterRenderObserver = () => {
645
+ if (prewarmAfterRenderObserver == null)
646
+ return;
647
+ scene?.onAfterRenderObservable?.remove?.(prewarmAfterRenderObserver);
648
+ prewarmAfterRenderObserver = null;
649
+ };
650
+ const finishPrewarm = () => {
651
+ if (!prewarming)
652
+ return;
653
+ prewarming = false;
654
+ clearPrewarmAfterRenderObserver();
655
+ prewarmReadyFrameCount = 0;
656
+ prewarmRenderedFrameCount = 0;
657
+ selectedMeshes = [];
658
+ selectionGroups = [];
659
+ if (selectedDepthMap)
660
+ selectedDepthMap.renderList = selectedMeshes;
661
+ enabled = false;
662
+ deactivateResources();
663
+ };
664
+ const activateResources = () => {
665
+ if (!enabled
666
+ || !sceneDepthLease
667
+ || !selectedDepthMap
668
+ || !occupancyMaskPass.resource
669
+ || !compositePass.resource
670
+ || requiresSelectionIdentityPass() !== !!selectionIdentityPass
671
+ || !camera)
672
+ return;
673
+ if (resourcesActive)
674
+ return;
675
+ if (!occupancyMaskPass.attached) {
676
+ occupancyMaskPass.insertIndex = attachOwnedCameraPostProcess(camera, occupancyMaskPass.slotOwner, occupancyMaskPass.resource);
677
+ occupancyMaskPass.attached = true;
678
+ }
679
+ if (!compositePass.attached) {
680
+ compositePass.insertIndex = attachOwnedCameraPostProcess(camera, compositePass.slotOwner, compositePass.resource);
681
+ compositePass.attached = true;
682
+ }
683
+ if (!sceneDepthLeaseActive) {
684
+ sceneDepthLease.activate();
685
+ sceneDepthLeaseActive = true;
686
+ }
687
+ if (!selectedDepthMapActive) {
688
+ selectedDepthMapActive = true;
689
+ addCustomRenderTarget(scene, selectedDepthMap);
690
+ }
691
+ selectionIdentityPass?.setEnabled(true);
692
+ resourcesActive = true;
693
+ };
694
+ const disposePostProcessPass = (pass, ownedCamera) => {
695
+ const resource = pass.resource;
696
+ if (resource) {
697
+ try {
698
+ resource.dispose?.(ownedCamera ?? undefined);
699
+ }
700
+ catch (cause) {
701
+ reportDiagnostic({
702
+ code: 'resource-dispose-failed',
703
+ message: 'A selection silhouette post-process resource could not be disposed cleanly.',
704
+ cause,
705
+ });
706
+ }
707
+ releaseOwnedCameraPostProcessSlot(ownedCamera, pass.slotOwner, pass.insertIndex, resource);
708
+ }
709
+ pass.resource = null;
710
+ pass.attached = false;
711
+ pass.insertIndex = null;
712
+ };
713
+ const disposeCameraResources = (preservePrewarm = false) => {
714
+ if (!preservePrewarm) {
715
+ clearPrewarmAfterRenderObserver();
716
+ prewarming = false;
717
+ }
718
+ deactivateResources();
719
+ const ownedCamera = camera;
720
+ disposePostProcessPass(compositePass, ownedCamera);
721
+ disposePostProcessPass(occupancyMaskPass, ownedCamera);
722
+ const ownedSelectedDepthMap = selectedDepthMap;
723
+ if (selectedDepthRenderer) {
724
+ try {
725
+ selectedDepthRenderer.dispose?.();
726
+ }
727
+ catch (cause) {
728
+ reportDiagnostic({
729
+ code: 'resource-dispose-failed',
730
+ message: 'A selection silhouette depth resource could not be disposed cleanly.',
731
+ cause,
732
+ });
733
+ }
734
+ }
735
+ if (ownedSelectedDepthMap) {
736
+ try {
737
+ ownedSelectedDepthMap.dispose?.();
738
+ }
739
+ catch (cause) {
740
+ reportDiagnostic({
741
+ code: 'resource-dispose-failed',
742
+ message: 'The owned selected depth target could not be disposed cleanly.',
743
+ cause,
744
+ });
745
+ }
746
+ }
747
+ if (selectionIdentityPass) {
748
+ try {
749
+ selectionIdentityPass.dispose();
750
+ }
751
+ catch (cause) {
752
+ reportDiagnostic({
753
+ code: 'resource-dispose-failed',
754
+ message: 'The selection identity pass could not be disposed cleanly.',
755
+ cause,
756
+ });
757
+ }
758
+ }
759
+ selectedDepthRenderer = null;
760
+ selectedDepthMap = null;
761
+ selectedDepthMapActive = false;
762
+ selectionIdentityPass = null;
763
+ if (sceneDepthLease) {
764
+ try {
765
+ sceneDepthLease.dispose();
766
+ }
767
+ catch (cause) {
768
+ reportDiagnostic({
769
+ code: 'resource-dispose-failed',
770
+ message: 'The leased scene depth source could not be disposed cleanly.',
771
+ cause,
772
+ });
773
+ }
774
+ }
775
+ sceneDepthLease = null;
776
+ sceneDepthLeaseActive = false;
777
+ camera = null;
778
+ width = 0;
779
+ height = 0;
780
+ selectionSourceRatio = MAX_SELECTION_SOURCE_DENSITY;
781
+ shaderNotReadyFrames = 0;
782
+ resourcesActive = false;
783
+ };
784
+ const createCameraResources = (nextCamera) => {
785
+ const DepthRenderer = babylon.DepthRenderer;
786
+ const RenderTargetTexture = babylon.RenderTargetTexture;
787
+ const PostProcess = babylon.PostProcess;
788
+ if (!DepthRenderer || !RenderTargetTexture || !PostProcess) {
789
+ throw new Error('Babylon runtime is missing DepthRenderer, RenderTargetTexture, or PostProcess.');
790
+ }
791
+ const engine = scene.getEngine?.();
792
+ if (!engine)
793
+ throw new Error('Selection silhouette requires an active Babylon engine.');
794
+ const nextWidth = Math.max(1, Number(engine.getRenderWidth?.() ?? 1));
795
+ const nextHeight = Math.max(1, Number(engine.getRenderHeight?.() ?? 1));
796
+ const nextSelectionSourceRatio = resolveSelectionSourceRatio(engine);
797
+ const sceneDepthType = resolveDepthTextureType(engine);
798
+ let nextLease = null;
799
+ let nextSelectedRenderer = null;
800
+ let nextSelectedMap = null;
801
+ let nextSelectionIdentityPass = null;
802
+ let nextOccupancyMaskPass = null;
803
+ let nextCompositePass = null;
804
+ let adopted = false;
805
+ try {
806
+ nextSelectedMap = new RenderTargetTexture('editorSelectionSelectedDepth', {
807
+ width: Math.max(1, Math.ceil(nextWidth * nextSelectionSourceRatio)),
808
+ height: Math.max(1, Math.ceil(nextHeight * nextSelectionSourceRatio)),
809
+ }, scene, {
810
+ generateMipMaps: false,
811
+ doNotChangeAspectRatio: true,
812
+ type: sceneDepthType,
813
+ samplingMode: TEXTURE_NEAREST_SAMPLING_MODE,
814
+ generateDepthBuffer: true,
815
+ generateStencilBuffer: false,
816
+ });
817
+ nextSelectedRenderer = new DepthRenderer(scene, sceneDepthType, nextCamera, true, TEXTURE_NEAREST_SAMPLING_MODE, false, 'editorSelectionSelectedDepthRenderer', nextSelectedMap);
818
+ nextSelectedRenderer.forceDepthWriteTransparentMeshes = true;
819
+ nextSelectedMap.renderList = selectedMeshes;
820
+ if (requiresSelectionIdentityPass()) {
821
+ nextSelectionIdentityPass = new BabylonSelectionIdentityPass({
822
+ babylon,
823
+ scene,
824
+ camera: nextCamera,
825
+ width: Math.max(1, Math.ceil(nextWidth * nextSelectionSourceRatio)),
826
+ height: Math.max(1, Math.ceil(nextHeight * nextSelectionSourceRatio)),
827
+ });
828
+ nextSelectionIdentityPass.setSelection(selectionGroups);
829
+ }
830
+ nextOccupancyMaskPass = new PostProcess('editorSelectionOccupancyMask', SELECTION_OCCUPANCY_MASK_SHADER_NAME, [
831
+ 'editorSelectedDepthTexelSize',
832
+ 'editorOutputTexelSize',
833
+ 'editorPresentationTexelSize',
834
+ 'editorSelectionUvBounds',
835
+ 'editorSelectedPackedDepth',
836
+ 'editorSelectionIdentityEnabled',
837
+ ], [
838
+ 'editorSelectedDepthSampler',
839
+ 'editorSelectionIdentitySampler',
840
+ ], 1, null, TEXTURE_BILINEAR_SAMPLING_MODE, engine, false);
841
+ nextOccupancyMaskPass.onApply = (effect) => {
842
+ const outputWidth = Math.max(1, Number(engine.getRenderWidth?.() ?? width ?? nextWidth));
843
+ const outputHeight = Math.max(1, Number(engine.getRenderHeight?.() ?? height ?? nextHeight));
844
+ const presentationSize = resolveSelectionPresentationSize(engine, outputWidth, outputHeight);
845
+ selectionUvBounds = prewarming
846
+ ? [1, 1, 0, 0]
847
+ : computeSelectionPresentationUvBounds(babylon, scene, nextCamera, selectedMeshes, outputWidth, outputHeight, SELECTION_PRESENTATION_PADDING_PX);
848
+ effect.setTexture?.('editorSelectedDepthSampler', nextSelectedMap);
849
+ const selectedSize = nextSelectedMap.getSize?.() ?? {
850
+ width: nextWidth * nextSelectionSourceRatio,
851
+ height: nextHeight * nextSelectionSourceRatio,
852
+ };
853
+ effect.setFloat2?.('editorSelectedDepthTexelSize', 1 / Math.max(1, Number(selectedSize.width)), 1 / Math.max(1, Number(selectedSize.height)));
854
+ effect.setFloat4?.('editorSelectionUvBounds', ...selectionUvBounds);
855
+ effect.setFloat?.('editorSelectedPackedDepth', nextSelectedRenderer?.isPacked ? 1 : 0);
856
+ effect.setTexture?.('editorSelectionIdentitySampler', nextSelectionIdentityPass?.texture ?? nextSelectedMap);
857
+ effect.setFloat2?.('editorOutputTexelSize', 1 / outputWidth, 1 / outputHeight);
858
+ effect.setFloat2?.('editorPresentationTexelSize', 1 / presentationSize.width, 1 / presentationSize.height);
859
+ effect.setFloat?.('editorSelectionIdentityEnabled', nextSelectionIdentityPass ? 1 : 0);
860
+ };
861
+ nextCompositePass = new PostProcess('editorSelectionSilhouetteComposite', SELECTION_SILHOUETTE_SHADER_NAME, [
862
+ 'editorOutputTexelSize',
863
+ 'editorPresentationTexelSize',
864
+ 'editorSelectionUvBounds',
865
+ 'editorSelectionColor',
866
+ 'editorScenePackedDepth',
867
+ 'editorSelectedPackedDepth',
868
+ 'editorSelectionIdentityEnabled',
869
+ 'editorSceneBackgroundDepth',
870
+ 'editorDepthEpsilon',
871
+ ], [
872
+ 'editorSceneColorSampler',
873
+ 'editorSceneDepthSampler',
874
+ 'editorSelectedDepthSampler',
875
+ ], 1, null, TEXTURE_BILINEAR_SAMPLING_MODE, engine, false);
876
+ nextLease = (options.sceneDepthSourceProvider ?? defaultSelectionSceneDepthSourceProvider).acquire({
877
+ babylon,
878
+ scene,
879
+ camera: nextCamera,
880
+ consumerPostProcess: nextCompositePass,
881
+ textureType: sceneDepthType,
882
+ width: nextWidth,
883
+ height: nextHeight,
884
+ reportDiagnostic,
885
+ });
886
+ nextCompositePass.onApply = (effect) => {
887
+ const outputWidth = Math.max(1, Number(engine.getRenderWidth?.() ?? width ?? nextWidth));
888
+ const outputHeight = Math.max(1, Number(engine.getRenderHeight?.() ?? height ?? nextHeight));
889
+ const presentationSize = resolveSelectionPresentationSize(engine, outputWidth, outputHeight);
890
+ effect.setTextureFromPostProcess?.('editorSceneColorSampler', nextOccupancyMaskPass);
891
+ effect.setTexture?.('editorSceneDepthSampler', nextLease?.getTexture());
892
+ effect.setTexture?.('editorSelectedDepthSampler', nextSelectedMap);
893
+ effect.setFloat2?.('editorOutputTexelSize', 1 / outputWidth, 1 / outputHeight);
894
+ effect.setFloat2?.('editorPresentationTexelSize', 1 / presentationSize.width, 1 / presentationSize.height);
895
+ effect.setFloat4?.('editorSelectionUvBounds', ...selectionUvBounds);
896
+ effect.setFloat3?.('editorSelectionColor', ...SELECTION_PRESENTATION_COLOR);
897
+ effect.setFloat?.('editorScenePackedDepth', nextLease?.packed ? 1 : 0);
898
+ effect.setFloat?.('editorSceneBackgroundDepth', nextLease?.backgroundDepth ?? 1);
899
+ effect.setFloat?.('editorSelectedPackedDepth', nextSelectedRenderer?.isPacked ? 1 : 0);
900
+ effect.setFloat?.('editorSelectionIdentityEnabled', nextSelectionIdentityPass ? 1 : 0);
901
+ effect.setFloat?.('editorDepthEpsilon', 0.0015);
902
+ };
903
+ camera = nextCamera;
904
+ sceneDepthLease = nextLease;
905
+ selectedDepthRenderer = nextSelectedRenderer;
906
+ selectedDepthMap = nextSelectedMap;
907
+ selectionIdentityPass = nextSelectionIdentityPass;
908
+ occupancyMaskPass.resource = nextOccupancyMaskPass;
909
+ compositePass.resource = nextCompositePass;
910
+ width = nextWidth;
911
+ height = nextHeight;
912
+ selectionSourceRatio = nextSelectionSourceRatio;
913
+ adopted = true;
914
+ activateResources();
915
+ }
916
+ catch (cause) {
917
+ if (adopted) {
918
+ disposeCameraResources();
919
+ }
920
+ else {
921
+ try {
922
+ nextCompositePass?.dispose?.(nextCamera);
923
+ }
924
+ catch { }
925
+ try {
926
+ nextOccupancyMaskPass?.dispose?.(nextCamera);
927
+ }
928
+ catch { }
929
+ try {
930
+ nextSelectedRenderer?.dispose?.();
931
+ }
932
+ catch { }
933
+ try {
934
+ nextSelectedMap?.dispose?.();
935
+ }
936
+ catch { }
937
+ try {
938
+ nextSelectionIdentityPass?.dispose();
939
+ }
940
+ catch { }
941
+ try {
942
+ nextLease?.dispose();
943
+ }
944
+ catch { }
945
+ }
946
+ throw cause;
947
+ }
948
+ };
949
+ const prepareFrame = () => {
950
+ if (disposed || !enabled)
951
+ return;
952
+ const nextCamera = scene.activeCamera ?? null;
953
+ if (!nextCamera)
954
+ return;
955
+ if (camera !== nextCamera
956
+ || !sceneDepthLease
957
+ || !selectedDepthMap
958
+ || !occupancyMaskPass.resource
959
+ || !compositePass.resource
960
+ || requiresSelectionIdentityPass() !== !!selectionIdentityPass) {
961
+ disposeCameraResources(true);
962
+ createCameraResources(nextCamera);
963
+ return;
964
+ }
965
+ const engine = scene.getEngine?.();
966
+ const nextWidth = Math.max(1, Number(engine?.getRenderWidth?.() ?? width));
967
+ const nextHeight = Math.max(1, Number(engine?.getRenderHeight?.() ?? height));
968
+ const nextSelectionSourceRatio = resolveSelectionSourceRatio(engine);
969
+ if (nextWidth !== width
970
+ || nextHeight !== height
971
+ || nextSelectionSourceRatio !== selectionSourceRatio) {
972
+ width = nextWidth;
973
+ height = nextHeight;
974
+ selectionSourceRatio = nextSelectionSourceRatio;
975
+ sceneDepthLease.resize(nextWidth, nextHeight);
976
+ selectedDepthMap.resize?.({
977
+ width: Math.max(1, Math.ceil(nextWidth * selectionSourceRatio)),
978
+ height: Math.max(1, Math.ceil(nextHeight * selectionSourceRatio)),
979
+ });
980
+ selectionIdentityPass?.resize(Math.max(1, Math.ceil(nextWidth * selectionSourceRatio)), Math.max(1, Math.ceil(nextHeight * selectionSourceRatio)));
981
+ }
982
+ selectedDepthMap.renderList = selectedMeshes;
983
+ activateResources();
984
+ if (occupancyMaskPass.resource.isSupported === false || compositePass.resource.isSupported === false) {
985
+ throw new Error('Selection silhouette post-process is not supported by the active engine.');
986
+ }
987
+ if (occupancyMaskPass.resource.isReady?.() && compositePass.resource.isReady?.()) {
988
+ shaderNotReadyFrames = 0;
989
+ }
990
+ else {
991
+ shaderNotReadyFrames += 1;
992
+ if (shaderNotReadyFrames > 120) {
993
+ reportDiagnostic({
994
+ code: 'shader-not-ready',
995
+ message: 'Selection silhouette shader did not become ready; visual selection feedback is disabled.',
996
+ });
997
+ throw new Error('Selection silhouette shader readiness timed out.');
998
+ }
999
+ }
1000
+ };
1001
+ if (beforeRenderObservable?.add) {
1002
+ beforeRenderObserver = beforeRenderObservable.add(prepareFrame);
1003
+ }
1004
+ return {
1005
+ setSelectedMeshes(meshes, groups) {
1006
+ if (prewarming) {
1007
+ // Projected nodes can publish empty membership while the scene is
1008
+ // still being assembled. Treat that as prewarm noise; a non-empty
1009
+ // selection is the only state transition that may take ownership of
1010
+ // the warmed resources before cleanup.
1011
+ if (meshes.length === 0)
1012
+ return;
1013
+ prewarming = false;
1014
+ clearPrewarmAfterRenderObserver();
1015
+ prewarmReadyFrameCount = 0;
1016
+ prewarmRenderedFrameCount = 0;
1017
+ }
1018
+ const requiredBefore = requiresSelectionIdentityPass();
1019
+ selectedMeshes = [...meshes];
1020
+ selectionGroups = groups?.map(group => ({
1021
+ selectionId: group.selectionId,
1022
+ meshes: [...group.meshes],
1023
+ })) ?? [];
1024
+ if (selectedDepthMap)
1025
+ selectedDepthMap.renderList = selectedMeshes;
1026
+ const requiredAfter = requiresSelectionIdentityPass();
1027
+ if (camera && requiredBefore !== requiredAfter) {
1028
+ disposeCameraResources();
1029
+ if (enabled)
1030
+ prepareFrame();
1031
+ return;
1032
+ }
1033
+ selectionIdentityPass?.setSelection(selectionGroups);
1034
+ },
1035
+ setEnabled(nextEnabled) {
1036
+ if (prewarming && !nextEnabled)
1037
+ return;
1038
+ if (disposed || enabled === nextEnabled)
1039
+ return;
1040
+ enabled = nextEnabled;
1041
+ if (enabled)
1042
+ prepareFrame();
1043
+ else {
1044
+ prewarming = false;
1045
+ clearPrewarmAfterRenderObserver();
1046
+ prewarmReadyFrameCount = 0;
1047
+ prewarmRenderedFrameCount = 0;
1048
+ deactivateResources();
1049
+ }
1050
+ },
1051
+ prewarm(meshes) {
1052
+ if (disposed || meshes.length === 0 || (enabled && !prewarming))
1053
+ return;
1054
+ if (prewarming) {
1055
+ const mergedMeshes = [...selectedMeshes];
1056
+ const seenMeshes = new Set(mergedMeshes);
1057
+ for (const mesh of meshes)
1058
+ appendPresentationMesh(mergedMeshes, seenMeshes, mesh);
1059
+ selectedMeshes = mergedMeshes;
1060
+ if (selectedDepthMap)
1061
+ selectedDepthMap.renderList = selectedMeshes;
1062
+ prewarmReadyFrameCount = 0;
1063
+ prewarmRenderedFrameCount = 0;
1064
+ return;
1065
+ }
1066
+ selectedMeshes = [...meshes];
1067
+ selectionGroups = [];
1068
+ prewarming = true;
1069
+ prewarmReadyFrameCount = 0;
1070
+ prewarmRenderedFrameCount = 0;
1071
+ enabled = true;
1072
+ prepareFrame();
1073
+ const afterRenderObservable = scene?.onAfterRenderObservable;
1074
+ if (afterRenderObservable?.add) {
1075
+ prewarmAfterRenderObserver = afterRenderObservable.add(() => {
1076
+ prewarmRenderedFrameCount += 1;
1077
+ const selectedDepthReady = selectedDepthMap?.isReadyForRendering?.() ?? true;
1078
+ const postProcessesReady = (occupancyMaskPass.resource?.isReady?.() ?? true)
1079
+ && (compositePass.resource?.isReady?.() ?? true);
1080
+ prewarmReadyFrameCount = selectedDepthReady && postProcessesReady
1081
+ ? prewarmReadyFrameCount + 1
1082
+ : 0;
1083
+ // One readiness probe can itself trigger deferred shader work.
1084
+ // Require a second rendered frame with all resources ready before
1085
+ // detaching them from the scene.
1086
+ if (prewarmReadyFrameCount < 2 && prewarmRenderedFrameCount < 4)
1087
+ return;
1088
+ clearPrewarmAfterRenderObserver();
1089
+ if (prewarmCleanupQueued)
1090
+ return;
1091
+ prewarmCleanupQueued = true;
1092
+ void Promise.resolve().then(() => {
1093
+ prewarmCleanupQueued = false;
1094
+ finishPrewarm();
1095
+ });
1096
+ });
1097
+ }
1098
+ else {
1099
+ finishPrewarm();
1100
+ }
1101
+ },
1102
+ prepareFrame,
1103
+ getResourceCount() {
1104
+ if (!sceneDepthLease
1105
+ && !selectedDepthRenderer
1106
+ && !selectionIdentityPass
1107
+ && !occupancyMaskPass.resource
1108
+ && !compositePass.resource)
1109
+ return 0;
1110
+ return Number(!!sceneDepthLease)
1111
+ + Number(!!selectedDepthRenderer)
1112
+ + Number(!!selectionIdentityPass)
1113
+ + Number(!!occupancyMaskPass.resource)
1114
+ + Number(!!compositePass.resource);
1115
+ },
1116
+ getSceneDepthSourceKind() {
1117
+ return sceneDepthLease?.kind ?? null;
1118
+ },
1119
+ getCameraId() {
1120
+ const id = camera?.id;
1121
+ return typeof id === 'string' ? id : null;
1122
+ },
1123
+ dispose() {
1124
+ if (disposed)
1125
+ return;
1126
+ disposed = true;
1127
+ clearPrewarmAfterRenderObserver();
1128
+ prewarming = false;
1129
+ prewarmCleanupQueued = false;
1130
+ prewarmReadyFrameCount = 0;
1131
+ prewarmRenderedFrameCount = 0;
1132
+ if (beforeRenderObserver != null)
1133
+ beforeRenderObservable?.remove?.(beforeRenderObserver);
1134
+ beforeRenderObserver = null;
1135
+ disposeCameraResources();
1136
+ selectedMeshes = [];
1137
+ selectionGroups = [];
1138
+ },
1139
+ };
1140
+ }
1141
+ function registerSelectionSilhouetteShader(babylon) {
1142
+ const shadersStore = babylon.Effect?.ShadersStore;
1143
+ if (!shadersStore)
1144
+ throw new Error('Babylon runtime is missing Effect.ShadersStore.');
1145
+ const maskShaderKey = `${SELECTION_OCCUPANCY_MASK_SHADER_NAME}PixelShader`;
1146
+ const compositeShaderKey = `${SELECTION_SILHOUETTE_SHADER_NAME}PixelShader`;
1147
+ if (!shadersStore[maskShaderKey])
1148
+ shadersStore[maskShaderKey] = SELECTION_OCCUPANCY_MASK_FRAGMENT_SHADER;
1149
+ if (!shadersStore[compositeShaderKey]) {
1150
+ shadersStore[compositeShaderKey] = SELECTION_SILHOUETTE_FRAGMENT_SHADER;
1151
+ }
1152
+ }
1153
+ export function computeSelectionPresentationUvBounds(babylon, scene, camera, meshes, width, height, paddingPx = SELECTION_PRESENTATION_PADDING_PX) {
1154
+ const Vector3 = babylon.Vector3;
1155
+ const Matrix = babylon.Matrix;
1156
+ const transform = scene.getTransformMatrix?.();
1157
+ if (!Vector3?.Project || !Matrix?.Identity || !transform || width <= 0 || height <= 0) {
1158
+ return [0, 0, 1, 1];
1159
+ }
1160
+ const viewport = camera.viewport?.toGlobal?.(width, height)
1161
+ ?? { x: 0, y: 0, width, height };
1162
+ let minU = 1;
1163
+ let minV = 1;
1164
+ let maxU = 0;
1165
+ let maxV = 0;
1166
+ let projectedPointCount = 0;
1167
+ try {
1168
+ for (const mesh of meshes) {
1169
+ if (!mesh || mesh.isDisposed?.())
1170
+ continue;
1171
+ if (hasRuntimeDeformedBounds(mesh))
1172
+ return [0, 0, 1, 1];
1173
+ mesh.computeWorldMatrix?.(true);
1174
+ const vectors = mesh.getBoundingInfo?.()?.boundingBox?.vectorsWorld;
1175
+ if (!Array.isArray(vectors) || vectors.length === 0)
1176
+ return [0, 0, 1, 1];
1177
+ for (const point of vectors) {
1178
+ const projected = Vector3.Project(point, Matrix.Identity(), transform, viewport);
1179
+ if (!Number.isFinite(projected?.x)
1180
+ || !Number.isFinite(projected?.y)
1181
+ || !Number.isFinite(projected?.z)
1182
+ || projected.z < 0
1183
+ || projected.z > 1)
1184
+ return [0, 0, 1, 1];
1185
+ const u = projected.x / width;
1186
+ const v = 1 - (projected.y / height);
1187
+ minU = Math.min(minU, u);
1188
+ minV = Math.min(minV, v);
1189
+ maxU = Math.max(maxU, u);
1190
+ maxV = Math.max(maxV, v);
1191
+ projectedPointCount += 1;
1192
+ }
1193
+ }
1194
+ }
1195
+ catch {
1196
+ return [0, 0, 1, 1];
1197
+ }
1198
+ if (projectedPointCount === 0)
1199
+ return [0, 0, 1, 1];
1200
+ const padU = Math.max(0, paddingPx) / width;
1201
+ const padV = Math.max(0, paddingPx) / height;
1202
+ return [
1203
+ clampUnit(minU - padU),
1204
+ clampUnit(minV - padV),
1205
+ clampUnit(maxU + padU),
1206
+ clampUnit(maxV + padV),
1207
+ ];
1208
+ }
1209
+ function hasRuntimeDeformedBounds(mesh) {
1210
+ const sourceMesh = mesh?.sourceMesh;
1211
+ return !!(mesh?.skeleton
1212
+ || mesh?.morphTargetManager
1213
+ || mesh?.bakedVertexAnimationManager
1214
+ || sourceMesh?.skeleton
1215
+ || sourceMesh?.morphTargetManager
1216
+ || sourceMesh?.bakedVertexAnimationManager);
1217
+ }
1218
+ function clampUnit(value) {
1219
+ return Math.min(1, Math.max(0, value));
1220
+ }
1221
+ function resolveSelectionSourceRatio(engine) {
1222
+ const hardwareScalingLevel = Number(engine?.getHardwareScalingLevel?.() ?? 1);
1223
+ if (!Number.isFinite(hardwareScalingLevel) || hardwareScalingLevel <= 0) {
1224
+ return MAX_SELECTION_SOURCE_DENSITY;
1225
+ }
1226
+ return Math.min(MAX_SELECTION_SOURCE_DENSITY, Math.max(1, MAX_SELECTION_SOURCE_DENSITY * hardwareScalingLevel));
1227
+ }
1228
+ function resolveSelectionPresentationSize(engine, outputWidth, outputHeight) {
1229
+ const canvas = engine?.getRenderingCanvas?.();
1230
+ const hardwareScalingLevel = Number(engine?.getHardwareScalingLevel?.() ?? 1);
1231
+ const fallbackScale = Number.isFinite(hardwareScalingLevel) && hardwareScalingLevel > 0
1232
+ ? hardwareScalingLevel
1233
+ : 1;
1234
+ return {
1235
+ width: Math.max(1, Number(canvas?.clientWidth) || outputWidth * fallbackScale),
1236
+ height: Math.max(1, Number(canvas?.clientHeight) || outputHeight * fallbackScale),
1237
+ };
1238
+ }
1239
+ export const defaultSelectionSceneDepthSourceProvider = {
1240
+ acquire(request) {
1241
+ return createAdaptiveSelectionSceneDepthSourceLease(request);
1242
+ },
1243
+ };
1244
+ function createAdaptiveSelectionSceneDepthSourceLease(request) {
1245
+ let width = request.width;
1246
+ let height = request.height;
1247
+ let delegate = canUsePrePassSceneDepth(request)
1248
+ ? createPrePassSelectionSceneDepthSourceLease(request)
1249
+ : createDedicatedSelectionSceneDepthSourceLease(request);
1250
+ let disposed = false;
1251
+ let activated = false;
1252
+ const replaceWithDedicatedSource = () => {
1253
+ try {
1254
+ delegate.dispose();
1255
+ }
1256
+ catch { }
1257
+ delegate = createDedicatedSelectionSceneDepthSourceLease({ ...request, width, height });
1258
+ };
1259
+ return {
1260
+ get kind() { return delegate.kind; },
1261
+ get packed() { return delegate.packed; },
1262
+ get backgroundDepth() { return delegate.backgroundDepth; },
1263
+ getTexture() { return delegate.getTexture(); },
1264
+ activate() {
1265
+ if (disposed || activated)
1266
+ return;
1267
+ try {
1268
+ delegate.activate();
1269
+ }
1270
+ catch (cause) {
1271
+ if (delegate.kind !== 'prepass')
1272
+ throw cause;
1273
+ replaceWithDedicatedSource();
1274
+ delegate.activate();
1275
+ }
1276
+ activated = true;
1277
+ },
1278
+ deactivate() {
1279
+ if (!activated)
1280
+ return;
1281
+ delegate.deactivate();
1282
+ activated = false;
1283
+ },
1284
+ resize(nextWidth, nextHeight) {
1285
+ width = nextWidth;
1286
+ height = nextHeight;
1287
+ delegate.resize(nextWidth, nextHeight);
1288
+ },
1289
+ dispose() {
1290
+ if (disposed)
1291
+ return;
1292
+ disposed = true;
1293
+ delegate.dispose();
1294
+ activated = false;
1295
+ },
1296
+ };
1297
+ }
1298
+ function canUsePrePassSceneDepth(request) {
1299
+ return !!(request.scene?.enablePrePassRenderer
1300
+ && request.consumerPostProcess
1301
+ && typeof request.consumerPostProcess.setPrePassRenderer === 'function'
1302
+ && Number.isInteger(request.babylon.Constants?.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE));
1303
+ }
1304
+ function createPrePassSelectionSceneDepthSourceLease(request) {
1305
+ const depthTextureType = request.babylon.Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE;
1306
+ const consumer = request.consumerPostProcess;
1307
+ const originalSetPrePassRenderer = consumer.setPrePassRenderer;
1308
+ let state = null;
1309
+ let active = false;
1310
+ let disposed = false;
1311
+ const restoreConsumer = () => {
1312
+ if (consumer.setPrePassRenderer === setPrePassRenderer) {
1313
+ consumer.setPrePassRenderer = originalSetPrePassRenderer;
1314
+ }
1315
+ };
1316
+ const setPrePassRenderer = function (prePassRenderer) {
1317
+ const originalNeeded = originalSetPrePassRenderer.call(consumer, prePassRenderer);
1318
+ if (!state || state.prePassRenderer !== prePassRenderer)
1319
+ return originalNeeded;
1320
+ state.configuration = prePassRenderer.addEffectConfiguration(state.configuration);
1321
+ state.configuration.enabled = state.activeLeaseCount > 0;
1322
+ return originalNeeded || state.configuration.enabled;
1323
+ };
1324
+ const deactivate = () => {
1325
+ if (!active)
1326
+ return;
1327
+ active = false;
1328
+ restoreConsumer();
1329
+ if (state) {
1330
+ state.activeLeaseCount = Math.max(0, state.activeLeaseCount - 1);
1331
+ state.configuration.enabled = state.activeLeaseCount > 0;
1332
+ state.prePassRenderer.markAsDirty?.();
1333
+ state.prePassRenderer.update?.();
1334
+ }
1335
+ };
1336
+ const getTexture = () => {
1337
+ const index = state?.prePassRenderer?.getIndex?.(depthTextureType);
1338
+ const texture = Number.isInteger(index) && index >= 0
1339
+ ? state?.prePassRenderer?.defaultRT?.textures?.[index]
1340
+ : null;
1341
+ if (!texture)
1342
+ throw new Error('Babylon pre-pass did not expose a compatible screen-space depth texture.');
1343
+ return texture;
1344
+ };
1345
+ return {
1346
+ kind: 'prepass',
1347
+ packed: false,
1348
+ backgroundDepth: 0,
1349
+ getTexture,
1350
+ activate() {
1351
+ if (disposed || active)
1352
+ return;
1353
+ const prePassRenderer = request.scene.enablePrePassRenderer?.();
1354
+ if (!prePassRenderer?.isSupported) {
1355
+ throw new Error('Babylon pre-pass is unavailable on the active engine.');
1356
+ }
1357
+ state = prePassSceneDepthStates.get(request.scene) ?? {
1358
+ prePassRenderer,
1359
+ configuration: {
1360
+ name: PREPASS_SELECTION_DEPTH_CONFIGURATION_NAME,
1361
+ enabled: false,
1362
+ texturesRequired: [depthTextureType],
1363
+ needsImageProcessing: false,
1364
+ },
1365
+ activeLeaseCount: 0,
1366
+ };
1367
+ if (state.prePassRenderer !== prePassRenderer) {
1368
+ throw new Error('The scene pre-pass renderer changed while acquiring selection depth.');
1369
+ }
1370
+ prePassSceneDepthStates.set(request.scene, state);
1371
+ state.activeLeaseCount += 1;
1372
+ state.configuration.enabled = true;
1373
+ consumer.setPrePassRenderer = setPrePassRenderer;
1374
+ active = true;
1375
+ try {
1376
+ prePassRenderer.markAsDirty?.();
1377
+ prePassRenderer.update?.();
1378
+ if (!prePassRenderer.enabled)
1379
+ throw new Error('Babylon pre-pass did not activate.');
1380
+ getTexture();
1381
+ }
1382
+ catch (cause) {
1383
+ deactivate();
1384
+ throw cause;
1385
+ }
1386
+ },
1387
+ deactivate,
1388
+ resize() {
1389
+ // Babylon owns this target and resizes it with the main render surface.
1390
+ },
1391
+ dispose() {
1392
+ if (disposed)
1393
+ return;
1394
+ disposed = true;
1395
+ deactivate();
1396
+ restoreConsumer();
1397
+ },
1398
+ };
1399
+ }
1400
+ function createDedicatedSelectionSceneDepthSourceLease(request) {
1401
+ const lease = acquireSceneDepthLease(request.babylon, request.scene, request.camera, request.textureType, request.width, request.height);
1402
+ let active = false;
1403
+ let disposed = false;
1404
+ return {
1405
+ kind: 'dedicated',
1406
+ packed: lease.packed,
1407
+ backgroundDepth: 1,
1408
+ getTexture: () => lease.depthMap,
1409
+ activate() {
1410
+ if (disposed || active)
1411
+ return;
1412
+ activateSceneDepthLease(request.scene, lease);
1413
+ active = true;
1414
+ },
1415
+ deactivate() {
1416
+ if (!active)
1417
+ return;
1418
+ deactivateSceneDepthLease(request.scene, lease);
1419
+ active = false;
1420
+ },
1421
+ resize(width, height) {
1422
+ resizeSceneDepthLease(lease, width, height);
1423
+ },
1424
+ dispose() {
1425
+ if (disposed)
1426
+ return;
1427
+ disposed = true;
1428
+ if (active)
1429
+ deactivateSceneDepthLease(request.scene, lease);
1430
+ active = false;
1431
+ releaseSceneDepthLease(request.scene, lease, request.reportDiagnostic);
1432
+ },
1433
+ };
1434
+ }
1435
+ function resolveDepthTextureType(engine) {
1436
+ const caps = engine.getCaps?.() ?? {};
1437
+ if (caps.textureHalfFloatRender)
1438
+ return TEXTURE_TYPE_HALF_FLOAT;
1439
+ if (caps.textureFloatRender)
1440
+ return TEXTURE_TYPE_FLOAT;
1441
+ return TEXTURE_TYPE_UNSIGNED_BYTE;
1442
+ }
1443
+ function acquireSceneDepthLease(babylon, scene, camera, type, width, height) {
1444
+ let cameraLeases = sceneDepthLeases.get(scene);
1445
+ if (!cameraLeases) {
1446
+ cameraLeases = new Map();
1447
+ sceneDepthLeases.set(scene, cameraLeases);
1448
+ }
1449
+ const existing = cameraLeases.get(camera);
1450
+ if (existing && existing.type === type) {
1451
+ resizeSceneDepthLease(existing, width, height);
1452
+ existing.refs += 1;
1453
+ return existing;
1454
+ }
1455
+ const DepthRenderer = babylon.DepthRenderer;
1456
+ if (!DepthRenderer)
1457
+ throw new Error('Babylon runtime is missing DepthRenderer.');
1458
+ let renderer = null;
1459
+ let depthMap = null;
1460
+ try {
1461
+ renderer = new DepthRenderer(scene, type, camera, true, TEXTURE_NEAREST_SAMPLING_MODE, false, 'editorSelectionSceneDepthRenderer');
1462
+ renderer.forceDepthWriteTransparentMeshes = true;
1463
+ depthMap = renderer.getDepthMap();
1464
+ depthMap.renderListPredicate = (mesh) => !mesh?.metadata?.editorProjectionSelectionProxy;
1465
+ depthMap.resize?.({ width, height });
1466
+ const lease = {
1467
+ camera,
1468
+ renderer,
1469
+ depthMap,
1470
+ type,
1471
+ packed: !!renderer.isPacked,
1472
+ refs: 1,
1473
+ activeRefs: 0,
1474
+ width,
1475
+ height,
1476
+ };
1477
+ cameraLeases.set(camera, lease);
1478
+ return lease;
1479
+ }
1480
+ catch (cause) {
1481
+ try {
1482
+ renderer?.dispose?.();
1483
+ }
1484
+ catch { }
1485
+ try {
1486
+ depthMap?.dispose?.();
1487
+ }
1488
+ catch { }
1489
+ if (cameraLeases.size === 0)
1490
+ sceneDepthLeases.delete(scene);
1491
+ throw cause;
1492
+ }
1493
+ }
1494
+ function activateSceneDepthLease(scene, lease) {
1495
+ if (lease.activeRefs === 0)
1496
+ addCustomRenderTarget(scene, lease.depthMap);
1497
+ lease.activeRefs += 1;
1498
+ }
1499
+ function deactivateSceneDepthLease(scene, lease) {
1500
+ if (lease.activeRefs <= 0)
1501
+ return;
1502
+ if (lease.activeRefs === 1)
1503
+ removeCustomRenderTarget(scene, lease.depthMap);
1504
+ lease.activeRefs -= 1;
1505
+ }
1506
+ function resizeSceneDepthLease(lease, width, height) {
1507
+ if (lease.width === width && lease.height === height)
1508
+ return;
1509
+ lease.depthMap.resize?.({ width, height });
1510
+ lease.width = width;
1511
+ lease.height = height;
1512
+ }
1513
+ function releaseSceneDepthLease(scene, lease, reportDiagnostic) {
1514
+ lease.refs = Math.max(0, lease.refs - 1);
1515
+ if (lease.refs > 0)
1516
+ return;
1517
+ lease.activeRefs = 0;
1518
+ try {
1519
+ removeCustomRenderTarget(scene, lease.depthMap);
1520
+ }
1521
+ catch (cause) {
1522
+ reportDiagnostic({
1523
+ code: 'resource-dispose-failed',
1524
+ message: 'The owned scene depth target could not be detached cleanly.',
1525
+ cause,
1526
+ });
1527
+ }
1528
+ const cameraLeases = sceneDepthLeases.get(scene);
1529
+ cameraLeases?.delete(lease.camera);
1530
+ if (cameraLeases?.size === 0)
1531
+ sceneDepthLeases.delete(scene);
1532
+ try {
1533
+ lease.renderer.dispose?.();
1534
+ }
1535
+ catch (cause) {
1536
+ reportDiagnostic({
1537
+ code: 'resource-dispose-failed',
1538
+ message: 'A leased scene depth resource could not be disposed cleanly.',
1539
+ cause,
1540
+ });
1541
+ }
1542
+ try {
1543
+ lease.depthMap.dispose?.();
1544
+ }
1545
+ catch (cause) {
1546
+ reportDiagnostic({
1547
+ code: 'resource-dispose-failed',
1548
+ message: 'The owned scene depth target could not be disposed cleanly.',
1549
+ cause,
1550
+ });
1551
+ }
1552
+ }
1553
+ function addCustomRenderTarget(scene, target) {
1554
+ if (!target)
1555
+ return;
1556
+ scene.customRenderTargets = Array.isArray(scene.customRenderTargets) ? scene.customRenderTargets : [];
1557
+ if (!scene.customRenderTargets.includes(target))
1558
+ scene.customRenderTargets.push(target);
1559
+ }
1560
+ function removeCustomRenderTarget(scene, target) {
1561
+ if (!target || !Array.isArray(scene.customRenderTargets))
1562
+ return;
1563
+ const index = scene.customRenderTargets.indexOf(target);
1564
+ if (index >= 0)
1565
+ scene.customRenderTargets.splice(index, 1);
1566
+ }
1567
+ function findCameraPostProcessIndex(camera, postProcess) {
1568
+ return Array.isArray(camera?._postProcesses)
1569
+ ? camera._postProcesses.indexOf(postProcess)
1570
+ : -1;
1571
+ }
1572
+ function getCameraSelectionPostProcessSlotRegistry(camera) {
1573
+ let registry = cameraSelectionPostProcessSlots.get(camera);
1574
+ if (!registry) {
1575
+ registry = { owners: new Map(), releasedSlots: new Map() };
1576
+ cameraSelectionPostProcessSlots.set(camera, registry);
1577
+ }
1578
+ return registry;
1579
+ }
1580
+ function cameraPostProcessTopologyMatches(slots, topology) {
1581
+ return topology != null
1582
+ && slots.length === topology.length
1583
+ && slots.every((slot, index) => slot === topology[index]);
1584
+ }
1585
+ function reserveOwnedCameraPostProcessSlot(camera, owner, insertIndex, topologyBeforeDetach) {
1586
+ const slots = camera?._postProcesses;
1587
+ const registry = cameraSelectionPostProcessSlots.get(camera);
1588
+ const ownedSlot = registry?.owners.get(owner);
1589
+ if (!Array.isArray(slots) || !registry || !ownedSlot)
1590
+ return;
1591
+ const reservedIndex = insertIndex ?? ownedSlot.index;
1592
+ if (reservedIndex != null && reservedIndex < slots.length && slots[reservedIndex] === null) {
1593
+ ownedSlot.index = reservedIndex;
1594
+ ownedSlot.vacantTopology = slots.slice();
1595
+ }
1596
+ else {
1597
+ ownedSlot.index = null;
1598
+ ownedSlot.vacantTopology = null;
1599
+ }
1600
+ refreshProvenVacantCameraPostProcessTopologies(registry, slots, topologyBeforeDetach, owner);
1601
+ }
1602
+ function refreshProvenVacantCameraPostProcessTopologies(registry, slots, topologyBeforeMutation, excludedOwner = null) {
1603
+ if (!topologyBeforeMutation)
1604
+ return;
1605
+ const nextTopology = slots.slice();
1606
+ for (const [owner, slot] of registry.owners) {
1607
+ if (owner !== excludedOwner
1608
+ && slot.index != null
1609
+ && slot.index < slots.length
1610
+ && slots[slot.index] === null
1611
+ && cameraPostProcessTopologyMatches(topologyBeforeMutation, slot.vacantTopology)) {
1612
+ slot.vacantTopology = nextTopology;
1613
+ }
1614
+ }
1615
+ for (const [releasedIndex, topology] of registry.releasedSlots) {
1616
+ if (releasedIndex < slots.length
1617
+ && slots[releasedIndex] === null
1618
+ && cameraPostProcessTopologyMatches(topologyBeforeMutation, topology)) {
1619
+ registry.releasedSlots.set(releasedIndex, nextTopology);
1620
+ }
1621
+ }
1622
+ }
1623
+ function attachOwnedCameraPostProcess(camera, owner, postProcess) {
1624
+ const registry = getCameraSelectionPostProcessSlotRegistry(camera);
1625
+ const slots = camera?._postProcesses;
1626
+ const topologyBeforeAttach = Array.isArray(slots) ? slots.slice() : null;
1627
+ const ownedSlot = registry.owners.get(owner);
1628
+ let reusableIndex = null;
1629
+ if (Array.isArray(slots)
1630
+ && ownedSlot != null
1631
+ && ownedSlot.postProcess === postProcess
1632
+ && ownedSlot.index != null
1633
+ && ownedSlot.index < slots.length
1634
+ && slots[ownedSlot.index] === null
1635
+ && cameraPostProcessTopologyMatches(slots, ownedSlot.vacantTopology)) {
1636
+ reusableIndex = ownedSlot.index;
1637
+ }
1638
+ else if (Array.isArray(slots)) {
1639
+ if (ownedSlot) {
1640
+ ownedSlot.index = null;
1641
+ ownedSlot.vacantTopology = null;
1642
+ }
1643
+ for (const [releasedIndex, topology] of [...registry.releasedSlots.entries()]
1644
+ .sort(([left], [right]) => left - right)) {
1645
+ if (releasedIndex >= slots.length
1646
+ || slots[releasedIndex] !== null
1647
+ || !cameraPostProcessTopologyMatches(slots, topology)) {
1648
+ registry.releasedSlots.delete(releasedIndex);
1649
+ continue;
1650
+ }
1651
+ reusableIndex = releasedIndex;
1652
+ break;
1653
+ }
1654
+ }
1655
+ try {
1656
+ const attachedIndex = camera.attachPostProcess?.(postProcess, reusableIndex);
1657
+ const actualIndex = Number.isInteger(attachedIndex) && attachedIndex >= 0
1658
+ ? attachedIndex
1659
+ : findCameraPostProcessIndex(camera, postProcess);
1660
+ if (actualIndex < 0) {
1661
+ throw new Error('The selection silhouette post-process was not attached to the active camera.');
1662
+ }
1663
+ registry.owners.set(owner, { index: actualIndex, postProcess, vacantTopology: null });
1664
+ registry.releasedSlots.delete(actualIndex);
1665
+ if (Array.isArray(slots)) {
1666
+ refreshProvenVacantCameraPostProcessTopologies(registry, slots, topologyBeforeAttach, owner);
1667
+ }
1668
+ return actualIndex;
1669
+ }
1670
+ catch (cause) {
1671
+ forceDetachCameraPostProcess(camera, postProcess);
1672
+ throw cause;
1673
+ }
1674
+ }
1675
+ function forceDetachCameraPostProcess(camera, postProcess) {
1676
+ const slots = camera?._postProcesses;
1677
+ if (!Array.isArray(slots))
1678
+ return false;
1679
+ const liveIndex = slots.indexOf(postProcess);
1680
+ if (liveIndex >= 0)
1681
+ slots[liveIndex] = null;
1682
+ return slots.indexOf(postProcess) < 0;
1683
+ }
1684
+ function releaseOwnedCameraPostProcessSlot(camera, owner, insertIndex, postProcess) {
1685
+ const slots = camera?._postProcesses;
1686
+ if (!camera || !Array.isArray(slots))
1687
+ return;
1688
+ const registry = cameraSelectionPostProcessSlots.get(camera);
1689
+ const ownedSlot = registry?.owners.get(owner);
1690
+ const liveIndex = slots.indexOf(postProcess);
1691
+ let releasedIndex = null;
1692
+ if (liveIndex >= 0) {
1693
+ slots[liveIndex] = null;
1694
+ releasedIndex = liveIndex;
1695
+ }
1696
+ else if (insertIndex != null && slots[insertIndex] === postProcess) {
1697
+ slots[insertIndex] = null;
1698
+ releasedIndex = insertIndex;
1699
+ }
1700
+ else if (ownedSlot?.index != null
1701
+ && ownedSlot.index < slots.length
1702
+ && slots[ownedSlot.index] === null
1703
+ && cameraPostProcessTopologyMatches(slots, ownedSlot.vacantTopology)) {
1704
+ releasedIndex = ownedSlot.index;
1705
+ }
1706
+ registry?.owners.delete(owner);
1707
+ const topologyBeforeTrim = slots.slice();
1708
+ // Babylon uses null placeholders for detached passes. A released selection-owned hole may
1709
+ // be reclaimed by a successor controller; only trailing placeholders are removed here so
1710
+ // live passes never shift. Reserved inactive owners trimmed from the tail append on reattach.
1711
+ while (slots.length > 0 && slots[slots.length - 1] == null)
1712
+ slots.pop();
1713
+ if (!registry)
1714
+ return;
1715
+ refreshProvenVacantCameraPostProcessTopologies(registry, slots, topologyBeforeTrim);
1716
+ for (const slot of registry.owners.values()) {
1717
+ if (slot.index != null && slot.index >= slots.length) {
1718
+ slot.index = null;
1719
+ slot.vacantTopology = null;
1720
+ }
1721
+ }
1722
+ for (const released of [...registry.releasedSlots.keys()]) {
1723
+ if (released >= slots.length) {
1724
+ registry.releasedSlots.delete(released);
1725
+ }
1726
+ }
1727
+ if (releasedIndex != null && releasedIndex < slots.length && slots[releasedIndex] === null) {
1728
+ registry.releasedSlots.set(releasedIndex, slots.slice());
1729
+ }
1730
+ if (registry.owners.size === 0 && registry.releasedSlots.size === 0) {
1731
+ cameraSelectionPostProcessSlots.delete(camera);
1732
+ }
1733
+ }
1734
+ function safelyDisposeBackend(backend, reportDiagnostic) {
1735
+ try {
1736
+ backend.dispose();
1737
+ }
1738
+ catch (cause) {
1739
+ reportDiagnostic({
1740
+ code: 'resource-dispose-failed',
1741
+ message: 'Selection silhouette resources could not be disposed cleanly.',
1742
+ cause,
1743
+ });
1744
+ }
1745
+ }
1746
+ //# sourceMappingURL=selection-presentation-controller.js.map