@onerjs/core 8.30.5 → 8.30.6

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 (182) hide show
  1. package/Actions/action.d.ts +5 -0
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +6 -2
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/runtimeAnimation.d.ts +0 -2
  6. package/Animations/runtimeAnimation.js +3 -5
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/AudioV2/abstractAudio/abstractSound.js +1 -0
  9. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  10. package/AudioV2/abstractAudio/audioEngineV2.d.ts +2 -0
  11. package/AudioV2/abstractAudio/audioEngineV2.js +18 -8
  12. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  13. package/AudioV2/webAudio/webAudioStaticSound.js +8 -3
  14. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  15. package/Collisions/gpuPicker.js +0 -1
  16. package/Collisions/gpuPicker.js.map +1 -1
  17. package/Decorators/nodeDecorator.d.ts +3 -1
  18. package/Decorators/nodeDecorator.js +2 -0
  19. package/Decorators/nodeDecorator.js.map +1 -1
  20. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  21. package/Engines/Native/nativeInterfaces.js.map +1 -1
  22. package/Engines/abstractEngine.js +2 -2
  23. package/Engines/abstractEngine.js.map +1 -1
  24. package/Engines/nativeEngine.js +12 -13
  25. package/Engines/nativeEngine.js.map +1 -1
  26. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
  27. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  28. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  30. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  31. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
  32. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
  33. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
  34. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
  35. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
  36. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
  38. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
  39. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
  41. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
  42. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
  44. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
  45. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
  47. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
  48. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
  50. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
  51. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
  53. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
  54. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  55. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
  56. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
  57. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
  59. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
  60. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
  62. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
  63. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
  65. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
  66. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
  68. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
  69. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  70. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
  71. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
  72. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
  74. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
  75. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
  76. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
  77. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
  78. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
  80. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
  81. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
  82. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
  83. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
  84. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +17 -1
  86. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +70 -0
  87. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +7 -1
  89. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
  90. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  91. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
  92. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
  94. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
  95. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  96. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +7 -1
  97. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +4 -1
  98. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  99. package/FrameGraph/frameGraphContext.d.ts +8 -1
  100. package/FrameGraph/frameGraphContext.js +9 -0
  101. package/FrameGraph/frameGraphContext.js.map +1 -1
  102. package/FrameGraph/frameGraphRenderContext.d.ts +4 -2
  103. package/FrameGraph/frameGraphRenderContext.js +11 -5
  104. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  105. package/FrameGraph/frameGraphTask.d.ts +8 -0
  106. package/FrameGraph/frameGraphTask.js +12 -0
  107. package/FrameGraph/frameGraphTask.js.map +1 -1
  108. package/Materials/Textures/mirrorTexture.js +4 -1
  109. package/Materials/Textures/mirrorTexture.js.map +1 -1
  110. package/Materials/clipPlaneMaterialHelper.js +11 -1
  111. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  112. package/Materials/floatingOriginMatrixOverrides.d.ts +4 -1
  113. package/Materials/floatingOriginMatrixOverrides.js +14 -2
  114. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  115. package/Materials/index.d.ts +1 -0
  116. package/Materials/index.js +1 -0
  117. package/Materials/index.js.map +1 -1
  118. package/Materials/shaderMaterial.js +1 -1
  119. package/Materials/shaderMaterial.js.map +1 -1
  120. package/Maths/math.vector.functions.d.ts +31 -5
  121. package/Maths/math.vector.functions.js +41 -4
  122. package/Maths/math.vector.functions.js.map +1 -1
  123. package/Misc/copyTextureToTexture.d.ts +10 -0
  124. package/Misc/copyTextureToTexture.js +15 -0
  125. package/Misc/copyTextureToTexture.js.map +1 -1
  126. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +7 -7
  127. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  128. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
  129. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +18 -2
  130. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  131. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +7 -7
  132. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  133. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +8 -8
  134. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  135. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +9 -9
  136. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  137. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +6 -6
  138. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  139. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +7 -7
  140. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  141. package/Particles/Node/Blocks/systemBlock.d.ts +29 -1
  142. package/Particles/Node/Blocks/systemBlock.js +74 -3
  143. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  144. package/Particles/Node/nodeParticleBuildState.d.ts +2 -7
  145. package/Particles/Node/nodeParticleBuildState.js +7 -22
  146. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  147. package/Particles/Node/nodeParticleSystemSet.helper.js +223 -58
  148. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  149. package/Particles/thinParticleSystem.js +1 -0
  150. package/Particles/thinParticleSystem.js.map +1 -1
  151. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
  152. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  153. package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
  154. package/Physics/v2/Plugins/havokPlugin.js +72 -8
  155. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  156. package/Physics/v2/physicsEngine.d.ts +12 -2
  157. package/Physics/v2/physicsEngine.js +15 -1
  158. package/Physics/v2/physicsEngine.js.map +1 -1
  159. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +3 -0
  160. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  161. package/Shaders/picking.fragment.js +1 -1
  162. package/Shaders/picking.fragment.js.map +1 -1
  163. package/Shaders/picking.vertex.js +1 -1
  164. package/Shaders/picking.vertex.js.map +1 -1
  165. package/ShadersWGSL/iblVoxelGrid.vertex.js +1 -1
  166. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  167. package/ShadersWGSL/picking.fragment.js +1 -1
  168. package/ShadersWGSL/picking.fragment.js.map +1 -1
  169. package/ShadersWGSL/picking.vertex.js +1 -1
  170. package/ShadersWGSL/picking.vertex.js.map +1 -1
  171. package/Sprites/spriteRenderer.js +10 -8
  172. package/Sprites/spriteRenderer.js.map +1 -1
  173. package/XR/features/WebXRLightEstimation.d.ts +8 -0
  174. package/XR/features/WebXRLightEstimation.js +6 -1
  175. package/XR/features/WebXRLightEstimation.js.map +1 -1
  176. package/assetContainer.d.ts +1 -1
  177. package/assetContainer.js +1 -1
  178. package/assetContainer.js.map +1 -1
  179. package/package.json +1 -1
  180. package/scene.d.ts +5 -2
  181. package/scene.js +9 -14
  182. package/scene.js.map +1 -1
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type { Scene } from \"./scene\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport { type Animatable } from \"./Animations/animatable.core\";\r\nimport { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport { Logger } from \"./Misc/logger\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { Node } from \"./node\";\r\nimport type { Observer } from \"./Misc/observable\";\r\nimport type { AbstractEngine } from \"./Engines/abstractEngine\";\r\nimport { InstancedMesh } from \"./Meshes/instancedMesh\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { Tools } from \"./Misc/tools\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { IAssetContainer } from \"./IAssetContainer\";\r\nimport type { Animation } from \"./Animations/animation\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { PostProcess } from \"./PostProcesses/postProcess\";\r\nimport type { Sound } from \"./Audio/sound\";\r\nimport type { Layer } from \"./Layers/layer\";\r\nimport type { EffectLayer } from \"./Layers/effectLayer\";\r\nimport type { ReflectionProbe } from \"./Probes/reflectionProbe\";\r\nimport type { LensFlareSystem } from \"./LensFlares/lensFlareSystem\";\r\nimport type { ProceduralTexture } from \"./Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Tags } from \"./Misc/tags\";\r\n\r\n/**\r\n * Root class for AssetContainer and KeepAssets\r\n */\r\nexport class AbstractAssetContainer implements IAssetContainer {\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\n public cameras: Camera[] = [];\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\n public lights: Light[] = [];\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\n public particleSystems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\n public multiMaterials: MultiMaterial[] = [];\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\n public materials: Material[] = [];\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph\r\n */\r\n public morphTargetManagers: MorphTargetManager[] = [];\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n public geometries: Geometry[] = [];\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node\r\n */\r\n public transformNodes: TransformNode[] = [];\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n * @deprecated\r\n */\r\n public actionManagers: AbstractActionManager[] = [];\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n public textures: BaseTexture[] = [];\r\n\r\n /** @internal */\r\n protected _environmentTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentTexture(): Nullable<BaseTexture> {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(value: Nullable<BaseTexture>) {\r\n this._environmentTexture = value;\r\n }\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n public postProcesses: PostProcess[] = [];\r\n\r\n /**\r\n * The list of sounds\r\n */\r\n public sounds: Nullable<Sound[]> = null;\r\n\r\n /**\r\n * The list of effect layers added to the scene\r\n */\r\n public effectLayers: EffectLayer[] = [];\r\n\r\n /**\r\n * The list of layers added to the scene\r\n */\r\n public layers: Layer[] = [];\r\n\r\n /**\r\n * The list of reflection probes added to the scene\r\n */\r\n public reflectionProbes: ReflectionProbe[] = [];\r\n\r\n /**\r\n * The list of lens flare systems added to the scene\r\n */\r\n public lensFlareSystems: LensFlareSystem[];\r\n\r\n /**\r\n * The list of procedural textures added to the scene\r\n */\r\n public proceduralTextures: ProceduralTexture[];\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n public getNodes(): Array<Node> {\r\n let nodes: Node[] = [];\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n for (const skeleton of this.skeletons) {\r\n nodes = nodes.concat(skeleton.bones);\r\n }\r\n return nodes;\r\n }\r\n}\r\n\r\n/**\r\n * Set of assets to keep when moving a scene into an asset container.\r\n */\r\nexport class KeepAssets extends AbstractAssetContainer {}\r\n\r\n/**\r\n * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function\r\n */\r\nexport class InstantiatedEntries {\r\n /**\r\n * List of new root nodes (eg. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /**\r\n * List of new skeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * List of new animation groups\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * Disposes the instantiated entries from the scene\r\n */\r\n public dispose() {\r\n const rootNodes = this.rootNodes;\r\n for (const rootNode of rootNodes) {\r\n rootNode.dispose();\r\n }\r\n rootNodes.length = 0;\r\n\r\n const skeletons = this.skeletons;\r\n for (const skeleton of skeletons) {\r\n skeleton.dispose();\r\n }\r\n skeletons.length = 0;\r\n\r\n const animationGroups = this.animationGroups;\r\n for (const animationGroup of animationGroups) {\r\n animationGroup.dispose();\r\n }\r\n animationGroups.length = 0;\r\n }\r\n}\r\n\r\n/**\r\n * Container with a set of assets that can be added or removed from a scene.\r\n */\r\nexport class AssetContainer extends AbstractAssetContainer {\r\n private _wasAddedToScene = false;\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * The scene the AssetContainer belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Instantiates an AssetContainer.\r\n * @param scene The scene the AssetContainer belongs to.\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n this[\"proceduralTextures\"] = [];\r\n\r\n scene.onDisposeObservable.add(() => {\r\n if (!this._wasAddedToScene) {\r\n this.dispose();\r\n }\r\n });\r\n\r\n this._onContextRestoredObserver = scene.getEngine().onContextRestoredObservable.add(() => {\r\n for (const geometry of this.geometries) {\r\n geometry._rebuild();\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n mesh._rebuild();\r\n }\r\n\r\n for (const system of this.particleSystems) {\r\n system.rebuild();\r\n }\r\n\r\n for (const texture of this.textures) {\r\n texture._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Given a list of nodes, return a topological sorting of them.\r\n * @param nodes\r\n * @returns a sorted array of nodes\r\n */\r\n private _topologicalSort(nodes: Node[]): Node[] {\r\n const nodesUidMap = new Map<number, Node>();\r\n\r\n for (const node of nodes) {\r\n nodesUidMap.set(node.uniqueId, node);\r\n }\r\n\r\n const dependencyGraph = {\r\n dependsOn: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes it depends on\r\n dependedBy: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes that depend on it\r\n };\r\n\r\n // Build the dependency graph given the list of nodes\r\n\r\n // First pass: Initialize the empty dependency graph\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n dependencyGraph.dependsOn.set(nodeId, new Set<number>());\r\n dependencyGraph.dependedBy.set(nodeId, new Set<number>());\r\n }\r\n\r\n // Second pass: Populate the dependency graph. We assume that we\r\n // don't need to check for cycles here, as the scene graph cannot\r\n // contain cycles. Our graph also already contains all transitive\r\n // dependencies because getDescendants returns the transitive\r\n // dependencies by default.\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n const dependsOn = dependencyGraph.dependsOn.get(nodeId)!;\r\n if (node instanceof InstancedMesh) {\r\n const masterMesh = node.sourceMesh;\r\n if (nodesUidMap.has(masterMesh.uniqueId)) {\r\n dependsOn.add(masterMesh.uniqueId);\r\n dependencyGraph.dependedBy.get(masterMesh.uniqueId)!.add(nodeId);\r\n }\r\n }\r\n const dependedBy = dependencyGraph.dependedBy.get(nodeId)!;\r\n\r\n for (const child of node.getDescendants()) {\r\n const childId = child.uniqueId;\r\n if (nodesUidMap.has(childId)) {\r\n dependedBy.add(childId);\r\n\r\n const childDependsOn = dependencyGraph.dependsOn.get(childId)!;\r\n childDependsOn.add(nodeId);\r\n }\r\n }\r\n }\r\n\r\n // Third pass: Topological sort\r\n const sortedNodes: Node[] = [];\r\n\r\n // First: Find all nodes that have no dependencies\r\n const leaves: Node[] = [];\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n if (dependencyGraph.dependsOn.get(nodeId)!.size === 0) {\r\n leaves.push(node);\r\n nodesUidMap.delete(nodeId);\r\n }\r\n }\r\n\r\n const visitList = leaves;\r\n while (visitList.length > 0) {\r\n const nodeToVisit = visitList.shift()!;\r\n\r\n sortedNodes.push(nodeToVisit);\r\n\r\n // Remove the node from the dependency graph\r\n // When a node is visited, we know that dependsOn is empty.\r\n // So we only need to remove the node from dependedBy.\r\n const dependedByVisitedNode = dependencyGraph.dependedBy.get(nodeToVisit.uniqueId)!;\r\n // Array.from(x.values()) is to make the TS compiler happy\r\n for (const dependedByVisitedNodeId of Array.from(dependedByVisitedNode.values())) {\r\n const dependsOnDependedByVisitedNode = dependencyGraph.dependsOn.get(dependedByVisitedNodeId)!;\r\n dependsOnDependedByVisitedNode.delete(nodeToVisit.uniqueId);\r\n\r\n if (dependsOnDependedByVisitedNode.size === 0 && nodesUidMap.get(dependedByVisitedNodeId)) {\r\n visitList.push(nodesUidMap.get(dependedByVisitedNodeId)!);\r\n nodesUidMap.delete(dependedByVisitedNodeId);\r\n }\r\n }\r\n }\r\n\r\n if (nodesUidMap.size > 0) {\r\n Logger.Error(\"SceneSerializer._topologicalSort: There were unvisited nodes:\");\r\n nodesUidMap.forEach((node) => {\r\n Logger.Error(node.name);\r\n });\r\n }\r\n\r\n return sortedNodes;\r\n }\r\n\r\n private _addNodeAndDescendantsToList(list: Node[], addedIds: Set<number>, rootNode?: Node, predicate?: (entity: any) => boolean) {\r\n if (!rootNode || (predicate && !predicate(rootNode)) || addedIds.has(rootNode.uniqueId)) {\r\n return;\r\n }\r\n\r\n list.push(rootNode);\r\n addedIds.add(rootNode.uniqueId);\r\n\r\n for (const child of rootNode.getDescendants(true)) {\r\n this._addNodeAndDescendantsToList(list, addedIds, child, predicate);\r\n }\r\n }\r\n\r\n /**\r\n * Check if a specific node is contained in this asset container.\r\n * @param node the node to check\r\n * @returns true if the node is contained in this container, otherwise false.\r\n */\r\n private _isNodeInContainer(node: Node) {\r\n if (node instanceof AbstractMesh && this.meshes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof TransformNode && this.transformNodes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Light && this.lights.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Camera && this.cameras.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * For every node in the scene, check if its parent node is also in the scene.\r\n * @returns true if every node's parent is also in the scene, otherwise false.\r\n */\r\n private _isValidHierarchy() {\r\n for (const node of this.meshes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.transformNodes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.lights) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.cameras) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Instantiate or clone all meshes and add the new ones to the scene.\r\n * Skeletons and animation groups will all be cloned\r\n * @param nameFunction defines an optional function used to get new names for clones\r\n * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\r\n * @param options defines an optional list of options to control how to instantiate / clone models\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.predicate defines a predicate used to filter whih mesh to instantiate/clone\r\n * @returns a list of rootNodes, skeletons and animation groups that were duplicated\r\n */\r\n public instantiateModelsToScene(\r\n nameFunction?: (sourceName: string) => string,\r\n cloneMaterials = false,\r\n options?: { doNotInstantiate?: boolean | ((node: Node) => boolean); predicate?: (entity: any) => boolean }\r\n ): InstantiatedEntries {\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.InstantiateModelsToScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n const conversionMap: { [key: number]: number } = {};\r\n const storeMap: { [key: number]: any } = {};\r\n const result = new InstantiatedEntries();\r\n const alreadySwappedSkeletons: Skeleton[] = [];\r\n const alreadySwappedMaterials: Material[] = [];\r\n\r\n const localOptions = {\r\n doNotInstantiate: true,\r\n ...options,\r\n };\r\n\r\n const onClone = (source: Node, clone: Node) => {\r\n conversionMap[source.uniqueId] = clone.uniqueId;\r\n storeMap[clone.uniqueId] = clone;\r\n\r\n if (nameFunction) {\r\n clone.name = nameFunction(source.name);\r\n }\r\n\r\n if (clone instanceof Mesh) {\r\n const clonedMesh = clone;\r\n\r\n if (clonedMesh.morphTargetManager) {\r\n const oldMorphTargetManager = (source as Mesh).morphTargetManager!;\r\n clonedMesh.morphTargetManager = oldMorphTargetManager.clone();\r\n\r\n for (let index = 0; index < oldMorphTargetManager.numTargets; index++) {\r\n const oldTarget = oldMorphTargetManager.getTarget(index);\r\n const newTarget = clonedMesh.morphTargetManager.getTarget(index);\r\n\r\n conversionMap[oldTarget.uniqueId] = newTarget.uniqueId;\r\n storeMap[newTarget.uniqueId] = newTarget;\r\n }\r\n }\r\n }\r\n };\r\n\r\n const nodesToSort: Node[] = [];\r\n const idsOnSortList = new Set<number>();\r\n\r\n for (const transformNode of this.transformNodes) {\r\n if (transformNode.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, transformNode, localOptions.predicate);\r\n }\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n if (mesh.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, mesh, localOptions.predicate);\r\n }\r\n }\r\n\r\n // Topologically sort nodes by parenting/instancing relationships so that all resources are in place\r\n // when a given node is instantiated.\r\n const sortedNodes = this._topologicalSort(nodesToSort);\r\n\r\n const onNewCreated = (source: Node, clone: Node) => {\r\n onClone(source, clone);\r\n\r\n if (source.parent) {\r\n const replicatedParentId = conversionMap[source.parent.uniqueId];\r\n const replicatedParent = storeMap[replicatedParentId];\r\n\r\n if (replicatedParent) {\r\n clone.parent = replicatedParent;\r\n } else {\r\n clone.parent = source.parent;\r\n }\r\n }\r\n\r\n if ((clone as any).position && (source as any).position) {\r\n (clone as any).position.copyFrom((source as any).position);\r\n }\r\n if ((clone as any).rotationQuaternion && (source as any).rotationQuaternion) {\r\n (clone as any).rotationQuaternion.copyFrom((source as any).rotationQuaternion);\r\n }\r\n if ((clone as any).rotation && (source as any).rotation) {\r\n (clone as any).rotation.copyFrom((source as any).rotation);\r\n }\r\n if ((clone as any).scaling && (source as any).scaling) {\r\n (clone as any).scaling.copyFrom((source as any).scaling);\r\n }\r\n\r\n if ((clone as any).material) {\r\n const mesh = clone as AbstractMesh;\r\n\r\n if (mesh.material) {\r\n if (cloneMaterials) {\r\n const sourceMaterial = (source as AbstractMesh).material!;\r\n\r\n if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {\r\n let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : \"Clone of \" + sourceMaterial.name)!;\r\n alreadySwappedMaterials.push(sourceMaterial);\r\n conversionMap[sourceMaterial.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n\r\n if (sourceMaterial.getClassName() === \"MultiMaterial\") {\r\n const multi = sourceMaterial as MultiMaterial;\r\n\r\n for (const material of multi.subMaterials) {\r\n if (!material) {\r\n continue;\r\n }\r\n swap = material.clone(nameFunction ? nameFunction(material.name) : \"Clone of \" + material.name)!;\r\n alreadySwappedMaterials.push(material);\r\n conversionMap[material.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n }\r\n\r\n multi.subMaterials = multi.subMaterials.map((m) => m && storeMap[conversionMap[m.uniqueId]]);\r\n }\r\n }\r\n\r\n if (mesh.getClassName() !== \"InstancedMesh\") {\r\n mesh.material = storeMap[conversionMap[sourceMaterial.uniqueId]];\r\n }\r\n } else {\r\n if (mesh.material.getClassName() === \"MultiMaterial\") {\r\n if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {\r\n this.scene.addMultiMaterial(mesh.material as MultiMaterial);\r\n }\r\n } else {\r\n if (this.scene.materials.indexOf(mesh.material) === -1) {\r\n this.scene.addMaterial(mesh.material);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (clone.parent === null) {\r\n result.rootNodes.push(clone);\r\n }\r\n };\r\n\r\n for (const node of sortedNodes) {\r\n if (node.getClassName() === \"InstancedMesh\") {\r\n const instancedNode = node as InstancedMesh;\r\n const sourceMesh = instancedNode.sourceMesh;\r\n const replicatedSourceId = conversionMap[sourceMesh.uniqueId];\r\n const replicatedSource = typeof replicatedSourceId === \"number\" ? storeMap[replicatedSourceId] : sourceMesh;\r\n const replicatedInstancedNode = replicatedSource.createInstance(instancedNode.name);\r\n onNewCreated(instancedNode, replicatedInstancedNode);\r\n } else {\r\n // Mesh or TransformNode\r\n let canInstance = true;\r\n if (\r\n node.getClassName() === \"TransformNode\" ||\r\n node.getClassName() === \"Node\" ||\r\n (node as Mesh).skeleton ||\r\n !(node as any).getTotalVertices ||\r\n (node as Mesh).getTotalVertices() === 0\r\n ) {\r\n // Transform nodes, skinned meshes, and meshes with no vertices can never be instanced!\r\n canInstance = false;\r\n } else if (localOptions.doNotInstantiate) {\r\n if (typeof localOptions.doNotInstantiate === \"function\") {\r\n canInstance = !localOptions.doNotInstantiate(node);\r\n } else {\r\n canInstance = !localOptions.doNotInstantiate;\r\n }\r\n }\r\n const replicatedNode = canInstance ? (node as Mesh).createInstance(`instance of ${node.name}`) : node.clone(`Clone of ${node.name}`, null, true);\r\n if (!replicatedNode) {\r\n throw new Error(`Could not clone or instantiate node on Asset Container ${node.name}`);\r\n }\r\n onNewCreated(node, replicatedNode);\r\n }\r\n }\r\n\r\n for (const s of this.skeletons) {\r\n if (localOptions.predicate && !localOptions.predicate(s)) {\r\n continue;\r\n }\r\n\r\n const clone = s.clone(nameFunction ? nameFunction(s.name) : \"Clone of \" + s.name);\r\n\r\n for (const m of this.meshes) {\r\n if (m.skeleton === s && !m.isAnInstance) {\r\n const copy = storeMap[conversionMap[m.uniqueId]] as Mesh;\r\n if (!copy || copy.isAnInstance) {\r\n continue;\r\n }\r\n copy.skeleton = clone;\r\n\r\n if (alreadySwappedSkeletons.indexOf(clone) !== -1) {\r\n continue;\r\n }\r\n\r\n alreadySwappedSkeletons.push(clone);\r\n\r\n // Check if bones are mesh linked\r\n for (const bone of clone.bones) {\r\n if (bone._linkedTransformNode) {\r\n bone._linkedTransformNode = storeMap[conversionMap[bone._linkedTransformNode.uniqueId]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n result.skeletons.push(clone);\r\n }\r\n\r\n for (const o of this.animationGroups) {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n continue;\r\n }\r\n\r\n const clone = o.clone(nameFunction ? nameFunction(o.name) : \"Clone of \" + o.name, (oldTarget) => {\r\n const newTarget = storeMap[conversionMap[oldTarget.uniqueId]];\r\n\r\n return newTarget || oldTarget;\r\n });\r\n\r\n result.animationGroups.push(clone);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds all the assets from the container to the scene.\r\n */\r\n public addAllToScene() {\r\n if (this._wasAddedToScene) {\r\n return;\r\n }\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.addAllToScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\r\n this._wasAddedToScene = true;\r\n\r\n this.addToScene(null);\r\n\r\n if (this.environmentTexture) {\r\n this.scene.environmentTexture = this.environmentTexture;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.addFromContainer(this);\r\n }\r\n\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n\r\n /**\r\n * Adds assets from the container to the scene.\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public addToScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n const addedNodes: Node[] = [];\r\n for (const o of this.cameras) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addCamera(o);\r\n addedNodes.push(o);\r\n }\r\n for (const o of this.lights) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addLight(o);\r\n addedNodes.push(o);\r\n }\r\n for (const o of this.meshes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addMesh(o);\r\n addedNodes.push(o);\r\n }\r\n for (const o of this.skeletons) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addSkeleton(o);\r\n }\r\n for (const o of this.animations) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addAnimation(o);\r\n }\r\n for (const o of this.animationGroups) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addAnimationGroup(o);\r\n }\r\n for (const o of this.multiMaterials) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addMultiMaterial(o);\r\n }\r\n for (const o of this.materials) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addMaterial(o);\r\n }\r\n for (const o of this.morphTargetManagers) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addMorphTargetManager(o);\r\n }\r\n for (const o of this.geometries) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addGeometry(o);\r\n }\r\n for (const o of this.transformNodes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addTransformNode(o);\r\n addedNodes.push(o);\r\n }\r\n for (const o of this.actionManagers) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addActionManager(o);\r\n }\r\n for (const o of this.textures) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addTexture(o);\r\n }\r\n for (const o of this.reflectionProbes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addReflectionProbe(o);\r\n }\r\n\r\n // No more nodes added to scene after this line, so it's safe to make a \"snapshot\" of nodes\r\n if (addedNodes.length) {\r\n // build the nodeSet only if needed\r\n const nodeSet = new Set<Node>(this.scene.meshes);\r\n // benchmark shows Set constructor and Set.add have similar performance,\r\n // but using Set.add here avoids another allocate in scene.getNodes().\r\n for (const light of this.scene.lights) {\r\n nodeSet.add(light);\r\n }\r\n for (const camera of this.scene.cameras) {\r\n nodeSet.add(camera);\r\n }\r\n for (const transformNode of this.scene.transformNodes) {\r\n nodeSet.add(transformNode);\r\n }\r\n for (const skeleton of this.skeletons) {\r\n for (const bone of skeleton.bones) {\r\n nodeSet.add(bone);\r\n }\r\n }\r\n for (const addedNode of addedNodes) {\r\n // If node was added to the scene, but parent is not in the scene, break the relationship\r\n if (addedNode.parent && !nodeSet.has(addedNode.parent)) {\r\n // Use setParent to keep transform if possible\r\n if ((addedNode as TransformNode).setParent) {\r\n (addedNode as TransformNode).setParent(null);\r\n } else {\r\n addedNode.parent = null;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets in the container from the scene\r\n */\r\n public removeAllFromScene() {\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.removeAllFromScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\r\n this._wasAddedToScene = false;\r\n\r\n this.removeFromScene(null);\r\n\r\n if (this.environmentTexture === this.scene.environmentTexture) {\r\n this.scene.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Removes assets in the container from the scene\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public removeFromScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n for (const o of this.cameras) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeCamera(o);\r\n }\r\n for (const o of this.lights) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeLight(o);\r\n }\r\n for (const o of this.meshes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeMesh(o, true);\r\n }\r\n for (const o of this.skeletons) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeSkeleton(o);\r\n }\r\n for (const o of this.animations) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeAnimation(o);\r\n }\r\n for (const o of this.animationGroups) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeAnimationGroup(o);\r\n }\r\n for (const o of this.multiMaterials) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeMultiMaterial(o);\r\n }\r\n for (const o of this.materials) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeMaterial(o);\r\n }\r\n for (const o of this.morphTargetManagers) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeMorphTargetManager(o);\r\n }\r\n for (const o of this.geometries) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeGeometry(o);\r\n }\r\n for (const o of this.transformNodes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeTransformNode(o);\r\n }\r\n for (const o of this.actionManagers) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeActionManager(o);\r\n }\r\n for (const o of this.textures) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeTexture(o);\r\n }\r\n for (const o of this.reflectionProbes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeReflectionProbe(o);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes all the assets in the container\r\n */\r\n public dispose() {\r\n const cameras = this.cameras.slice(0);\r\n for (const camera of cameras) {\r\n camera.dispose();\r\n }\r\n this.cameras.length = 0;\r\n\r\n const lights = this.lights.slice(0);\r\n for (const light of lights) {\r\n light.dispose();\r\n }\r\n this.lights.length = 0;\r\n\r\n const meshes = this.meshes.slice(0);\r\n for (const mesh of meshes) {\r\n mesh.dispose();\r\n }\r\n this.meshes.length = 0;\r\n\r\n const skeletons = this.skeletons.slice(0);\r\n for (const skeleton of skeletons) {\r\n skeleton.dispose();\r\n }\r\n this.skeletons.length = 0;\r\n\r\n const animationGroups = this.animationGroups.slice(0);\r\n for (const animationGroup of animationGroups) {\r\n animationGroup.dispose();\r\n }\r\n this.animationGroups.length = 0;\r\n\r\n const multiMaterials = this.multiMaterials.slice(0);\r\n for (const multiMaterial of multiMaterials) {\r\n multiMaterial.dispose();\r\n }\r\n this.multiMaterials.length = 0;\r\n\r\n const materials = this.materials.slice(0);\r\n for (const material of materials) {\r\n material.dispose();\r\n }\r\n this.materials.length = 0;\r\n\r\n const geometries = this.geometries.slice(0);\r\n for (const geometry of geometries) {\r\n geometry.dispose();\r\n }\r\n this.geometries.length = 0;\r\n\r\n const transformNodes = this.transformNodes.slice(0);\r\n for (const transformNode of transformNodes) {\r\n transformNode.dispose();\r\n }\r\n this.transformNodes.length = 0;\r\n\r\n const actionManagers = this.actionManagers.slice(0);\r\n for (const actionManager of actionManagers) {\r\n actionManager.dispose();\r\n }\r\n this.actionManagers.length = 0;\r\n\r\n const textures = this.textures.slice(0);\r\n for (const texture of textures) {\r\n texture.dispose();\r\n }\r\n this.textures.length = 0;\r\n\r\n const reflectionProbes = this.reflectionProbes.slice(0);\r\n for (const reflectionProbe of reflectionProbes) {\r\n reflectionProbe.dispose();\r\n }\r\n this.reflectionProbes.length = 0;\r\n\r\n const morphTargetManagers = this.morphTargetManagers.slice(0);\r\n for (const morphTargetManager of morphTargetManagers) {\r\n morphTargetManager.dispose();\r\n }\r\n this.morphTargetManagers.length = 0;\r\n\r\n if (this.environmentTexture) {\r\n this.environmentTexture.dispose();\r\n this.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this, true);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n private _moveAssets<T>(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {\r\n if (!sourceAssets || !targetAssets) {\r\n return;\r\n }\r\n\r\n for (const asset of sourceAssets) {\r\n let move = true;\r\n if (keepAssets) {\r\n for (const keepAsset of keepAssets) {\r\n if (asset === keepAsset) {\r\n move = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (move) {\r\n targetAssets.push(asset);\r\n (asset as any)._parentContainer = this;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets contained in the scene and adds them to the container.\r\n * @param keepAssets Set of assets to keep in the scene. (default: empty)\r\n */\r\n public moveAllFromScene(keepAssets?: KeepAssets): void {\r\n this._wasAddedToScene = false;\r\n\r\n if (keepAssets === undefined) {\r\n keepAssets = new KeepAssets();\r\n }\r\n\r\n for (const key in this) {\r\n if (Object.prototype.hasOwnProperty.call(this, key)) {\r\n (<any>this)[key] = (<any>this)[key] || (key === \"_environmentTexture\" ? null : []);\r\n this._moveAssets((<any>this.scene)[key], (<any>this)[key], (<any>keepAssets)[key]);\r\n }\r\n }\r\n\r\n this.environmentTexture = this.scene.environmentTexture;\r\n\r\n this.removeAllFromScene();\r\n }\r\n\r\n /**\r\n * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\r\n * @returns the root mesh\r\n */\r\n public createRootMesh() {\r\n const rootMesh = new Mesh(\"assetContainerRootMesh\", this.scene);\r\n for (const m of this.meshes) {\r\n if (!m.parent) {\r\n rootMesh.addChild(m);\r\n }\r\n }\r\n this.meshes.unshift(rootMesh);\r\n return rootMesh;\r\n }\r\n\r\n /**\r\n * Merge animations (direct and animation groups) from this asset container into a scene\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param animatables set of animatables to retarget to a node from the scene\r\n * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\r\n * @returns an array of the new AnimationGroup added to the scene (empty array if none)\r\n */\r\n public mergeAnimationsTo(\r\n scene: Nullable<Scene> = EngineStore.LastCreatedScene,\r\n animatables: Animatable[],\r\n targetConverter: Nullable<(target: any) => Nullable<Node>> = null\r\n ): AnimationGroup[] {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to merge animations to\");\r\n return [];\r\n }\r\n\r\n const _targetConverter = targetConverter\r\n ? targetConverter\r\n : (target: any) => {\r\n let node = null;\r\n\r\n const targetProperty = target.animations.length ? target.animations[0].targetProperty : \"\";\r\n /*\r\n BabylonJS adds special naming to targets that are children of nodes.\r\n This name attempts to remove that special naming to get the parent nodes name in case the target\r\n can't be found in the node tree\r\n\r\n Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with \"Torso\" which is the name\r\n of the primitive's parent.\r\n */\r\n const name = target.name.split(\".\").join(\"\").split(\"_primitive\")[0];\r\n\r\n switch (targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);\r\n break;\r\n case \"influence\":\r\n node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);\r\n break;\r\n default:\r\n node = scene.getNodeByName(target.name) || scene.getNodeByName(name);\r\n }\r\n\r\n return node;\r\n };\r\n\r\n // Copy new node animations\r\n const nodesInAC = this.getNodes();\r\n for (const nodeInAC of nodesInAC) {\r\n const nodeInScene = _targetConverter(nodeInAC);\r\n if (nodeInScene !== null) {\r\n // Remove old animations with same target property as a new one\r\n for (const animationInAC of nodeInAC.animations) {\r\n // Doing treatment on an array for safety measure\r\n const animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {\r\n return animationInScene.targetProperty === animationInAC.targetProperty;\r\n });\r\n for (const animationWithSameProperty of animationsWithSameProperty) {\r\n const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);\r\n if (index > -1) {\r\n nodeInScene.animations.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n // Append new animations\r\n nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);\r\n }\r\n }\r\n\r\n const newAnimationGroups: AnimationGroup[] = [];\r\n\r\n // Copy new animation groups\r\n const animationGroups = this.animationGroups.slice();\r\n for (const animationGroupInAC of animationGroups) {\r\n // Clone the animation group and all its animatables\r\n newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));\r\n\r\n // Remove animatables related to the asset container\r\n for (const animatable of animationGroupInAC.animatables) {\r\n animatable.stop();\r\n }\r\n }\r\n\r\n // Retarget animatables\r\n for (const animatable of animatables) {\r\n const target = _targetConverter(animatable.target);\r\n\r\n if (target) {\r\n // Clone the animatable and retarget it\r\n scene.beginAnimation(\r\n target,\r\n animatable.fromFrame,\r\n animatable.toFrame,\r\n animatable.loopAnimation,\r\n animatable.speedRatio,\r\n animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined,\r\n undefined,\r\n true,\r\n undefined,\r\n animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined\r\n );\r\n\r\n // Stop animation for the target in the asset container\r\n scene.stopAnimation(animatable.target);\r\n }\r\n }\r\n\r\n return newAnimationGroups;\r\n }\r\n\r\n /**\r\n * @since 6.15.0\r\n * This method checks for any node that has no parent\r\n * and is not in the rootNodes array, and adds the node\r\n * there, if so.\r\n */\r\n public populateRootNodes() {\r\n this.rootNodes.length = 0;\r\n for (const m of this.meshes) {\r\n if (!m.parent && this.rootNodes.indexOf(m) === -1) {\r\n this.rootNodes.push(m);\r\n }\r\n }\r\n for (const t of this.transformNodes) {\r\n if (!t.parent && this.rootNodes.indexOf(t) === -1) {\r\n this.rootNodes.push(t);\r\n }\r\n }\r\n for (const l of this.lights) {\r\n if (!l.parent && this.rootNodes.indexOf(l) === -1) {\r\n this.rootNodes.push(l);\r\n }\r\n }\r\n for (const c of this.cameras) {\r\n if (!c.parent && this.rootNodes.indexOf(c) === -1) {\r\n this.rootNodes.push(c);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @since 6.26.0\r\n * Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons/animation groups to the container.\r\n * @param root root node\r\n */\r\n public addAllAssetsToContainer(root: Node) {\r\n if (!root) {\r\n return;\r\n }\r\n\r\n const nodesToVisit: Node[] = [];\r\n const visitedNodes = new Set<Node>();\r\n\r\n nodesToVisit.push(root);\r\n\r\n while (nodesToVisit.length > 0) {\r\n const nodeToVisit = nodesToVisit.pop()!;\r\n\r\n if (nodeToVisit instanceof Mesh) {\r\n if (nodeToVisit.geometry && this.geometries.indexOf(nodeToVisit.geometry) === -1) {\r\n this.geometries.push(nodeToVisit.geometry);\r\n }\r\n this.meshes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof InstancedMesh) {\r\n this.meshes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof TransformNode) {\r\n this.transformNodes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof Light) {\r\n this.lights.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof Camera) {\r\n this.cameras.push(nodeToVisit);\r\n }\r\n\r\n if (nodeToVisit instanceof AbstractMesh) {\r\n if (nodeToVisit.material && this.materials.indexOf(nodeToVisit.material) === -1) {\r\n this.materials.push(nodeToVisit.material);\r\n for (const texture of nodeToVisit.material.getActiveTextures()) {\r\n if (this.textures.indexOf(texture) === -1) {\r\n this.textures.push(texture);\r\n }\r\n }\r\n }\r\n\r\n if (nodeToVisit.skeleton && this.skeletons.indexOf(nodeToVisit.skeleton) === -1) {\r\n this.skeletons.push(nodeToVisit.skeleton);\r\n }\r\n\r\n if (nodeToVisit.morphTargetManager && this.morphTargetManagers.indexOf(nodeToVisit.morphTargetManager) === -1) {\r\n this.morphTargetManagers.push(nodeToVisit.morphTargetManager);\r\n }\r\n }\r\n\r\n for (const child of nodeToVisit.getChildren()) {\r\n if (!visitedNodes.has(child)) {\r\n nodesToVisit.push(child);\r\n }\r\n }\r\n\r\n visitedNodes.add(nodeToVisit);\r\n }\r\n\r\n this.populateRootNodes();\r\n }\r\n\r\n /**\r\n * Get from a list of objects by tags\r\n * @param list the list of objects to use\r\n * @param tagsQuery the query to use\r\n * @param filter a predicate to filter for tags\r\n * @returns\r\n */\r\n private _getByTags<T>(list: T[], tagsQuery: string, filter?: (item: T) => boolean): T[] {\r\n if (tagsQuery === undefined) {\r\n // returns the complete list (could be done with Tags.MatchesQuery but no need to have a for-loop here)\r\n return list;\r\n }\r\n\r\n const listByTags = [];\r\n\r\n for (const i in list) {\r\n const item = list[i];\r\n if (Tags && Tags.MatchesQuery(item, tagsQuery) && (!filter || filter(item))) {\r\n listByTags.push(item);\r\n }\r\n }\r\n\r\n return listByTags;\r\n }\r\n\r\n /**\r\n * Get a list of meshes by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of Mesh\r\n */\r\n public getMeshesByTags(tagsQuery: string, filter?: (mesh: AbstractMesh) => boolean): AbstractMesh[] {\r\n return this._getByTags(this.meshes, tagsQuery, filter);\r\n }\r\n\r\n /**\r\n * Get a list of cameras by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of Camera\r\n */\r\n public getCamerasByTags(tagsQuery: string, filter?: (camera: Camera) => boolean): Camera[] {\r\n return this._getByTags(this.cameras, tagsQuery, filter);\r\n }\r\n\r\n /**\r\n * Get a list of lights by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of Light\r\n */\r\n public getLightsByTags(tagsQuery: string, filter?: (light: Light) => boolean): Light[] {\r\n return this._getByTags(this.lights, tagsQuery, filter);\r\n }\r\n\r\n /**\r\n * Get a list of materials by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of Material\r\n */\r\n public getMaterialsByTags(tagsQuery: string, filter?: (material: Material) => boolean): Material[] {\r\n return this._getByTags(this.materials, tagsQuery, filter).concat(this._getByTags(this.multiMaterials, tagsQuery, filter));\r\n }\r\n\r\n /**\r\n * Get a list of transform nodes by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of TransformNode\r\n */\r\n public getTransformNodesByTags(tagsQuery: string, filter?: (transform: TransformNode) => boolean): TransformNode[] {\r\n return this._getByTags(this.transformNodes, tagsQuery, filter);\r\n }\r\n}\r\n"]}
1
+ 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type { Scene } from \"./scene\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport { type Animatable } from \"./Animations/animatable.core\";\r\nimport { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport { Logger } from \"./Misc/logger\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { Node } from \"./node\";\r\nimport type { Observer } from \"./Misc/observable\";\r\nimport type { AbstractEngine } from \"./Engines/abstractEngine\";\r\nimport { InstancedMesh } from \"./Meshes/instancedMesh\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { Tools } from \"./Misc/tools\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { IAssetContainer } from \"./IAssetContainer\";\r\nimport type { Animation } from \"./Animations/animation\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { PostProcess } from \"./PostProcesses/postProcess\";\r\nimport type { Sound } from \"./Audio/sound\";\r\nimport type { Layer } from \"./Layers/layer\";\r\nimport type { EffectLayer } from \"./Layers/effectLayer\";\r\nimport type { ReflectionProbe } from \"./Probes/reflectionProbe\";\r\nimport type { LensFlareSystem } from \"./LensFlares/lensFlareSystem\";\r\nimport type { ProceduralTexture } from \"./Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Tags } from \"./Misc/tags\";\r\n\r\n/**\r\n * Root class for AssetContainer and KeepAssets\r\n */\r\nexport class AbstractAssetContainer implements IAssetContainer {\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\n public cameras: Camera[] = [];\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\n public lights: Light[] = [];\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\n public particleSystems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\n public multiMaterials: MultiMaterial[] = [];\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\n public materials: Material[] = [];\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph\r\n */\r\n public morphTargetManagers: MorphTargetManager[] = [];\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n public geometries: Geometry[] = [];\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node\r\n */\r\n public transformNodes: TransformNode[] = [];\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n * @deprecated\r\n */\r\n public actionManagers: AbstractActionManager[] = [];\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n public textures: BaseTexture[] = [];\r\n\r\n /** @internal */\r\n protected _environmentTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentTexture(): Nullable<BaseTexture> {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(value: Nullable<BaseTexture>) {\r\n this._environmentTexture = value;\r\n }\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n public postProcesses: PostProcess[] = [];\r\n\r\n /**\r\n * The list of sounds\r\n */\r\n public sounds: Nullable<Sound[]> = null;\r\n\r\n /**\r\n * The list of effect layers added to the scene\r\n */\r\n public effectLayers: EffectLayer[] = [];\r\n\r\n /**\r\n * The list of layers added to the scene\r\n */\r\n public layers: Layer[] = [];\r\n\r\n /**\r\n * The list of reflection probes added to the scene\r\n */\r\n public reflectionProbes: ReflectionProbe[] = [];\r\n\r\n /**\r\n * The list of lens flare systems added to the scene\r\n */\r\n public lensFlareSystems: LensFlareSystem[];\r\n\r\n /**\r\n * The list of procedural textures added to the scene\r\n */\r\n public proceduralTextures: ProceduralTexture[];\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n public getNodes(): Array<Node> {\r\n let nodes: Node[] = [];\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n for (const skeleton of this.skeletons) {\r\n nodes = nodes.concat(skeleton.bones);\r\n }\r\n return nodes;\r\n }\r\n}\r\n\r\n/**\r\n * Set of assets to keep when moving a scene into an asset container.\r\n */\r\nexport class KeepAssets extends AbstractAssetContainer {}\r\n\r\n/**\r\n * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function\r\n */\r\nexport class InstantiatedEntries {\r\n /**\r\n * List of new root nodes (eg. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /**\r\n * List of new skeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * List of new animation groups\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * Disposes the instantiated entries from the scene\r\n */\r\n public dispose() {\r\n const rootNodes = this.rootNodes;\r\n for (const rootNode of rootNodes) {\r\n rootNode.dispose();\r\n }\r\n rootNodes.length = 0;\r\n\r\n const skeletons = this.skeletons;\r\n for (const skeleton of skeletons) {\r\n skeleton.dispose();\r\n }\r\n skeletons.length = 0;\r\n\r\n const animationGroups = this.animationGroups;\r\n for (const animationGroup of animationGroups) {\r\n animationGroup.dispose();\r\n }\r\n animationGroups.length = 0;\r\n }\r\n}\r\n\r\n/**\r\n * Container with a set of assets that can be added or removed from a scene.\r\n */\r\nexport class AssetContainer extends AbstractAssetContainer {\r\n private _wasAddedToScene = false;\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * The scene the AssetContainer belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Instantiates an AssetContainer.\r\n * @param scene The scene the AssetContainer belongs to.\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n this[\"proceduralTextures\"] = [];\r\n\r\n scene.onDisposeObservable.add(() => {\r\n if (!this._wasAddedToScene) {\r\n this.dispose();\r\n }\r\n });\r\n\r\n this._onContextRestoredObserver = scene.getEngine().onContextRestoredObservable.add(() => {\r\n for (const geometry of this.geometries) {\r\n geometry._rebuild();\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n mesh._rebuild();\r\n }\r\n\r\n for (const system of this.particleSystems) {\r\n system.rebuild();\r\n }\r\n\r\n for (const texture of this.textures) {\r\n texture._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Given a list of nodes, return a topological sorting of them.\r\n * @param nodes\r\n * @returns a sorted array of nodes\r\n */\r\n private _topologicalSort(nodes: Node[]): Node[] {\r\n const nodesUidMap = new Map<number, Node>();\r\n\r\n for (const node of nodes) {\r\n nodesUidMap.set(node.uniqueId, node);\r\n }\r\n\r\n const dependencyGraph = {\r\n dependsOn: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes it depends on\r\n dependedBy: new Map<number, Set<number>>(), // given a node id, what are the ids of the nodes that depend on it\r\n };\r\n\r\n // Build the dependency graph given the list of nodes\r\n\r\n // First pass: Initialize the empty dependency graph\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n dependencyGraph.dependsOn.set(nodeId, new Set<number>());\r\n dependencyGraph.dependedBy.set(nodeId, new Set<number>());\r\n }\r\n\r\n // Second pass: Populate the dependency graph. We assume that we\r\n // don't need to check for cycles here, as the scene graph cannot\r\n // contain cycles. Our graph also already contains all transitive\r\n // dependencies because getDescendants returns the transitive\r\n // dependencies by default.\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n const dependsOn = dependencyGraph.dependsOn.get(nodeId)!;\r\n if (node instanceof InstancedMesh) {\r\n const masterMesh = node.sourceMesh;\r\n if (nodesUidMap.has(masterMesh.uniqueId)) {\r\n dependsOn.add(masterMesh.uniqueId);\r\n dependencyGraph.dependedBy.get(masterMesh.uniqueId)!.add(nodeId);\r\n }\r\n }\r\n const dependedBy = dependencyGraph.dependedBy.get(nodeId)!;\r\n\r\n for (const child of node.getDescendants()) {\r\n const childId = child.uniqueId;\r\n if (nodesUidMap.has(childId)) {\r\n dependedBy.add(childId);\r\n\r\n const childDependsOn = dependencyGraph.dependsOn.get(childId)!;\r\n childDependsOn.add(nodeId);\r\n }\r\n }\r\n }\r\n\r\n // Third pass: Topological sort\r\n const sortedNodes: Node[] = [];\r\n\r\n // First: Find all nodes that have no dependencies\r\n const leaves: Node[] = [];\r\n for (const node of nodes) {\r\n const nodeId = node.uniqueId;\r\n if (dependencyGraph.dependsOn.get(nodeId)!.size === 0) {\r\n leaves.push(node);\r\n nodesUidMap.delete(nodeId);\r\n }\r\n }\r\n\r\n const visitList = leaves;\r\n while (visitList.length > 0) {\r\n const nodeToVisit = visitList.shift()!;\r\n\r\n sortedNodes.push(nodeToVisit);\r\n\r\n // Remove the node from the dependency graph\r\n // When a node is visited, we know that dependsOn is empty.\r\n // So we only need to remove the node from dependedBy.\r\n const dependedByVisitedNode = dependencyGraph.dependedBy.get(nodeToVisit.uniqueId)!;\r\n // Array.from(x.values()) is to make the TS compiler happy\r\n for (const dependedByVisitedNodeId of Array.from(dependedByVisitedNode.values())) {\r\n const dependsOnDependedByVisitedNode = dependencyGraph.dependsOn.get(dependedByVisitedNodeId)!;\r\n dependsOnDependedByVisitedNode.delete(nodeToVisit.uniqueId);\r\n\r\n if (dependsOnDependedByVisitedNode.size === 0 && nodesUidMap.get(dependedByVisitedNodeId)) {\r\n visitList.push(nodesUidMap.get(dependedByVisitedNodeId)!);\r\n nodesUidMap.delete(dependedByVisitedNodeId);\r\n }\r\n }\r\n }\r\n\r\n if (nodesUidMap.size > 0) {\r\n Logger.Error(\"SceneSerializer._topologicalSort: There were unvisited nodes:\");\r\n nodesUidMap.forEach((node) => {\r\n Logger.Error(node.name);\r\n });\r\n }\r\n\r\n return sortedNodes;\r\n }\r\n\r\n private _addNodeAndDescendantsToList(list: Node[], addedIds: Set<number>, rootNode?: Node, predicate?: (entity: any) => boolean) {\r\n if (!rootNode || (predicate && !predicate(rootNode)) || addedIds.has(rootNode.uniqueId)) {\r\n return;\r\n }\r\n\r\n list.push(rootNode);\r\n addedIds.add(rootNode.uniqueId);\r\n\r\n for (const child of rootNode.getDescendants(true)) {\r\n this._addNodeAndDescendantsToList(list, addedIds, child, predicate);\r\n }\r\n }\r\n\r\n /**\r\n * Check if a specific node is contained in this asset container.\r\n * @param node the node to check\r\n * @returns true if the node is contained in this container, otherwise false.\r\n */\r\n private _isNodeInContainer(node: Node) {\r\n if (node instanceof AbstractMesh && this.meshes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof TransformNode && this.transformNodes.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Light && this.lights.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n if (node instanceof Camera && this.cameras.indexOf(node) !== -1) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * For every node in the scene, check if its parent node is also in the scene.\r\n * @returns true if every node's parent is also in the scene, otherwise false.\r\n */\r\n private _isValidHierarchy() {\r\n for (const node of this.meshes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.transformNodes) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.lights) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n for (const node of this.cameras) {\r\n if (node.parent && !this._isNodeInContainer(node.parent)) {\r\n Logger.Warn(`Node ${node.name} has a parent that is not in the container.`);\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Instantiate or clone all meshes and add the new ones to the scene.\r\n * Skeletons and animation groups will all be cloned\r\n * @param nameFunction defines an optional function used to get new names for clones\r\n * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\r\n * @param options defines an optional list of options to control how to instantiate / clone models\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.predicate defines a predicate used to filter whih mesh to instantiate/clone\r\n * @returns a list of rootNodes, skeletons and animation groups that were duplicated\r\n */\r\n public instantiateModelsToScene(\r\n nameFunction?: (sourceName: string) => string,\r\n cloneMaterials = false,\r\n options?: { doNotInstantiate?: boolean | ((node: Node) => boolean); predicate?: (entity: any) => boolean }\r\n ): InstantiatedEntries {\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.InstantiateModelsToScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n const conversionMap: { [key: number]: number } = {};\r\n const storeMap: { [key: number]: any } = {};\r\n const result = new InstantiatedEntries();\r\n const alreadySwappedSkeletons: Skeleton[] = [];\r\n const alreadySwappedMaterials: Material[] = [];\r\n\r\n const localOptions = {\r\n doNotInstantiate: true,\r\n ...options,\r\n };\r\n\r\n const onClone = (source: Node, clone: Node) => {\r\n conversionMap[source.uniqueId] = clone.uniqueId;\r\n storeMap[clone.uniqueId] = clone;\r\n\r\n if (nameFunction) {\r\n clone.name = nameFunction(source.name);\r\n }\r\n\r\n if (clone instanceof Mesh) {\r\n const clonedMesh = clone;\r\n\r\n if (clonedMesh.morphTargetManager) {\r\n const oldMorphTargetManager = (source as Mesh).morphTargetManager!;\r\n clonedMesh.morphTargetManager = oldMorphTargetManager.clone();\r\n\r\n for (let index = 0; index < oldMorphTargetManager.numTargets; index++) {\r\n const oldTarget = oldMorphTargetManager.getTarget(index);\r\n const newTarget = clonedMesh.morphTargetManager.getTarget(index);\r\n\r\n conversionMap[oldTarget.uniqueId] = newTarget.uniqueId;\r\n storeMap[newTarget.uniqueId] = newTarget;\r\n }\r\n }\r\n }\r\n };\r\n\r\n const nodesToSort: Node[] = [];\r\n const idsOnSortList = new Set<number>();\r\n\r\n for (const transformNode of this.transformNodes) {\r\n if (transformNode.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, transformNode, localOptions.predicate);\r\n }\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n if (mesh.parent === null) {\r\n this._addNodeAndDescendantsToList(nodesToSort, idsOnSortList, mesh, localOptions.predicate);\r\n }\r\n }\r\n\r\n // Topologically sort nodes by parenting/instancing relationships so that all resources are in place\r\n // when a given node is instantiated.\r\n const sortedNodes = this._topologicalSort(nodesToSort);\r\n\r\n const onNewCreated = (source: Node, clone: Node) => {\r\n onClone(source, clone);\r\n\r\n if (source.parent) {\r\n const replicatedParentId = conversionMap[source.parent.uniqueId];\r\n const replicatedParent = storeMap[replicatedParentId];\r\n\r\n if (replicatedParent) {\r\n clone.parent = replicatedParent;\r\n } else {\r\n clone.parent = source.parent;\r\n }\r\n }\r\n\r\n if ((clone as any).position && (source as any).position) {\r\n (clone as any).position.copyFrom((source as any).position);\r\n }\r\n if ((clone as any).rotationQuaternion && (source as any).rotationQuaternion) {\r\n (clone as any).rotationQuaternion.copyFrom((source as any).rotationQuaternion);\r\n }\r\n if ((clone as any).rotation && (source as any).rotation) {\r\n (clone as any).rotation.copyFrom((source as any).rotation);\r\n }\r\n if ((clone as any).scaling && (source as any).scaling) {\r\n (clone as any).scaling.copyFrom((source as any).scaling);\r\n }\r\n\r\n if ((clone as any).material) {\r\n const mesh = clone as AbstractMesh;\r\n\r\n if (mesh.material) {\r\n if (cloneMaterials) {\r\n const sourceMaterial = (source as AbstractMesh).material!;\r\n\r\n if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {\r\n let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : \"Clone of \" + sourceMaterial.name)!;\r\n alreadySwappedMaterials.push(sourceMaterial);\r\n conversionMap[sourceMaterial.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n\r\n if (sourceMaterial.getClassName() === \"MultiMaterial\") {\r\n const multi = sourceMaterial as MultiMaterial;\r\n\r\n for (const material of multi.subMaterials) {\r\n if (!material) {\r\n continue;\r\n }\r\n swap = material.clone(nameFunction ? nameFunction(material.name) : \"Clone of \" + material.name)!;\r\n alreadySwappedMaterials.push(material);\r\n conversionMap[material.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n }\r\n\r\n multi.subMaterials = multi.subMaterials.map((m) => m && storeMap[conversionMap[m.uniqueId]]);\r\n }\r\n }\r\n\r\n if (mesh.getClassName() !== \"InstancedMesh\") {\r\n mesh.material = storeMap[conversionMap[sourceMaterial.uniqueId]];\r\n }\r\n } else {\r\n if (mesh.material.getClassName() === \"MultiMaterial\") {\r\n if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {\r\n this.scene.addMultiMaterial(mesh.material as MultiMaterial);\r\n }\r\n } else {\r\n if (this.scene.materials.indexOf(mesh.material) === -1) {\r\n this.scene.addMaterial(mesh.material);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (clone.parent === null) {\r\n result.rootNodes.push(clone);\r\n }\r\n };\r\n\r\n for (const node of sortedNodes) {\r\n if (node.getClassName() === \"InstancedMesh\") {\r\n const instancedNode = node as InstancedMesh;\r\n const sourceMesh = instancedNode.sourceMesh;\r\n const replicatedSourceId = conversionMap[sourceMesh.uniqueId];\r\n const replicatedSource = typeof replicatedSourceId === \"number\" ? storeMap[replicatedSourceId] : sourceMesh;\r\n const replicatedInstancedNode = replicatedSource.createInstance(instancedNode.name);\r\n onNewCreated(instancedNode, replicatedInstancedNode);\r\n } else {\r\n // Mesh or TransformNode\r\n let canInstance = true;\r\n if (\r\n node.getClassName() === \"TransformNode\" ||\r\n node.getClassName() === \"Node\" ||\r\n (node as Mesh).skeleton ||\r\n !(node as any).getTotalVertices ||\r\n (node as Mesh).getTotalVertices() === 0\r\n ) {\r\n // Transform nodes, skinned meshes, and meshes with no vertices can never be instanced!\r\n canInstance = false;\r\n } else if (localOptions.doNotInstantiate) {\r\n if (typeof localOptions.doNotInstantiate === \"function\") {\r\n canInstance = !localOptions.doNotInstantiate(node);\r\n } else {\r\n canInstance = !localOptions.doNotInstantiate;\r\n }\r\n }\r\n const replicatedNode = canInstance ? (node as Mesh).createInstance(`instance of ${node.name}`) : node.clone(`Clone of ${node.name}`, null, true);\r\n if (!replicatedNode) {\r\n throw new Error(`Could not clone or instantiate node on Asset Container ${node.name}`);\r\n }\r\n onNewCreated(node, replicatedNode);\r\n }\r\n }\r\n\r\n for (const s of this.skeletons) {\r\n if (localOptions.predicate && !localOptions.predicate(s)) {\r\n continue;\r\n }\r\n\r\n const clone = s.clone(nameFunction ? nameFunction(s.name) : \"Clone of \" + s.name);\r\n\r\n for (const m of this.meshes) {\r\n if (m.skeleton === s && !m.isAnInstance) {\r\n const copy = storeMap[conversionMap[m.uniqueId]] as Mesh;\r\n if (!copy || copy.isAnInstance) {\r\n continue;\r\n }\r\n copy.skeleton = clone;\r\n\r\n if (alreadySwappedSkeletons.indexOf(clone) !== -1) {\r\n continue;\r\n }\r\n\r\n alreadySwappedSkeletons.push(clone);\r\n\r\n // Check if bones are mesh linked\r\n for (const bone of clone.bones) {\r\n if (bone._linkedTransformNode) {\r\n bone._linkedTransformNode = storeMap[conversionMap[bone._linkedTransformNode.uniqueId]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n result.skeletons.push(clone);\r\n }\r\n\r\n for (const o of this.animationGroups) {\r\n if (localOptions.predicate && !localOptions.predicate(o)) {\r\n continue;\r\n }\r\n\r\n const clone = o.clone(nameFunction ? nameFunction(o.name) : \"Clone of \" + o.name, (oldTarget) => {\r\n const newTarget = storeMap[conversionMap[oldTarget.uniqueId]];\r\n\r\n return newTarget || oldTarget;\r\n });\r\n\r\n result.animationGroups.push(clone);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds all the assets from the container to the scene.\r\n */\r\n public addAllToScene() {\r\n if (this._wasAddedToScene) {\r\n return;\r\n }\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.addAllToScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\r\n this._wasAddedToScene = true;\r\n\r\n this.addToScene(null);\r\n\r\n if (this.environmentTexture) {\r\n this.scene.environmentTexture = this.environmentTexture;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.addFromContainer(this);\r\n }\r\n\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n\r\n /**\r\n * Adds assets from the container to the scene.\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public addToScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n const addedNodes: Node[] = [];\r\n for (const o of this.cameras) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addCamera(o);\r\n addedNodes.push(o);\r\n }\r\n for (const o of this.lights) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addLight(o);\r\n addedNodes.push(o);\r\n }\r\n for (const o of this.meshes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addMesh(o);\r\n addedNodes.push(o);\r\n }\r\n for (const o of this.skeletons) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addSkeleton(o);\r\n }\r\n for (const o of this.animations) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addAnimation(o);\r\n }\r\n for (const o of this.animationGroups) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addAnimationGroup(o);\r\n }\r\n for (const o of this.multiMaterials) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addMultiMaterial(o);\r\n }\r\n for (const o of this.materials) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addMaterial(o);\r\n }\r\n for (const o of this.morphTargetManagers) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addMorphTargetManager(o);\r\n }\r\n for (const o of this.geometries) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addGeometry(o);\r\n }\r\n for (const o of this.transformNodes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addTransformNode(o);\r\n addedNodes.push(o);\r\n }\r\n for (const o of this.actionManagers) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addActionManager(o);\r\n }\r\n for (const o of this.textures) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addTexture(o);\r\n }\r\n for (const o of this.reflectionProbes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.addReflectionProbe(o);\r\n }\r\n\r\n // No more nodes added to scene after this line, so it's safe to make a \"snapshot\" of nodes\r\n if (addedNodes.length) {\r\n // build the nodeSet only if needed\r\n const nodeSet = new Set<Node>(this.scene.meshes);\r\n // benchmark shows Set constructor and Set.add have similar performance,\r\n // but using Set.add here avoids another allocate in scene.getNodes().\r\n for (const light of this.scene.lights) {\r\n nodeSet.add(light);\r\n }\r\n for (const camera of this.scene.cameras) {\r\n nodeSet.add(camera);\r\n }\r\n for (const transformNode of this.scene.transformNodes) {\r\n nodeSet.add(transformNode);\r\n }\r\n for (const skeleton of this.skeletons) {\r\n for (const bone of skeleton.bones) {\r\n nodeSet.add(bone);\r\n }\r\n }\r\n for (const addedNode of addedNodes) {\r\n // If node was added to the scene, but parent is not in the scene, break the relationship\r\n if (addedNode.parent && !nodeSet.has(addedNode.parent)) {\r\n // Use setParent to keep transform if possible\r\n if ((addedNode as TransformNode).setParent) {\r\n (addedNode as TransformNode).setParent(null);\r\n } else {\r\n addedNode.parent = null;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets in the container from the scene\r\n */\r\n public removeAllFromScene() {\r\n if (!this._isValidHierarchy()) {\r\n Tools.Warn(\"SceneSerializer.removeAllFromScene: The Asset Container hierarchy is not valid.\");\r\n }\r\n\r\n this._wasAddedToScene = false;\r\n\r\n this.removeFromScene(null);\r\n\r\n if (this.environmentTexture === this.scene.environmentTexture) {\r\n this.scene.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Removes assets in the container from the scene\r\n * @param predicate defines a predicate used to select which entity will be added (can be null)\r\n */\r\n public removeFromScene(predicate: Nullable<(entity: any) => boolean> = null) {\r\n for (const o of this.cameras) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeCamera(o);\r\n }\r\n for (const o of this.lights) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeLight(o);\r\n }\r\n for (const o of this.meshes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeMesh(o, true);\r\n }\r\n for (const o of this.skeletons) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeSkeleton(o);\r\n }\r\n for (const o of this.animations) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeAnimation(o);\r\n }\r\n for (const o of this.animationGroups) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeAnimationGroup(o);\r\n }\r\n for (const o of this.multiMaterials) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeMultiMaterial(o);\r\n }\r\n for (const o of this.materials) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeMaterial(o);\r\n }\r\n for (const o of this.morphTargetManagers) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeMorphTargetManager(o);\r\n }\r\n for (const o of this.geometries) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeGeometry(o);\r\n }\r\n for (const o of this.transformNodes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeTransformNode(o);\r\n }\r\n for (const o of this.actionManagers) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeActionManager(o);\r\n }\r\n for (const o of this.textures) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeTexture(o);\r\n }\r\n for (const o of this.reflectionProbes) {\r\n if (predicate && !predicate(o)) {\r\n continue;\r\n }\r\n this.scene.removeReflectionProbe(o);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes all the assets in the container\r\n */\r\n public dispose() {\r\n const cameras = this.cameras.slice(0);\r\n for (const camera of cameras) {\r\n camera.dispose();\r\n }\r\n this.cameras.length = 0;\r\n\r\n const lights = this.lights.slice(0);\r\n for (const light of lights) {\r\n light.dispose();\r\n }\r\n this.lights.length = 0;\r\n\r\n const meshes = this.meshes.slice(0);\r\n for (const mesh of meshes) {\r\n mesh.dispose();\r\n }\r\n this.meshes.length = 0;\r\n\r\n const skeletons = this.skeletons.slice(0);\r\n for (const skeleton of skeletons) {\r\n skeleton.dispose();\r\n }\r\n this.skeletons.length = 0;\r\n\r\n const animationGroups = this.animationGroups.slice(0);\r\n for (const animationGroup of animationGroups) {\r\n animationGroup.dispose();\r\n }\r\n this.animationGroups.length = 0;\r\n\r\n const multiMaterials = this.multiMaterials.slice(0);\r\n for (const multiMaterial of multiMaterials) {\r\n multiMaterial.dispose();\r\n }\r\n this.multiMaterials.length = 0;\r\n\r\n const materials = this.materials.slice(0);\r\n for (const material of materials) {\r\n material.dispose();\r\n }\r\n this.materials.length = 0;\r\n\r\n const geometries = this.geometries.slice(0);\r\n for (const geometry of geometries) {\r\n geometry.dispose();\r\n }\r\n this.geometries.length = 0;\r\n\r\n const transformNodes = this.transformNodes.slice(0);\r\n for (const transformNode of transformNodes) {\r\n transformNode.dispose();\r\n }\r\n this.transformNodes.length = 0;\r\n\r\n const actionManagers = this.actionManagers.slice(0);\r\n for (const actionManager of actionManagers) {\r\n actionManager.dispose();\r\n }\r\n this.actionManagers.length = 0;\r\n\r\n const textures = this.textures.slice(0);\r\n for (const texture of textures) {\r\n texture.dispose();\r\n }\r\n this.textures.length = 0;\r\n\r\n const reflectionProbes = this.reflectionProbes.slice(0);\r\n for (const reflectionProbe of reflectionProbes) {\r\n reflectionProbe.dispose();\r\n }\r\n this.reflectionProbes.length = 0;\r\n\r\n const morphTargetManagers = this.morphTargetManagers.slice(0);\r\n for (const morphTargetManager of morphTargetManagers) {\r\n morphTargetManager.dispose();\r\n }\r\n this.morphTargetManagers.length = 0;\r\n\r\n if (this.environmentTexture) {\r\n this.environmentTexture.dispose();\r\n this.environmentTexture = null;\r\n }\r\n\r\n for (const component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this, true);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n private _moveAssets<T>(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {\r\n if (!sourceAssets || !targetAssets) {\r\n return;\r\n }\r\n\r\n for (const asset of sourceAssets) {\r\n let move = true;\r\n if (keepAssets) {\r\n for (const keepAsset of keepAssets) {\r\n if (asset === keepAsset) {\r\n move = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (move) {\r\n targetAssets.push(asset);\r\n (asset as any)._parentContainer = this;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets contained in the scene and adds them to the container.\r\n * @param keepAssets Set of assets to keep in the scene. (default: empty)\r\n */\r\n public moveAllFromScene(keepAssets?: KeepAssets): void {\r\n this._wasAddedToScene = false;\r\n\r\n if (keepAssets === undefined) {\r\n keepAssets = new KeepAssets();\r\n }\r\n\r\n for (const key in this) {\r\n if (Object.prototype.hasOwnProperty.call(this, key)) {\r\n (<any>this)[key] = (<any>this)[key] || (key === \"_environmentTexture\" ? null : []);\r\n this._moveAssets((<any>this.scene)[key], (<any>this)[key], (<any>keepAssets)[key]);\r\n }\r\n }\r\n\r\n this.environmentTexture = this.scene.environmentTexture;\r\n\r\n this.removeAllFromScene();\r\n }\r\n\r\n /**\r\n * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\r\n * @returns the root mesh\r\n */\r\n public createRootMesh() {\r\n const rootMesh = new Mesh(\"assetContainerRootMesh\", this.scene);\r\n for (const m of this.meshes) {\r\n if (!m.parent) {\r\n rootMesh.addChild(m);\r\n }\r\n }\r\n this.meshes.unshift(rootMesh);\r\n return rootMesh;\r\n }\r\n\r\n /**\r\n * Merge animations (direct and animation groups) from this asset container into a scene\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param animatables set of animatables to retarget to a node from the scene\r\n * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\r\n * @returns an array of the new AnimationGroup added to the scene (empty array if none)\r\n */\r\n public mergeAnimationsTo(\r\n scene: Nullable<Scene> = EngineStore.LastCreatedScene,\r\n animatables: Animatable[],\r\n targetConverter: Nullable<(target: any) => Nullable<Node>> = null\r\n ): AnimationGroup[] {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to merge animations to\");\r\n return [];\r\n }\r\n\r\n const _targetConverter = targetConverter\r\n ? targetConverter\r\n : (target: any) => {\r\n let node = null;\r\n\r\n const targetProperty = target.animations.length ? target.animations[0].targetProperty : \"\";\r\n /*\r\n BabylonJS adds special naming to targets that are children of nodes.\r\n This name attempts to remove that special naming to get the parent nodes name in case the target\r\n can't be found in the node tree\r\n\r\n Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with \"Torso\" which is the name\r\n of the primitive's parent.\r\n */\r\n const name = target.name.split(\".\").join(\"\").split(\"_primitive\")[0];\r\n\r\n switch (targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);\r\n break;\r\n case \"influence\":\r\n node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);\r\n break;\r\n default:\r\n node = scene.getNodeByName(target.name) || scene.getNodeByName(name);\r\n }\r\n\r\n return node;\r\n };\r\n\r\n // Copy new node animations\r\n const nodesInAC = this.getNodes();\r\n for (const nodeInAC of nodesInAC) {\r\n const nodeInScene = _targetConverter(nodeInAC);\r\n if (nodeInScene !== null) {\r\n // Remove old animations with same target property as a new one\r\n for (const animationInAC of nodeInAC.animations) {\r\n // Doing treatment on an array for safety measure\r\n const animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {\r\n return animationInScene.targetProperty === animationInAC.targetProperty;\r\n });\r\n for (const animationWithSameProperty of animationsWithSameProperty) {\r\n const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);\r\n if (index > -1) {\r\n nodeInScene.animations.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n // Append new animations\r\n nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);\r\n }\r\n }\r\n\r\n const newAnimationGroups: AnimationGroup[] = [];\r\n\r\n // Copy new animation groups\r\n const animationGroups = this.animationGroups.slice();\r\n for (const animationGroupInAC of animationGroups) {\r\n // Clone the animation group and all its animatables\r\n newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));\r\n\r\n // Remove animatables related to the asset container\r\n for (const animatable of animationGroupInAC.animatables) {\r\n animatable.stop();\r\n }\r\n }\r\n\r\n // Retarget animatables\r\n for (const animatable of animatables) {\r\n const target = _targetConverter(animatable.target);\r\n\r\n if (target) {\r\n // Clone the animatable and retarget it\r\n scene.beginAnimation(\r\n target,\r\n animatable.fromFrame,\r\n animatable.toFrame,\r\n animatable.loopAnimation,\r\n animatable.speedRatio,\r\n animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined,\r\n undefined,\r\n true,\r\n undefined,\r\n animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined\r\n );\r\n\r\n // Stop animation for the target in the asset container\r\n scene.stopAnimation(animatable.target);\r\n }\r\n }\r\n\r\n return newAnimationGroups;\r\n }\r\n\r\n /**\r\n * @since 6.15.0\r\n * This method checks for any node that has no parent\r\n * and is not in the rootNodes array, and adds the node\r\n * there, if so.\r\n */\r\n public populateRootNodes() {\r\n this.rootNodes.length = 0;\r\n for (const m of this.meshes) {\r\n if (!m.parent && this.rootNodes.indexOf(m) === -1) {\r\n this.rootNodes.push(m);\r\n }\r\n }\r\n for (const t of this.transformNodes) {\r\n if (!t.parent && this.rootNodes.indexOf(t) === -1) {\r\n this.rootNodes.push(t);\r\n }\r\n }\r\n for (const l of this.lights) {\r\n if (!l.parent && this.rootNodes.indexOf(l) === -1) {\r\n this.rootNodes.push(l);\r\n }\r\n }\r\n for (const c of this.cameras) {\r\n if (!c.parent && this.rootNodes.indexOf(c) === -1) {\r\n this.rootNodes.push(c);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @since 6.26.0\r\n * Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons to the container.\r\n * @param root root node\r\n */\r\n public addAllAssetsToContainer(root: Node) {\r\n if (!root) {\r\n return;\r\n }\r\n\r\n const nodesToVisit: Node[] = [];\r\n const visitedNodes = new Set<Node>();\r\n\r\n nodesToVisit.push(root);\r\n\r\n while (nodesToVisit.length > 0) {\r\n const nodeToVisit = nodesToVisit.pop()!;\r\n\r\n if (nodeToVisit instanceof Mesh) {\r\n if (nodeToVisit.geometry && this.geometries.indexOf(nodeToVisit.geometry) === -1) {\r\n this.geometries.push(nodeToVisit.geometry);\r\n }\r\n this.meshes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof InstancedMesh) {\r\n this.meshes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof TransformNode) {\r\n this.transformNodes.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof Light) {\r\n this.lights.push(nodeToVisit);\r\n } else if (nodeToVisit instanceof Camera) {\r\n this.cameras.push(nodeToVisit);\r\n }\r\n\r\n if (nodeToVisit instanceof AbstractMesh) {\r\n if (nodeToVisit.material && this.materials.indexOf(nodeToVisit.material) === -1) {\r\n this.materials.push(nodeToVisit.material);\r\n for (const texture of nodeToVisit.material.getActiveTextures()) {\r\n if (this.textures.indexOf(texture) === -1) {\r\n this.textures.push(texture);\r\n }\r\n }\r\n }\r\n\r\n if (nodeToVisit.skeleton && this.skeletons.indexOf(nodeToVisit.skeleton) === -1) {\r\n this.skeletons.push(nodeToVisit.skeleton);\r\n }\r\n\r\n if (nodeToVisit.morphTargetManager && this.morphTargetManagers.indexOf(nodeToVisit.morphTargetManager) === -1) {\r\n this.morphTargetManagers.push(nodeToVisit.morphTargetManager);\r\n }\r\n }\r\n\r\n for (const child of nodeToVisit.getChildren()) {\r\n if (!visitedNodes.has(child)) {\r\n nodesToVisit.push(child);\r\n }\r\n }\r\n\r\n visitedNodes.add(nodeToVisit);\r\n }\r\n\r\n this.populateRootNodes();\r\n }\r\n\r\n /**\r\n * Get from a list of objects by tags\r\n * @param list the list of objects to use\r\n * @param tagsQuery the query to use\r\n * @param filter a predicate to filter for tags\r\n * @returns\r\n */\r\n private _getByTags<T>(list: T[], tagsQuery: string, filter?: (item: T) => boolean): T[] {\r\n if (tagsQuery === undefined) {\r\n // returns the complete list (could be done with Tags.MatchesQuery but no need to have a for-loop here)\r\n return list;\r\n }\r\n\r\n const listByTags = [];\r\n\r\n for (const i in list) {\r\n const item = list[i];\r\n if (Tags && Tags.MatchesQuery(item, tagsQuery) && (!filter || filter(item))) {\r\n listByTags.push(item);\r\n }\r\n }\r\n\r\n return listByTags;\r\n }\r\n\r\n /**\r\n * Get a list of meshes by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of Mesh\r\n */\r\n public getMeshesByTags(tagsQuery: string, filter?: (mesh: AbstractMesh) => boolean): AbstractMesh[] {\r\n return this._getByTags(this.meshes, tagsQuery, filter);\r\n }\r\n\r\n /**\r\n * Get a list of cameras by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of Camera\r\n */\r\n public getCamerasByTags(tagsQuery: string, filter?: (camera: Camera) => boolean): Camera[] {\r\n return this._getByTags(this.cameras, tagsQuery, filter);\r\n }\r\n\r\n /**\r\n * Get a list of lights by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of Light\r\n */\r\n public getLightsByTags(tagsQuery: string, filter?: (light: Light) => boolean): Light[] {\r\n return this._getByTags(this.lights, tagsQuery, filter);\r\n }\r\n\r\n /**\r\n * Get a list of materials by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of Material\r\n */\r\n public getMaterialsByTags(tagsQuery: string, filter?: (material: Material) => boolean): Material[] {\r\n return this._getByTags(this.materials, tagsQuery, filter).concat(this._getByTags(this.multiMaterials, tagsQuery, filter));\r\n }\r\n\r\n /**\r\n * Get a list of transform nodes by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param filter defines a predicate used to filter results\r\n * @returns an array of TransformNode\r\n */\r\n public getTransformNodesByTags(tagsQuery: string, filter?: (transform: TransformNode) => boolean): TransformNode[] {\r\n return this._getByTags(this.transformNodes, tagsQuery, filter);\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/core",
3
- "version": "8.30.5",
3
+ "version": "8.30.6",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
package/scene.d.ts CHANGED
@@ -825,6 +825,10 @@ export declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetCont
825
825
  /** If you need to check double click without raising a single click at first click, enable this flag */
826
826
  static get ExclusiveDoubleClickMode(): boolean;
827
827
  static set ExclusiveDoubleClickMode(value: boolean);
828
+ /**
829
+ * Gets the current eye position in order of forcedViewPosition, activeCamera world position, Vector3.ZeroReadOnly
830
+ */
831
+ private get _eyePosition();
828
832
  /**
829
833
  * Bind the current view position to an effect.
830
834
  * @param effect The effect to be bound
@@ -1604,10 +1608,9 @@ export declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetCont
1604
1608
  * This mode avoids floating point imprecision in huge coordinate system by offsetting uniform values before passing to shader, centering camera at origin and displacing rest of scene by camera position
1605
1609
  */
1606
1610
  get floatingOriginMode(): boolean;
1607
- private _floatingOriginOffsetDefault;
1608
1611
  /**
1609
1612
  * @experimental
1610
- * When floatingOriginMode is enabled, offset is equal to the active camera position in world space. If no active camera or floatingOriginMode is disabled, offset is 0.
1613
+ * When floatingOriginMode is enabled, offset is equal to the eye position. Default to ZeroReadonly when mode is disabled.
1611
1614
  */
1612
1615
  get floatingOriginOffset(): Vector3;
1613
1616
  /**
package/scene.js CHANGED
@@ -362,6 +362,12 @@ export class Scene {
362
362
  static set ExclusiveDoubleClickMode(value) {
363
363
  InputManager.ExclusiveDoubleClickMode = value;
364
364
  }
365
+ /**
366
+ * Gets the current eye position in order of forcedViewPosition, activeCamera world position, Vector3.ZeroReadOnly
367
+ */
368
+ get _eyePosition() {
369
+ return this._forcedViewPosition ?? this.activeCamera?.getWorldMatrix().getTranslationToRef(this._tempVect3) ?? Vector3.ZeroReadOnly;
370
+ }
365
371
  /**
366
372
  * Bind the current view position to an effect.
367
373
  * @param effect The effect to be bound
@@ -370,11 +376,7 @@ export class Scene {
370
376
  * @returns the computed eye position
371
377
  */
372
378
  bindEyePosition(effect, variableName = "vEyePosition", isVector3 = false) {
373
- const eyePosition = this._forcedViewPosition
374
- ? this._forcedViewPosition
375
- : this._mirroredCameraPosition
376
- ? this._mirroredCameraPosition
377
- : (this.activeCamera?.globalPosition ?? Vector3.ZeroReadOnly);
379
+ const eyePosition = this._eyePosition;
378
380
  const invertNormal = this.useRightHandedSystem === (this._mirroredCameraPosition != null);
379
381
  const offset = this.floatingOriginOffset;
380
382
  const eyePos = this._tempVect4.set(eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
@@ -1459,7 +1461,6 @@ export class Scene {
1459
1461
  length: 0,
1460
1462
  };
1461
1463
  this._floatingOriginScene = undefined;
1462
- this._floatingOriginOffsetDefault = Vector3.Zero();
1463
1464
  this._preventFreeActiveMeshesAndRenderingGroups = false;
1464
1465
  /** @internal */
1465
1466
  this._activeMeshesFrozen = false;
@@ -2163,16 +2164,10 @@ export class Scene {
2163
2164
  }
2164
2165
  /**
2165
2166
  * @experimental
2166
- * When floatingOriginMode is enabled, offset is equal to the active camera position in world space. If no active camera or floatingOriginMode is disabled, offset is 0.
2167
+ * When floatingOriginMode is enabled, offset is equal to the eye position. Default to ZeroReadonly when mode is disabled.
2167
2168
  */
2168
2169
  get floatingOriginOffset() {
2169
- return this.floatingOriginMode
2170
- ? this._mirroredCameraPosition
2171
- ? this._mirroredCameraPosition
2172
- : this.activeCamera
2173
- ? this.activeCamera.getWorldMatrix().getTranslationToRef(this._tempVect3)
2174
- : this._floatingOriginOffsetDefault
2175
- : this._floatingOriginOffsetDefault;
2170
+ return this.floatingOriginMode ? this._eyePosition : Vector3.ZeroReadOnly;
2176
2171
  }
2177
2172
  /**
2178
2173
  * Gets an unique (relatively to the current scene) Id