@onerjs/core 8.41.5 → 8.41.6
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.
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +16 -0
- package/Cameras/Inputs/geospatialCameraPointersInput.js +19 -3
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +0 -6
- package/Cameras/Limits/geospatialLimits.js +0 -6
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +5 -0
- package/Cameras/geospatialCamera.js +38 -10
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -2
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -4
- package/Engines/webgpuEngine.js +8 -6
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/frameGraphContext.js +1 -1
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +2 -2
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +1 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/lightingVolume.js +1 -1
- package/Lights/lightingVolume.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +0 -3
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.d.ts +1 -1
- package/Meshes/Builders/cylinderBuilder.js +1 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +2 -0
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.js +0 -1
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +50 -54
- package/Meshes/Builders/groundBuilder.js +50 -54
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.d.ts +0 -26
- package/Meshes/Builders/tiledBoxBuilder.js +0 -26
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.d.ts +0 -25
- package/Meshes/Builders/tiledPlaneBuilder.js +0 -25
- package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.d.ts +0 -13
- package/Meshes/Builders/torusBuilder.js +0 -13
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.d.ts +0 -19
- package/Meshes/Builders/torusKnotBuilder.js +0 -19
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/Compression/dracoDecoder.js.map +1 -1
- package/Meshes/Compression/dracoDecoder.types.d.ts +11 -0
- package/Meshes/Compression/dracoDecoder.types.js.map +1 -1
- package/Meshes/Compression/dracoEncoder.js.map +1 -1
- package/Meshes/Compression/meshoptCompression.js +0 -2
- package/Meshes/Compression/meshoptCompression.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +0 -8
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/scalingBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Matrices/scalingBlock.js +1 -0
- package/Meshes/Node/Blocks/Matrices/scalingBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/translationBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Matrices/translationBlock.js +1 -0
- package/Meshes/Node/Blocks/Matrices/translationBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/aggregatorBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/latticeBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/setColorsBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setTangentsBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/setUVsBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/Sources/boxBlock.js +2 -0
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js +2 -0
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js +2 -0
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/Sources/discBlock.js +2 -0
- package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/Sources/gridBlock.js +2 -0
- package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +2 -0
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Sources/meshBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/Sources/planeBlock.js +2 -0
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/pointListBlock.d.ts +2 -1
- package/Meshes/Node/Blocks/Sources/pointListBlock.js +2 -1
- package/Meshes/Node/Blocks/Sources/pointListBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/Sources/sphereBlock.js +2 -0
- package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/Sources/torusBlock.js +2 -0
- package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Teleport/teleportInBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Teleport/teleportInBlock.js +1 -0
- package/Meshes/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Teleport/teleportOutBlock.d.ts +3 -0
- package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js +3 -0
- package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js +1 -0
- package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js.map +1 -1
- package/Meshes/Node/Blocks/booleanGeometryBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/booleanGeometryBlock.js +1 -1
- package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/cleanGeometryBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/cleanGeometryBlock.js +1 -0
- package/Meshes/Node/Blocks/cleanGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/conditionBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/conditionBlock.js +2 -0
- package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryClampBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/geometryClampBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryCollectionBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/geometryCollectionBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryCurveBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/geometryCurveBlock.js +2 -0
- package/Meshes/Node/Blocks/geometryCurveBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/geometryEaseBlock.js +2 -0
- package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInputBlock.d.ts +3 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js +3 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/geometryTransformBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +2 -0
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mappingBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/mappingBlock.js +1 -0
- package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mathBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/mathBlock.js +1 -0
- package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mergeGeometryBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/mergeGeometryBlock.js +1 -0
- package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/randomBlock.d.ts +2 -0
- package/Meshes/Node/Blocks/randomBlock.js +2 -0
- package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
- package/Meshes/Node/Blocks/subdivideBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/subdivideBlock.js +1 -0
- package/Meshes/Node/Blocks/subdivideBlock.js.map +1 -1
- package/Meshes/Node/Interfaces/nodeGeometryTextureData.d.ts +3 -0
- package/Meshes/Node/Interfaces/nodeGeometryTextureData.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js +0 -2
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +0 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
- package/Meshes/Node/nodeGeometryBuildState.js +0 -1
- package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
- package/Meshes/WebGL/webGLDataBuffer.d.ts +2 -0
- package/Meshes/WebGL/webGLDataBuffer.js +2 -0
- package/Meshes/WebGL/webGLDataBuffer.js.map +1 -1
- package/Meshes/WebGPU/webgpuDataBuffer.d.ts +4 -0
- package/Meshes/WebGPU/webgpuDataBuffer.js +4 -0
- package/Meshes/WebGPU/webgpuDataBuffer.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +1 -0
- package/Meshes/abstractMesh.decalMap.d.ts +1 -0
- package/Meshes/abstractMesh.decalMap.js.map +1 -1
- package/Meshes/abstractMesh.js +1 -6
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +0 -6
- package/Meshes/csg.js.map +1 -1
- package/Meshes/csg2.js +1 -2
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geodesicMesh.d.ts +26 -0
- package/Meshes/geodesicMesh.js +18 -3
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/groundMesh.d.ts +1 -0
- package/Meshes/groundMesh.js +1 -0
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/index.js +0 -2
- package/Meshes/index.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +18 -3
- package/Meshes/instancedMesh.js +10 -3
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +286 -204
- package/Meshes/mesh.js +251 -197
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +15 -19
- package/Meshes/mesh.vertexData.js +15 -19
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/meshSimplification.d.ts +0 -1
- package/Meshes/meshSimplification.js +6 -1
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/meshSimplificationSceneComponent.d.ts +2 -0
- package/Meshes/meshSimplificationSceneComponent.js.map +1 -1
- package/Meshes/meshUVSpaceRenderer.d.ts +1 -0
- package/Meshes/meshUVSpaceRenderer.js.map +1 -1
- package/Meshes/polygonMesh.js +4 -0
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/subMesh.project.d.ts +1 -0
- package/Meshes/subMesh.project.js.map +1 -1
- package/Meshes/thinInstanceMesh.d.ts +5 -0
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +1 -1
- package/Meshes/transformNode.js +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +75 -2
- package/Physics/v2/Plugins/havokPlugin.js +243 -52
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Probes/reflectionProbe.js +1 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/depthRenderer.js +1 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +0 -3
- package/scene.js +18 -5
- package/scene.js.map +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"capsuleBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/capsuleBuilder.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACnE,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAG/B,OAAO,EAAE,yBAAyB,EAAE,MAAM,mCAAmC,CAAC;AAC9E;;;;;GAKG;AACH,gEAAgE;AAChE,MAAM,UAAU,uBAAuB,CACnC,UAAiC;IAC7B,YAAY,EAAE,CAAC;IACf,YAAY,EAAE,EAAE;IAChB,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,IAAI;IACZ,eAAe,EAAE,CAAC;CACrB;IAED,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;IACtF,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;IACvF,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAChE,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;IACnE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;IAEzF,MAAM,cAAc,GAAG,YAAY,CAAC;IACpC,MAAM,cAAc,GAAG,YAAY,CAAC;IAEpC,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;IAC9E,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;IAEvF,MAAM,eAAe,GAAG,MAAM,GAAG,CAAC,SAAS,GAAG,YAAY,CAAC,CAAC;IAE5D,MAAM,UAAU,GAAG,GAAG,CAAC;IACvB,MAAM,WAAW,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC;IAElC,MAAM,eAAe,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;IACzG,MAAM,kBAAkB,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;IAElH,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,YAAY,GAAG,SAAS,CAAC,GAAG,MAAM,CAAC,CAAC;IAE7D,IAAI,OAAO,GAAG,EAAE,CAAC;IACjB,MAAM,QAAQ,GAAG,EAAE,CAAC;IACpB,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,GAAG,GAAG,EAAE,CAAC;IAEf,IAAI,KAAK,GAAG,CAAC,CAAC;IACd,MAAM,UAAU,GAAG,EAAE,EACjB,UAAU,GAAG,eAAe,GAAG,GAAG,CAAC;IACvC,MAAM,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,GAAG,CAAC;IAE1B,IAAI,CAAC,EAAE,CAAC,CAAC;IACT,MAAM,MAAM,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IAC9B,MAAM,MAAM,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IAE9B,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IACjC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IAEjC,MAAM,UAAU,GAAG,IAAI,OAAO,CAAC,SAAS,GAAG,QAAQ,EAAE,UAAU,GAAG,SAAS,GAAG,QAAQ,CAAC;SAClF,QAAQ,CAAC,IAAI,OAAO,CAAC,YAAY,GAAG,QAAQ,EAAE,CAAC,UAAU,GAAG,YAAY,GAAG,QAAQ,CAAC,CAAC;SACrF,MAAM,EAAE,CAAC;IAEd,mCAAmC;IACnC,MAAM,EAAE,GAAG,SAAS,GAAG,KAAK,GAAG,UAAU,GAAG,YAAY,GAAG,CAAC,GAAG,GAAG,KAAK,CAAC,CAAC;IAEzE,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,eAAe,EAAE,CAAC,EAAE,EAAE,CAAC;QACpC,MAAM,QAAQ,GAAG,EAAE,CAAC;QAEpB,MAAM,CAAC,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,CAAC;QAE9C,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,GAAG,eAAe,CAAC;QAE3C,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QAEzB,0CAA0C;QAC1C,MAAM,OAAO,GAAG,IAAI,GAAG,SAAS,CAAC;QAEjC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,MAAM,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC;YAC7B,MAAM,KAAK,GAAG,CAAC,GAAG,WAAW,GAAG,UAAU,CAAC;YAC3C,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,SAAS;YACT,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,MAAM,CAAC,CAAC,GAAG,UAAU,GAAG,IAAI,GAAG,SAAS,CAAC;YACzC,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC5C,SAAS;YACT,MAAM,CAAC,GAAG,CAAC,IAAI,GAAG,QAAQ,EAAE,IAAI,EAAE,IAAI,GAAG,QAAQ,CAAC,CAAC;YACnD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC3C,KAAK;YACL,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;YAC7D,yCAAyC;YACzC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACrB,iBAAiB;YACjB,KAAK,EAAE,CAAC;QACZ,CAAC;QACD,kDAAkD;QAClD,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC9B,CAAC;IAED,MAAM,UAAU,GAAG,MAAM,GAAG,SAAS,GAAG,YAAY,GAAG,QAAQ,GAAG,SAAS,GAAG,QAAQ,GAAG,YAAY,CAAC;IACtG,MAAM,KAAK,GAAG,CAAC,QAAQ,GAAG,CAAC,YAAY,GAAG,SAAS,CAAC,CAAC,GAAG,UAAU,CAAC;IAEnE,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;QACnC,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,CAAC,IAAI,UAAU,GAAG,cAAc,CAAC;QACjC,0CAA0C;QAC1C,MAAM,OAAO,GAAG,QAAQ,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,YAAY,GAAG,SAAS,CAAC,CAAC,GAAG,cAAc,GAAG,SAAS,CAAC,CAAC;QAC3F,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,MAAM,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC;YAC7B,MAAM,KAAK,GAAG,CAAC,GAAG,WAAW,GAAG,UAAU,CAAC;YAC3C,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,SAAS;YACT,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,MAAM,CAAC,CAAC,GAAG,UAAU,GAAG,QAAQ,GAAG,SAAS,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,GAAG,cAAc,CAAC;YACjF,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC5C,SAAS;YACT,MAAM,CAAC,GAAG,CAAC,QAAQ,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,SAAS,EAAE,CAAC;YAClD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC3C,KAAK;YACL,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;YAC7D,yCAAyC;YACzC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACrB,iBAAiB;YACjB,KAAK,EAAE,CAAC;QACZ,CAAC;QACD,kDAAkD;QAClD,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC9B,CAAC;IAED,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;QACvC,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,MAAM,CAAC,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,GAAG,CAAC,CAAC,GAAG,kBAAkB,CAAC,CAAC;QACrE,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC,GAAG,kBAAkB,CAAC;QACjD,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzB,0CAA0C;QAC1C,MAAM,OAAO,GAAG,IAAI,GAAG,YAAY,CAAC;QACpC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,MAAM,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC;YAC7B,MAAM,KAAK,GAAG,CAAC,GAAG,WAAW,GAAG,UAAU,CAAC;YAC3C,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,SAAS;YACT,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,MAAM,CAAC,CAAC,GAAG,CAAC,UAAU,GAAG,IAAI,GAAG,YAAY,CAAC;YAC7C,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC5C,SAAS;YACT,MAAM,CAAC,GAAG,CAAC,IAAI,GAAG,QAAQ,EAAE,IAAI,EAAE,IAAI,GAAG,QAAQ,CAAC,CAAC;YACnD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC3C,KAAK;YACL,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;YAC7D,yCAAyC;YACzC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACrB,iBAAiB;YACjB,KAAK,EAAE,CAAC;QACZ,CAAC;QACD,kDAAkD;QAClD,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC9B,CAAC;IACD,mBAAmB;IACnB,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;QAClC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,GAAG,cAAc,GAAG,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;YACzE,uDAAuD;YACvD,MAAM,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5B,MAAM,EAAE,GAAG,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAChC,MAAM,EAAE,GAAG,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACpC,MAAM,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAChC,WAAW;YACX,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,WAAW;YACX,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACrB,CAAC;IACL,CAAC;IAED,OAAO,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;IAE5B,IAAI,OAAO,CAAC,WAAW,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;QACnE,MAAM,CAAC,GAAG,IAAI,MAAM,EAAE,CAAC;QACvB,OAAO,CAAC,WAAW;aACd,KAAK,EAAE;aACP,KAAK,CAAC,IAAI,CAAC,EAAE,GAAG,GAAG,CAAC;aACpB,KAAK,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC;aACnB,YAAY,EAAE;aACd,gBAAgB,CAAC,CAAC,CAAC,CAAC;QACzB,MAAM,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YAC1C,CAAC,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACrD,OAAO,CAAC,yBAAyB,CAAC,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACnD,QAAQ,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAClB,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACtB,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QAC1B,CAAC;IACL,CAAC;IAED,MAAM,IAAI,GAAG,IAAI,UAAU,EAAE,CAAC;IAC9B,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;IAC1B,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IACvB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;IACf,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IAEvB,OAAO,IAAI,CAAC;AAChB,CAAC;AAwCD;;;;;;GAMG;AACH,gEAAgE;AAChE,MAAM,UAAU,aAAa,CACzB,IAAY,EACZ,UAAiC;IAC7B,WAAW,EAAE,OAAO,CAAC,EAAE,EAAE;IACzB,YAAY,EAAE,CAAC;IACf,YAAY,EAAE,EAAE;IAChB,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,IAAI;IACZ,eAAe,EAAE,CAAC;IAClB,SAAS,EAAE,KAAK;CACnB,EACD,QAAyB,IAAI;IAE7B,MAAM,OAAO,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IACtC,MAAM,UAAU,GAAG,uBAAuB,CAAC,OAAO,CAAC,CAAC;IACpD,UAAU,CAAC,WAAW,CAAC,OAAO,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IACnD,OAAO,OAAO,CAAC;AACnB,CAAC;AAED;;;GAGG;AACH,gEAAgE;AAChE,MAAM,CAAC,MAAM,cAAc,GAAG;IAC1B,gEAAgE;IAChE,aAAa;CAChB,CAAC;AAEF;;;;;;;GAOG;AACH,IAAI,CAAC,aAAa,GAAG,CAAC,IAAY,EAAE,OAA8B,EAAE,KAAuB,EAAQ,EAAE;IACjG,OAAO,aAAa,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAC/C,CAAC,CAAC;AAEF,UAAU,CAAC,aAAa,GAAG,uBAAuB,CAAC","sourcesContent":["import { VertexData } from \"../mesh.vertexData\";\r\nimport { Vector2, Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n/**\r\n * Scripts based off of https://github.com/maximeq/three-js-capsule-geometry/blob/master/src/CapsuleBufferGeometry.js\r\n * @param options the constructors options used to shape the mesh.\r\n * @returns the capsule VertexData\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/capsule\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function CreateCapsuleVertexData(\r\n options: ICreateCapsuleOptions = {\r\n subdivisions: 2,\r\n tessellation: 16,\r\n height: 1,\r\n radius: 0.25,\r\n capSubdivisions: 6,\r\n }\r\n): VertexData {\r\n const subdivisions = Math.max(options.subdivisions ? options.subdivisions : 2, 1) | 0;\r\n const tessellation = Math.max(options.tessellation ? options.tessellation : 16, 3) | 0;\r\n const height = Math.max(options.height ? options.height : 1, 0);\r\n const radius = Math.max(options.radius ? options.radius : 0.25, 0);\r\n const capDetail = Math.max(options.capSubdivisions ? options.capSubdivisions : 6, 1) | 0;\r\n\r\n const radialSegments = tessellation;\r\n const heightSegments = subdivisions;\r\n\r\n const radiusTop = Math.max(options.radiusTop ? options.radiusTop : radius, 0);\r\n const radiusBottom = Math.max(options.radiusBottom ? options.radiusBottom : radius, 0);\r\n\r\n const heightMinusCaps = height - (radiusTop + radiusBottom);\r\n\r\n const thetaStart = 0.0;\r\n const thetaLength = 2.0 * Math.PI;\r\n\r\n const capsTopSegments = Math.max(options.topCapSubdivisions ? options.topCapSubdivisions : capDetail, 1);\r\n const capsBottomSegments = Math.max(options.bottomCapSubdivisions ? options.bottomCapSubdivisions : capDetail, 1);\r\n\r\n const alpha = Math.acos((radiusBottom - radiusTop) / height);\r\n\r\n let indices = [];\r\n const vertices = [];\r\n const normals = [];\r\n const uvs = [];\r\n\r\n let index = 0;\r\n const indexArray = [],\r\n halfHeight = heightMinusCaps * 0.5;\r\n const pi2 = Math.PI * 0.5;\r\n\r\n let x, y;\r\n const normal = Vector3.Zero();\r\n const vertex = Vector3.Zero();\r\n\r\n const cosAlpha = Math.cos(alpha);\r\n const sinAlpha = Math.sin(alpha);\r\n\r\n const coneLength = new Vector2(radiusTop * sinAlpha, halfHeight + radiusTop * cosAlpha)\r\n .subtract(new Vector2(radiusBottom * sinAlpha, -halfHeight + radiusBottom * cosAlpha))\r\n .length();\r\n\r\n // Total length for v texture coord\r\n const vl = radiusTop * alpha + coneLength + radiusBottom * (pi2 - alpha);\r\n\r\n let v = 0;\r\n for (y = 0; y <= capsTopSegments; y++) {\r\n const indexRow = [];\r\n\r\n const a = pi2 - alpha * (y / capsTopSegments);\r\n\r\n v += (radiusTop * alpha) / capsTopSegments;\r\n\r\n const cosA = Math.cos(a);\r\n const sinA = Math.sin(a);\r\n\r\n // calculate the radius of the current row\r\n const _radius = cosA * radiusTop;\r\n\r\n for (x = 0; x <= radialSegments; x++) {\r\n const u = x / radialSegments;\r\n const theta = u * thetaLength + thetaStart;\r\n const sinTheta = Math.sin(theta);\r\n const cosTheta = Math.cos(theta);\r\n // vertex\r\n vertex.x = _radius * sinTheta;\r\n vertex.y = halfHeight + sinA * radiusTop;\r\n vertex.z = _radius * cosTheta;\r\n vertices.push(vertex.x, vertex.y, vertex.z);\r\n // normal\r\n normal.set(cosA * sinTheta, sinA, cosA * cosTheta);\r\n normals.push(normal.x, normal.y, normal.z);\r\n // uv\r\n uvs.push(u, useOpenGLOrientationForUV ? v / vl : 1 - v / vl);\r\n // save index of vertex in respective row\r\n indexRow.push(index);\r\n // increase index\r\n index++;\r\n }\r\n // now save vertices of the row in our index array\r\n indexArray.push(indexRow);\r\n }\r\n\r\n const coneHeight = height - radiusTop - radiusBottom + cosAlpha * radiusTop - cosAlpha * radiusBottom;\r\n const slope = (sinAlpha * (radiusBottom - radiusTop)) / coneHeight;\r\n\r\n for (y = 1; y <= heightSegments; y++) {\r\n const indexRow = [];\r\n v += coneLength / heightSegments;\r\n // calculate the radius of the current row\r\n const _radius = sinAlpha * ((y * (radiusBottom - radiusTop)) / heightSegments + radiusTop);\r\n for (x = 0; x <= radialSegments; x++) {\r\n const u = x / radialSegments;\r\n const theta = u * thetaLength + thetaStart;\r\n const sinTheta = Math.sin(theta);\r\n const cosTheta = Math.cos(theta);\r\n // vertex\r\n vertex.x = _radius * sinTheta;\r\n vertex.y = halfHeight + cosAlpha * radiusTop - (y * coneHeight) / heightSegments;\r\n vertex.z = _radius * cosTheta;\r\n vertices.push(vertex.x, vertex.y, vertex.z);\r\n // normal\r\n normal.set(sinTheta, slope, cosTheta).normalize();\r\n normals.push(normal.x, normal.y, normal.z);\r\n // uv\r\n uvs.push(u, useOpenGLOrientationForUV ? v / vl : 1 - v / vl);\r\n // save index of vertex in respective row\r\n indexRow.push(index);\r\n // increase index\r\n index++;\r\n }\r\n // now save vertices of the row in our index array\r\n indexArray.push(indexRow);\r\n }\r\n\r\n for (y = 1; y <= capsBottomSegments; y++) {\r\n const indexRow = [];\r\n const a = pi2 - alpha - (Math.PI - alpha) * (y / capsBottomSegments);\r\n v += (radiusBottom * alpha) / capsBottomSegments;\r\n const cosA = Math.cos(a);\r\n const sinA = Math.sin(a);\r\n // calculate the radius of the current row\r\n const _radius = cosA * radiusBottom;\r\n for (x = 0; x <= radialSegments; x++) {\r\n const u = x / radialSegments;\r\n const theta = u * thetaLength + thetaStart;\r\n const sinTheta = Math.sin(theta);\r\n const cosTheta = Math.cos(theta);\r\n // vertex\r\n vertex.x = _radius * sinTheta;\r\n vertex.y = -halfHeight + sinA * radiusBottom;\r\n vertex.z = _radius * cosTheta;\r\n vertices.push(vertex.x, vertex.y, vertex.z);\r\n // normal\r\n normal.set(cosA * sinTheta, sinA, cosA * cosTheta);\r\n normals.push(normal.x, normal.y, normal.z);\r\n // uv\r\n uvs.push(u, useOpenGLOrientationForUV ? v / vl : 1 - v / vl);\r\n // save index of vertex in respective row\r\n indexRow.push(index);\r\n // increase index\r\n index++;\r\n }\r\n // now save vertices of the row in our index array\r\n indexArray.push(indexRow);\r\n }\r\n // generate indices\r\n for (x = 0; x < radialSegments; x++) {\r\n for (y = 0; y < capsTopSegments + heightSegments + capsBottomSegments; y++) {\r\n // we use the index array to access the correct indices\r\n const i1 = indexArray[y][x];\r\n const i2 = indexArray[y + 1][x];\r\n const i3 = indexArray[y + 1][x + 1];\r\n const i4 = indexArray[y][x + 1];\r\n // face one\r\n indices.push(i1);\r\n indices.push(i2);\r\n indices.push(i4);\r\n // face two\r\n indices.push(i2);\r\n indices.push(i3);\r\n indices.push(i4);\r\n }\r\n }\r\n\r\n indices = indices.reverse();\r\n\r\n if (options.orientation && !options.orientation.equals(Vector3.Up())) {\r\n const m = new Matrix();\r\n options.orientation\r\n .clone()\r\n .scale(Math.PI * 0.5)\r\n .cross(Vector3.Up())\r\n .toQuaternion()\r\n .toRotationMatrix(m);\r\n const v = Vector3.Zero();\r\n for (let i = 0; i < vertices.length; i += 3) {\r\n v.set(vertices[i], vertices[i + 1], vertices[i + 2]);\r\n Vector3.TransformCoordinatesToRef(v.clone(), m, v);\r\n vertices[i] = v.x;\r\n vertices[i + 1] = v.y;\r\n vertices[i + 2] = v.z;\r\n }\r\n }\r\n\r\n const vDat = new VertexData();\r\n vDat.positions = vertices;\r\n vDat.normals = normals;\r\n vDat.uvs = uvs;\r\n vDat.indices = indices;\r\n\r\n return vDat;\r\n}\r\n\r\n/**\r\n * The options Interface for creating a Capsule Mesh\r\n */\r\nexport interface ICreateCapsuleOptions {\r\n /** The Orientation of the capsule. Default : Vector3.Up() */\r\n orientation?: Vector3;\r\n\r\n /** Number of sub segments on the tube section of the capsule running parallel to orientation. */\r\n subdivisions?: number;\r\n\r\n /** Number of cylindrical segments on the capsule. */\r\n tessellation?: number;\r\n\r\n /** Height or Length of the capsule. */\r\n height?: number;\r\n\r\n /** Radius of the capsule. */\r\n radius?: number;\r\n\r\n /** Number of sub segments on the cap sections of the capsule running parallel to orientation. */\r\n capSubdivisions?: number;\r\n\r\n /** Overwrite for the top radius. */\r\n radiusTop?: number;\r\n\r\n /** Overwrite for the bottom radius. */\r\n radiusBottom?: number;\r\n\r\n /** Overwrite for the top capSubdivisions. */\r\n topCapSubdivisions?: number;\r\n\r\n /** Overwrite for the bottom capSubdivisions. */\r\n bottomCapSubdivisions?: number;\r\n\r\n /** Internal geometry is supposed to change once created. */\r\n updatable?: boolean;\r\n}\r\n\r\n/**\r\n * Creates a capsule or a pill mesh\r\n * @param name defines the name of the mesh\r\n * @param options The constructors options.\r\n * @param scene The scene the mesh is scoped to.\r\n * @returns Capsule Mesh\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function CreateCapsule(\r\n name: string,\r\n options: ICreateCapsuleOptions = {\r\n orientation: Vector3.Up(),\r\n subdivisions: 2,\r\n tessellation: 16,\r\n height: 1,\r\n radius: 0.25,\r\n capSubdivisions: 6,\r\n updatable: false,\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const capsule = new Mesh(name, scene);\r\n const vertexData = CreateCapsuleVertexData(options);\r\n vertexData.applyToMesh(capsule, options.updatable);\r\n return capsule;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated please use CreateCapsule directly\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport const CapsuleBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateCapsule,\r\n};\r\n\r\n/**\r\n * Creates a capsule or a pill mesh\r\n * @param name defines the name of the mesh.\r\n * @param options the constructors options used to shape the mesh.\r\n * @param scene defines the scene the mesh is scoped to.\r\n * @returns the capsule mesh\r\n * @see https://doc.babylonjs.com/how_to/capsule_shape\r\n */\r\nMesh.CreateCapsule = (name: string, options: ICreateCapsuleOptions, scene?: Nullable<Scene>): Mesh => {\r\n return CreateCapsule(name, options, scene);\r\n};\r\n\r\nVertexData.CreateCapsule = CreateCapsuleVertexData;\r\n"]}
|
|
1
|
+
{"version":3,"file":"capsuleBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/capsuleBuilder.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACnE,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAG/B,OAAO,EAAE,yBAAyB,EAAE,MAAM,mCAAmC,CAAC;AAC9E;;;;;GAKG;AACH,MAAM,UAAU,uBAAuB,CACnC,UAAiC;IAC7B,YAAY,EAAE,CAAC;IACf,YAAY,EAAE,EAAE;IAChB,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,IAAI;IACZ,eAAe,EAAE,CAAC;CACrB;IAED,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;IACtF,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;IACvF,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAChE,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;IACnE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;IAEzF,MAAM,cAAc,GAAG,YAAY,CAAC;IACpC,MAAM,cAAc,GAAG,YAAY,CAAC;IAEpC,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;IAC9E,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;IAEvF,MAAM,eAAe,GAAG,MAAM,GAAG,CAAC,SAAS,GAAG,YAAY,CAAC,CAAC;IAE5D,MAAM,UAAU,GAAG,GAAG,CAAC;IACvB,MAAM,WAAW,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC;IAElC,MAAM,eAAe,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;IACzG,MAAM,kBAAkB,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;IAElH,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,YAAY,GAAG,SAAS,CAAC,GAAG,MAAM,CAAC,CAAC;IAE7D,IAAI,OAAO,GAAG,EAAE,CAAC;IACjB,MAAM,QAAQ,GAAG,EAAE,CAAC;IACpB,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,GAAG,GAAG,EAAE,CAAC;IAEf,IAAI,KAAK,GAAG,CAAC,CAAC;IACd,MAAM,UAAU,GAAG,EAAE,EACjB,UAAU,GAAG,eAAe,GAAG,GAAG,CAAC;IACvC,MAAM,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,GAAG,CAAC;IAE1B,IAAI,CAAC,EAAE,CAAC,CAAC;IACT,MAAM,MAAM,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IAC9B,MAAM,MAAM,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IAE9B,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IACjC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IAEjC,MAAM,UAAU,GAAG,IAAI,OAAO,CAAC,SAAS,GAAG,QAAQ,EAAE,UAAU,GAAG,SAAS,GAAG,QAAQ,CAAC;SAClF,QAAQ,CAAC,IAAI,OAAO,CAAC,YAAY,GAAG,QAAQ,EAAE,CAAC,UAAU,GAAG,YAAY,GAAG,QAAQ,CAAC,CAAC;SACrF,MAAM,EAAE,CAAC;IAEd,mCAAmC;IACnC,MAAM,EAAE,GAAG,SAAS,GAAG,KAAK,GAAG,UAAU,GAAG,YAAY,GAAG,CAAC,GAAG,GAAG,KAAK,CAAC,CAAC;IAEzE,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,eAAe,EAAE,CAAC,EAAE,EAAE,CAAC;QACpC,MAAM,QAAQ,GAAG,EAAE,CAAC;QAEpB,MAAM,CAAC,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,CAAC;QAE9C,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,GAAG,eAAe,CAAC;QAE3C,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QAEzB,0CAA0C;QAC1C,MAAM,OAAO,GAAG,IAAI,GAAG,SAAS,CAAC;QAEjC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,MAAM,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC;YAC7B,MAAM,KAAK,GAAG,CAAC,GAAG,WAAW,GAAG,UAAU,CAAC;YAC3C,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,SAAS;YACT,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,MAAM,CAAC,CAAC,GAAG,UAAU,GAAG,IAAI,GAAG,SAAS,CAAC;YACzC,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC5C,SAAS;YACT,MAAM,CAAC,GAAG,CAAC,IAAI,GAAG,QAAQ,EAAE,IAAI,EAAE,IAAI,GAAG,QAAQ,CAAC,CAAC;YACnD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC3C,KAAK;YACL,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;YAC7D,yCAAyC;YACzC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACrB,iBAAiB;YACjB,KAAK,EAAE,CAAC;QACZ,CAAC;QACD,kDAAkD;QAClD,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC9B,CAAC;IAED,MAAM,UAAU,GAAG,MAAM,GAAG,SAAS,GAAG,YAAY,GAAG,QAAQ,GAAG,SAAS,GAAG,QAAQ,GAAG,YAAY,CAAC;IACtG,MAAM,KAAK,GAAG,CAAC,QAAQ,GAAG,CAAC,YAAY,GAAG,SAAS,CAAC,CAAC,GAAG,UAAU,CAAC;IAEnE,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;QACnC,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,CAAC,IAAI,UAAU,GAAG,cAAc,CAAC;QACjC,0CAA0C;QAC1C,MAAM,OAAO,GAAG,QAAQ,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,YAAY,GAAG,SAAS,CAAC,CAAC,GAAG,cAAc,GAAG,SAAS,CAAC,CAAC;QAC3F,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,MAAM,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC;YAC7B,MAAM,KAAK,GAAG,CAAC,GAAG,WAAW,GAAG,UAAU,CAAC;YAC3C,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,SAAS;YACT,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,MAAM,CAAC,CAAC,GAAG,UAAU,GAAG,QAAQ,GAAG,SAAS,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,GAAG,cAAc,CAAC;YACjF,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC5C,SAAS;YACT,MAAM,CAAC,GAAG,CAAC,QAAQ,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,SAAS,EAAE,CAAC;YAClD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC3C,KAAK;YACL,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;YAC7D,yCAAyC;YACzC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACrB,iBAAiB;YACjB,KAAK,EAAE,CAAC;QACZ,CAAC;QACD,kDAAkD;QAClD,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC9B,CAAC;IAED,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;QACvC,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,MAAM,CAAC,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,GAAG,CAAC,CAAC,GAAG,kBAAkB,CAAC,CAAC;QACrE,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC,GAAG,kBAAkB,CAAC;QACjD,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzB,0CAA0C;QAC1C,MAAM,OAAO,GAAG,IAAI,GAAG,YAAY,CAAC;QACpC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;YACnC,MAAM,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC;YAC7B,MAAM,KAAK,GAAG,CAAC,GAAG,WAAW,GAAG,UAAU,CAAC;YAC3C,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACjC,SAAS;YACT,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,MAAM,CAAC,CAAC,GAAG,CAAC,UAAU,GAAG,IAAI,GAAG,YAAY,CAAC;YAC7C,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,QAAQ,CAAC;YAC9B,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC5C,SAAS;YACT,MAAM,CAAC,GAAG,CAAC,IAAI,GAAG,QAAQ,EAAE,IAAI,EAAE,IAAI,GAAG,QAAQ,CAAC,CAAC;YACnD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC3C,KAAK;YACL,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;YAC7D,yCAAyC;YACzC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACrB,iBAAiB;YACjB,KAAK,EAAE,CAAC;QACZ,CAAC;QACD,kDAAkD;QAClD,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC9B,CAAC;IACD,mBAAmB;IACnB,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC;QAClC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,GAAG,cAAc,GAAG,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;YACzE,uDAAuD;YACvD,MAAM,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5B,MAAM,EAAE,GAAG,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAChC,MAAM,EAAE,GAAG,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACpC,MAAM,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAChC,WAAW;YACX,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,WAAW;YACX,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACrB,CAAC;IACL,CAAC;IAED,OAAO,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;IAE5B,IAAI,OAAO,CAAC,WAAW,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;QACnE,MAAM,CAAC,GAAG,IAAI,MAAM,EAAE,CAAC;QACvB,OAAO,CAAC,WAAW;aACd,KAAK,EAAE;aACP,KAAK,CAAC,IAAI,CAAC,EAAE,GAAG,GAAG,CAAC;aACpB,KAAK,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC;aACnB,YAAY,EAAE;aACd,gBAAgB,CAAC,CAAC,CAAC,CAAC;QACzB,MAAM,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YAC1C,CAAC,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACrD,OAAO,CAAC,yBAAyB,CAAC,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACnD,QAAQ,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAClB,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACtB,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QAC1B,CAAC;IACL,CAAC;IAED,MAAM,IAAI,GAAG,IAAI,UAAU,EAAE,CAAC;IAC9B,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;IAC1B,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IACvB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;IACf,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IAEvB,OAAO,IAAI,CAAC;AAChB,CAAC;AAwCD;;;;;;GAMG;AACH,MAAM,UAAU,aAAa,CACzB,IAAY,EACZ,UAAiC;IAC7B,WAAW,EAAE,OAAO,CAAC,EAAE,EAAE;IACzB,YAAY,EAAE,CAAC;IACf,YAAY,EAAE,EAAE;IAChB,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,IAAI;IACZ,eAAe,EAAE,CAAC;IAClB,SAAS,EAAE,KAAK;CACnB,EACD,QAAyB,IAAI;IAE7B,MAAM,OAAO,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IACtC,MAAM,UAAU,GAAG,uBAAuB,CAAC,OAAO,CAAC,CAAC;IACpD,UAAU,CAAC,WAAW,CAAC,OAAO,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IACnD,OAAO,OAAO,CAAC;AACnB,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,MAAM,cAAc,GAAG;IAC1B,gEAAgE;IAChE,aAAa;CAChB,CAAC;AAEF;;;;;;;GAOG;AACH,IAAI,CAAC,aAAa,GAAG,CAAC,IAAY,EAAE,OAA8B,EAAE,KAAuB,EAAQ,EAAE;IACjG,OAAO,aAAa,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAC/C,CAAC,CAAC;AAEF,UAAU,CAAC,aAAa,GAAG,uBAAuB,CAAC","sourcesContent":["import { VertexData } from \"../mesh.vertexData\";\r\nimport { Vector2, Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n/**\r\n * Scripts based off of https://github.com/maximeq/three-js-capsule-geometry/blob/master/src/CapsuleBufferGeometry.js\r\n * @param options the constructors options used to shape the mesh.\r\n * @returns the capsule VertexData\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/capsule\r\n */\r\nexport function CreateCapsuleVertexData(\r\n options: ICreateCapsuleOptions = {\r\n subdivisions: 2,\r\n tessellation: 16,\r\n height: 1,\r\n radius: 0.25,\r\n capSubdivisions: 6,\r\n }\r\n): VertexData {\r\n const subdivisions = Math.max(options.subdivisions ? options.subdivisions : 2, 1) | 0;\r\n const tessellation = Math.max(options.tessellation ? options.tessellation : 16, 3) | 0;\r\n const height = Math.max(options.height ? options.height : 1, 0);\r\n const radius = Math.max(options.radius ? options.radius : 0.25, 0);\r\n const capDetail = Math.max(options.capSubdivisions ? options.capSubdivisions : 6, 1) | 0;\r\n\r\n const radialSegments = tessellation;\r\n const heightSegments = subdivisions;\r\n\r\n const radiusTop = Math.max(options.radiusTop ? options.radiusTop : radius, 0);\r\n const radiusBottom = Math.max(options.radiusBottom ? options.radiusBottom : radius, 0);\r\n\r\n const heightMinusCaps = height - (radiusTop + radiusBottom);\r\n\r\n const thetaStart = 0.0;\r\n const thetaLength = 2.0 * Math.PI;\r\n\r\n const capsTopSegments = Math.max(options.topCapSubdivisions ? options.topCapSubdivisions : capDetail, 1);\r\n const capsBottomSegments = Math.max(options.bottomCapSubdivisions ? options.bottomCapSubdivisions : capDetail, 1);\r\n\r\n const alpha = Math.acos((radiusBottom - radiusTop) / height);\r\n\r\n let indices = [];\r\n const vertices = [];\r\n const normals = [];\r\n const uvs = [];\r\n\r\n let index = 0;\r\n const indexArray = [],\r\n halfHeight = heightMinusCaps * 0.5;\r\n const pi2 = Math.PI * 0.5;\r\n\r\n let x, y;\r\n const normal = Vector3.Zero();\r\n const vertex = Vector3.Zero();\r\n\r\n const cosAlpha = Math.cos(alpha);\r\n const sinAlpha = Math.sin(alpha);\r\n\r\n const coneLength = new Vector2(radiusTop * sinAlpha, halfHeight + radiusTop * cosAlpha)\r\n .subtract(new Vector2(radiusBottom * sinAlpha, -halfHeight + radiusBottom * cosAlpha))\r\n .length();\r\n\r\n // Total length for v texture coord\r\n const vl = radiusTop * alpha + coneLength + radiusBottom * (pi2 - alpha);\r\n\r\n let v = 0;\r\n for (y = 0; y <= capsTopSegments; y++) {\r\n const indexRow = [];\r\n\r\n const a = pi2 - alpha * (y / capsTopSegments);\r\n\r\n v += (radiusTop * alpha) / capsTopSegments;\r\n\r\n const cosA = Math.cos(a);\r\n const sinA = Math.sin(a);\r\n\r\n // calculate the radius of the current row\r\n const _radius = cosA * radiusTop;\r\n\r\n for (x = 0; x <= radialSegments; x++) {\r\n const u = x / radialSegments;\r\n const theta = u * thetaLength + thetaStart;\r\n const sinTheta = Math.sin(theta);\r\n const cosTheta = Math.cos(theta);\r\n // vertex\r\n vertex.x = _radius * sinTheta;\r\n vertex.y = halfHeight + sinA * radiusTop;\r\n vertex.z = _radius * cosTheta;\r\n vertices.push(vertex.x, vertex.y, vertex.z);\r\n // normal\r\n normal.set(cosA * sinTheta, sinA, cosA * cosTheta);\r\n normals.push(normal.x, normal.y, normal.z);\r\n // uv\r\n uvs.push(u, useOpenGLOrientationForUV ? v / vl : 1 - v / vl);\r\n // save index of vertex in respective row\r\n indexRow.push(index);\r\n // increase index\r\n index++;\r\n }\r\n // now save vertices of the row in our index array\r\n indexArray.push(indexRow);\r\n }\r\n\r\n const coneHeight = height - radiusTop - radiusBottom + cosAlpha * radiusTop - cosAlpha * radiusBottom;\r\n const slope = (sinAlpha * (radiusBottom - radiusTop)) / coneHeight;\r\n\r\n for (y = 1; y <= heightSegments; y++) {\r\n const indexRow = [];\r\n v += coneLength / heightSegments;\r\n // calculate the radius of the current row\r\n const _radius = sinAlpha * ((y * (radiusBottom - radiusTop)) / heightSegments + radiusTop);\r\n for (x = 0; x <= radialSegments; x++) {\r\n const u = x / radialSegments;\r\n const theta = u * thetaLength + thetaStart;\r\n const sinTheta = Math.sin(theta);\r\n const cosTheta = Math.cos(theta);\r\n // vertex\r\n vertex.x = _radius * sinTheta;\r\n vertex.y = halfHeight + cosAlpha * radiusTop - (y * coneHeight) / heightSegments;\r\n vertex.z = _radius * cosTheta;\r\n vertices.push(vertex.x, vertex.y, vertex.z);\r\n // normal\r\n normal.set(sinTheta, slope, cosTheta).normalize();\r\n normals.push(normal.x, normal.y, normal.z);\r\n // uv\r\n uvs.push(u, useOpenGLOrientationForUV ? v / vl : 1 - v / vl);\r\n // save index of vertex in respective row\r\n indexRow.push(index);\r\n // increase index\r\n index++;\r\n }\r\n // now save vertices of the row in our index array\r\n indexArray.push(indexRow);\r\n }\r\n\r\n for (y = 1; y <= capsBottomSegments; y++) {\r\n const indexRow = [];\r\n const a = pi2 - alpha - (Math.PI - alpha) * (y / capsBottomSegments);\r\n v += (radiusBottom * alpha) / capsBottomSegments;\r\n const cosA = Math.cos(a);\r\n const sinA = Math.sin(a);\r\n // calculate the radius of the current row\r\n const _radius = cosA * radiusBottom;\r\n for (x = 0; x <= radialSegments; x++) {\r\n const u = x / radialSegments;\r\n const theta = u * thetaLength + thetaStart;\r\n const sinTheta = Math.sin(theta);\r\n const cosTheta = Math.cos(theta);\r\n // vertex\r\n vertex.x = _radius * sinTheta;\r\n vertex.y = -halfHeight + sinA * radiusBottom;\r\n vertex.z = _radius * cosTheta;\r\n vertices.push(vertex.x, vertex.y, vertex.z);\r\n // normal\r\n normal.set(cosA * sinTheta, sinA, cosA * cosTheta);\r\n normals.push(normal.x, normal.y, normal.z);\r\n // uv\r\n uvs.push(u, useOpenGLOrientationForUV ? v / vl : 1 - v / vl);\r\n // save index of vertex in respective row\r\n indexRow.push(index);\r\n // increase index\r\n index++;\r\n }\r\n // now save vertices of the row in our index array\r\n indexArray.push(indexRow);\r\n }\r\n // generate indices\r\n for (x = 0; x < radialSegments; x++) {\r\n for (y = 0; y < capsTopSegments + heightSegments + capsBottomSegments; y++) {\r\n // we use the index array to access the correct indices\r\n const i1 = indexArray[y][x];\r\n const i2 = indexArray[y + 1][x];\r\n const i3 = indexArray[y + 1][x + 1];\r\n const i4 = indexArray[y][x + 1];\r\n // face one\r\n indices.push(i1);\r\n indices.push(i2);\r\n indices.push(i4);\r\n // face two\r\n indices.push(i2);\r\n indices.push(i3);\r\n indices.push(i4);\r\n }\r\n }\r\n\r\n indices = indices.reverse();\r\n\r\n if (options.orientation && !options.orientation.equals(Vector3.Up())) {\r\n const m = new Matrix();\r\n options.orientation\r\n .clone()\r\n .scale(Math.PI * 0.5)\r\n .cross(Vector3.Up())\r\n .toQuaternion()\r\n .toRotationMatrix(m);\r\n const v = Vector3.Zero();\r\n for (let i = 0; i < vertices.length; i += 3) {\r\n v.set(vertices[i], vertices[i + 1], vertices[i + 2]);\r\n Vector3.TransformCoordinatesToRef(v.clone(), m, v);\r\n vertices[i] = v.x;\r\n vertices[i + 1] = v.y;\r\n vertices[i + 2] = v.z;\r\n }\r\n }\r\n\r\n const vDat = new VertexData();\r\n vDat.positions = vertices;\r\n vDat.normals = normals;\r\n vDat.uvs = uvs;\r\n vDat.indices = indices;\r\n\r\n return vDat;\r\n}\r\n\r\n/**\r\n * The options Interface for creating a Capsule Mesh\r\n */\r\nexport interface ICreateCapsuleOptions {\r\n /** The Orientation of the capsule. Default : Vector3.Up() */\r\n orientation?: Vector3;\r\n\r\n /** Number of sub segments on the tube section of the capsule running parallel to orientation. */\r\n subdivisions?: number;\r\n\r\n /** Number of cylindrical segments on the capsule. */\r\n tessellation?: number;\r\n\r\n /** Height or Length of the capsule. */\r\n height?: number;\r\n\r\n /** Radius of the capsule. */\r\n radius?: number;\r\n\r\n /** Number of sub segments on the cap sections of the capsule running parallel to orientation. */\r\n capSubdivisions?: number;\r\n\r\n /** Overwrite for the top radius. */\r\n radiusTop?: number;\r\n\r\n /** Overwrite for the bottom radius. */\r\n radiusBottom?: number;\r\n\r\n /** Overwrite for the top capSubdivisions. */\r\n topCapSubdivisions?: number;\r\n\r\n /** Overwrite for the bottom capSubdivisions. */\r\n bottomCapSubdivisions?: number;\r\n\r\n /** Internal geometry is supposed to change once created. */\r\n updatable?: boolean;\r\n}\r\n\r\n/**\r\n * Creates a capsule or a pill mesh\r\n * @param name defines the name of the mesh\r\n * @param options The constructors options.\r\n * @param scene The scene the mesh is scoped to.\r\n * @returns Capsule Mesh\r\n */\r\nexport function CreateCapsule(\r\n name: string,\r\n options: ICreateCapsuleOptions = {\r\n orientation: Vector3.Up(),\r\n subdivisions: 2,\r\n tessellation: 16,\r\n height: 1,\r\n radius: 0.25,\r\n capSubdivisions: 6,\r\n updatable: false,\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const capsule = new Mesh(name, scene);\r\n const vertexData = CreateCapsuleVertexData(options);\r\n vertexData.applyToMesh(capsule, options.updatable);\r\n return capsule;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated please use CreateCapsule directly\r\n */\r\nexport const CapsuleBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateCapsule,\r\n};\r\n\r\n/**\r\n * Creates a capsule or a pill mesh\r\n * @param name defines the name of the mesh.\r\n * @param options the constructors options used to shape the mesh.\r\n * @param scene defines the scene the mesh is scoped to.\r\n * @returns the capsule mesh\r\n * @see https://doc.babylonjs.com/how_to/capsule_shape\r\n */\r\nMesh.CreateCapsule = (name: string, options: ICreateCapsuleOptions, scene?: Nullable<Scene>): Mesh => {\r\n return CreateCapsule(name, options, scene);\r\n};\r\n\r\nVertexData.CreateCapsule = CreateCapsuleVertexData;\r\n"]}
|
|
@@ -12,7 +12,7 @@ import type { Nullable } from "../../types.js";
|
|
|
12
12
|
* * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
|
|
13
13
|
* * diameter sets the diameter of the top and bottom of the cone, optional default 1
|
|
14
14
|
* * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
|
|
15
|
-
* * subdivisions` the number of rings along the cylinder height, optional, default 1
|
|
15
|
+
* * `subdivisions` the number of rings along the cylinder height, optional, default 1
|
|
16
16
|
* * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
|
|
17
17
|
* * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
|
|
18
18
|
* * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
|
|
@@ -13,7 +13,7 @@ import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js"
|
|
|
13
13
|
* * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
|
|
14
14
|
* * diameter sets the diameter of the top and bottom of the cone, optional default 1
|
|
15
15
|
* * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
|
|
16
|
-
* * subdivisions` the number of rings along the cylinder height, optional, default 1
|
|
16
|
+
* * `subdivisions` the number of rings along the cylinder height, optional, default 1
|
|
17
17
|
* * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
|
|
18
18
|
* * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
|
|
19
19
|
* * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
|
|
@@ -24,7 +24,6 @@ import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js"
|
|
|
24
24
|
* * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
|
|
25
25
|
* @returns the VertexData of the cylinder, cone or prism
|
|
26
26
|
*/
|
|
27
|
-
// eslint-disable-next-line @typescript-eslint/naming-convention
|
|
28
27
|
export function CreateCylinderVertexData(options) {
|
|
29
28
|
const height = options.height || 2;
|
|
30
29
|
let diameterTop = options.diameterTop === 0 ? 0 : options.diameterTop || options.diameter || 1;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"cylinderBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/cylinderBuilder.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AACpE,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAChD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAEpC,OAAO,EAAE,IAAI,EAAE,MAAM,uBAAuB,CAAC;AAC7C,OAAO,EAAE,yBAAyB,EAAE,MAAM,mCAAmC,CAAC;AAE9E;;;;;;;;;;;;;;;;;;GAkBG;AACH,gEAAgE;AAChE,MAAM,UAAU,wBAAwB,CAAC,OAgBxC;IACG,MAAM,MAAM,GAAW,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IAC3C,IAAI,WAAW,GAAW,OAAO,CAAC,WAAW,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,WAAW,IAAI,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;IACvG,IAAI,cAAc,GAAW,OAAO,CAAC,cAAc,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,cAAc,IAAI,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;IAChH,WAAW,GAAG,WAAW,IAAI,OAAO,CAAC,CAAC,yBAAyB;IAC/D,cAAc,GAAG,cAAc,IAAI,OAAO,CAAC,CAAC,yBAAyB;IACrE,MAAM,YAAY,GAAW,CAAC,OAAO,CAAC,YAAY,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC;IAC9D,MAAM,YAAY,GAAW,CAAC,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;IAC7D,MAAM,QAAQ,GAAY,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC1D,MAAM,OAAO,GAAY,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IACxD,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,IAAI,IAAI,CAAC,OAAO,CAAC;IAChE,MAAM,GAAG,GAAW,OAAO,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,OAAO,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,IAAI,GAAG,CAAC;IACpG,MAAM,eAAe,GAAW,OAAO,CAAC,eAAe,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,eAAe,IAAI,UAAU,CAAC,WAAW,CAAC;IACtH,MAAM,MAAM,GAAc,OAAO,CAAC,MAAM,IAAI,IAAI,KAAK,CAAU,CAAC,CAAC,CAAC;IAClE,MAAM,UAAU,GAAG,OAAO,CAAC,UAAU,CAAC;IACtC,0CAA0C;IAC1C,MAAM,MAAM,GAAW,GAAG,KAAK,CAAC,IAAI,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACpD,MAAM,MAAM,GAAW,QAAQ,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;IACnD,MAAM,SAAS,GAAW,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,MAAM,CAAC;IACpD,IAAI,CAAS,CAAC;IAEd,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;QAC7B,IAAI,UAAU,IAAI,UAAU,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE,CAAC;YAC5C,UAAU,CAAC,CAAC,CAAC,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC3C,CAAC;IACL,CAAC;IACD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;QAC7B,IAAI,MAAM,IAAI,MAAM,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE,CAAC;YACpC,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACxC,CAAC;IACL,CAAC;IAED,MAAM,OAAO,GAAa,EAAE,CAAC;IAC7B,MAAM,SAAS,GAAa,EAAE,CAAC;IAC/B,MAAM,OAAO,GAAa,EAAE,CAAC;IAC7B,MAAM,GAAG,GAAa,EAAE,CAAC;IACzB,MAAM,MAAM,GAAa,EAAE,CAAC;IAE5B,MAAM,SAAS,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,YAAY,CAAC;IACrD,IAAI,KAAa,CAAC;IAClB,IAAI,CAAS,CAAC;IACd,IAAI,MAAc,CAAC;IACnB,MAAM,GAAG,GAAG,CAAC,cAAc,GAAG,WAAW,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;IACxD,MAAM,UAAU,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAC3C,MAAM,UAAU,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAC3C,MAAM,eAAe,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAChD,MAAM,eAAe,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAChD,MAAM,UAAU,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAC3C,MAAM,CAAC,GAAY,IAAI,CAAC,CAAC,CAAC;IAE1B,0BAA0B;IAC1B,IAAI,CAAS,CAAC;IACd,IAAI,CAAS,CAAC;IACd,IAAI,CAAS,CAAC;IACd,IAAI,OAAO,GAAW,CAAC,CAAC;IACxB,IAAI,CAAC,GAAW,CAAC,CAAC,CAAC,gBAAgB;IACnC,IAAI,EAAE,GAAW,CAAC,CAAC;IACnB,IAAI,CAAC,GAAW,CAAC,CAAC;IAElB,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;QACjC,CAAC,GAAG,CAAC,GAAG,YAAY,CAAC;QACrB,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,WAAW,GAAG,cAAc,CAAC,GAAG,cAAc,CAAC,GAAG,CAAC,CAAC;QACnE,OAAO,GAAG,QAAQ,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC5D,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;YAC3B,IAAI,QAAQ,EAAE,CAAC;gBACX,CAAC,IAAI,CAAC,CAAC;YACX,CAAC;YACD,IAAI,OAAO,EAAE,CAAC;gBACV,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;YACf,CAAC;YACD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;gBACjC,KAAK,GAAG,CAAC,GAAG,SAAS,CAAC;gBAEtB,WAAW;gBACX,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,GAAG,MAAM,CAAC;gBACzC,UAAU,CAAC,CAAC,GAAG,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;gBACxC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,GAAG,MAAM,CAAC;gBAEzC,SAAS;gBACT,IAAI,WAAW,KAAK,CAAC,IAAI,CAAC,KAAK,YAAY,EAAE,CAAC;oBAC1C,sCAAsC;oBACtC,UAAU,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;oBAChE,UAAU,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;oBACpE,UAAU,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBACxE,CAAC;qBAAM,CAAC;oBACJ,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;oBAC5B,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;oBAC5B,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;oBAC1F,UAAU,CAAC,SAAS,EAAE,CAAC;gBAC3B,CAAC;gBAED,4CAA4C;gBAC5C,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;oBACV,eAAe,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;oBACrC,eAAe,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;gBACzC,CAAC;gBAED,SAAS,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACzD,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACvD,IAAI,QAAQ,EAAE,CAAC;oBACX,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7C,CAAC;qBAAM,CAAC;oBACJ,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;gBACtD,CAAC;gBACD,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAChH,IAAI,UAAU,EAAE,CAAC;oBACb,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACpF,CAAC;YACL,CAAC;YAED,4DAA4D;YAC5D,IAAI,GAAG,KAAK,CAAC,IAAI,OAAO,EAAE,CAAC;gBACvB,SAAS,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACzD,SAAS,CAAC,IAAI,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;gBACnC,SAAS,CAAC,IAAI,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;gBACnC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,CAAC;gBACxE,OAAO,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;gBAC9C,UAAU,CAAC,SAAS,EAAE,CAAC;gBACvB,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACjG,OAAO,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,EAAE,UAAU,CAAC,CAAC;gBACnD,UAAU,CAAC,SAAS,EAAE,CAAC;gBACvB,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACjG,IAAI,QAAQ,EAAE,CAAC;oBACX,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBACrD,CAAC;qBAAM,CAAC;oBACJ,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;gBAClE,CAAC;gBACD,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,IAAI,QAAQ,EAAE,CAAC;oBACX,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBACrD,CAAC;qBAAM,CAAC;oBACJ,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;gBAClE,CAAC;gBACD,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,IAAI,UAAU,EAAE,CAAC;oBACb,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBAChG,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBAChG,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBAChG,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACpG,CAAC;YACL,CAAC;YACD,IAAI,EAAE,KAAK,CAAC,EAAE,CAAC;gBACX,EAAE,GAAG,CAAC,CAAC;YACX,CAAC;QACL,CAAC;IACL,CAAC;IAED,UAAU;IACV,MAAM,CAAC,GAAW,GAAG,KAAK,CAAC,IAAI,OAAO,CAAC,CAAC,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,+CAA+C;IACzH,CAAC,GAAG,CAAC,CAAC;IACN,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;QAChC,IAAI,EAAE,GAAW,CAAC,CAAC;QACnB,IAAI,EAAE,GAAW,CAAC,CAAC;QACnB,IAAI,EAAE,GAAW,CAAC,CAAC;QACnB,IAAI,EAAE,GAAW,CAAC,CAAC;QACnB,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;YAChC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YACrB,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC3B,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAC3B,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACjC,OAAO,CAAC,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;YACzB,OAAO,CAAC,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;QAC7B,CAAC;QACD,IAAI,GAAG,KAAK,CAAC,IAAI,OAAO,EAAE,CAAC;YACvB,4BAA4B;YAC5B,OAAO,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC;QACzC,CAAC;QACD,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IACjC,CAAC;IAED,OAAO;IACP,MAAM,iBAAiB,GAAG,CAAC,KAAc,EAAE,EAAE;QACzC,MAAM,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,CAAC,cAAc,GAAG,CAAC,CAAC;QAC5D,IAAI,MAAM,KAAK,CAAC,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,+BAA+B;QAC/B,IAAI,KAAK,CAAC;QACV,IAAI,YAAY,CAAC;QACjB,IAAI,CAAS,CAAC;QACd,MAAM,CAAC,GAAY,KAAK,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAC7D,IAAI,CAAC,GAAqB,IAAI,CAAC;QAC/B,IAAI,UAAU,EAAE,CAAC;YACb,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QAC1D,CAAC;QACD,aAAa;QACb,MAAM,KAAK,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;QACnC,MAAM,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;QAChD,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;QACzC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;QAC7C,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACnC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;QAClC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACzE,IAAI,CAAC,EAAE,CAAC;YACJ,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;QACpC,CAAC;QAED,MAAM,YAAY,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QAC3C,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;YACjC,KAAK,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,YAAY,CAAC;YAC/C,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;YAC7B,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;YAC7B,YAAY,GAAG,IAAI,OAAO,CAAC,GAAG,GAAG,MAAM,EAAE,MAAM,EAAE,GAAG,GAAG,MAAM,CAAC,CAAC;YAC/D,MAAM,iBAAiB,GAAG,IAAI,OAAO,CAAC,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,GAAG,EAAE,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;YAC9F,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC;YAC/D,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACnC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,iBAAiB,CAAC,CAAC,CAAC;YAClD,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,iBAAiB,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACzF,IAAI,CAAC,EAAE,CAAC;gBACJ,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;YACpC,CAAC;QACL,CAAC;QACD,cAAc;QACd,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;YAChC,IAAI,CAAC,KAAK,EAAE,CAAC;gBACT,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACpB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAClC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACpB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAClC,CAAC;QACL,CAAC;IACL,CAAC,CAAC;IAEF,8CAA8C;IAC9C,IAAI,GAAG,KAAK,IAAI,CAAC,SAAS,IAAI,GAAG,KAAK,IAAI,CAAC,OAAO,EAAE,CAAC;QACjD,iBAAiB,CAAC,KAAK,CAAC,CAAC;IAC7B,CAAC;IACD,IAAI,GAAG,KAAK,IAAI,CAAC,OAAO,IAAI,GAAG,KAAK,IAAI,CAAC,OAAO,EAAE,CAAC;QAC/C,iBAAiB,CAAC,IAAI,CAAC,CAAC;IAC5B,CAAC;IAED,QAAQ;IACR,UAAU,CAAC,aAAa,CAAC,eAAe,EAAE,SAAS,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,CAAC,OAAO,CAAC,CAAC;IAE/G,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IAEpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IACrB,IAAI,UAAU,EAAE,CAAC;QACb,UAAU,CAAC,MAAM,GAAG,MAAM,CAAC;IAC/B,CAAC;IAED,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,MAAM,UAAU,cAAc,CAC1B,IAAY,EACZ,UAiBI,EAAE,EACN,KAAuB;IAEvB,MAAM,QAAQ,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAEvC,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC;IACnF,QAAQ,CAAC,+BAA+B,GAAG,OAAO,CAAC,eAAe,CAAC;IAEnE,MAAM,UAAU,GAAG,wBAAwB,CAAC,OAAO,CAAC,CAAC;IAErD,UAAU,CAAC,WAAW,CAAC,QAAQ,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAEpD,OAAO,QAAQ,CAAC;AACpB,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,MAAM,eAAe,GAAG;IAC3B,gEAAgE;IAChE,cAAc;CACjB,CAAC;AAEF,UAAU,CAAC,cAAc,GAAG,wBAAwB,CAAC;AAErD,IAAI,CAAC,cAAc,GAAG,CAClB,IAAY,EACZ,MAAc,EACd,WAAmB,EACnB,cAAsB,EACtB,YAAoB,EACpB,YAAiB,EACjB,KAAa,EACb,SAAe,EACf,eAAwB,EACpB,EAAE;IACN,IAAI,KAAK,KAAK,SAAS,IAAI,CAAC,CAAC,KAAK,YAAY,KAAK,CAAC,EAAE,CAAC;QACnD,IAAI,KAAK,KAAK,SAAS,EAAE,CAAC;YACtB,eAAe,GAAG,SAAS,IAAI,IAAI,CAAC,WAAW,CAAC;YAChD,SAAS,GAAG,KAAK,CAAC;QACtB,CAAC;QACD,KAAK,GAAU,YAAY,CAAC;QAC5B,YAAY,GAAG,CAAC,CAAC;IACrB,CAAC;IAED,MAAM,OAAO,GAAG;QACZ,MAAM;QACN,WAAW;QACX,cAAc;QACd,YAAY;QACZ,YAAY;QACZ,eAAe;QACf,SAAS;KACZ,CAAC;IAEF,OAAO,cAAc,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAChD,CAAC,CAAC","sourcesContent":["import { Vector4, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a cylinder, cone or prism\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * height sets the height (y direction) of the cylinder, optional, default 2\r\n * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter\r\n * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter\r\n * * diameter sets the diameter of the top and bottom of the cone, optional default 1\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * subdivisions` the number of rings along the cylinder height, optional, default 1\r\n * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * hasRings when true makes each subdivision independently treated as a face for faceUV and faceColors, optional, default false\r\n * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the cylinder, cone or prism\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function CreateCylinderVertexData(options: {\r\n height?: number;\r\n diameterTop?: number;\r\n diameterBottom?: number;\r\n diameter?: number;\r\n tessellation?: number;\r\n subdivisions?: number;\r\n arc?: number;\r\n faceColors?: Color4[];\r\n faceUV?: Vector4[];\r\n hasRings?: boolean;\r\n enclose?: boolean;\r\n cap?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const height: number = options.height || 2;\r\n let diameterTop: number = options.diameterTop === 0 ? 0 : options.diameterTop || options.diameter || 1;\r\n let diameterBottom: number = options.diameterBottom === 0 ? 0 : options.diameterBottom || options.diameter || 1;\r\n diameterTop = diameterTop || 0.00001; // Prevent broken normals\r\n diameterBottom = diameterBottom || 0.00001; // Prevent broken normals\r\n const tessellation: number = (options.tessellation || 24) | 0;\r\n const subdivisions: number = (options.subdivisions || 1) | 0;\r\n const hasRings: boolean = options.hasRings ? true : false;\r\n const enclose: boolean = options.enclose ? true : false;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.CAP_ALL;\r\n const arc: number = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n const sideOrientation: number = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const faceUV: Vector4[] = options.faceUV || new Array<Vector4>(3);\r\n const faceColors = options.faceColors;\r\n // default face colors and UV if undefined\r\n const quadNb: number = arc !== 1 && enclose ? 2 : 0;\r\n const ringNb: number = hasRings ? subdivisions : 1;\r\n const surfaceNb: number = 2 + (1 + quadNb) * ringNb;\r\n let f: number;\r\n\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceUV && faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n }\r\n\r\n const indices: number[] = [];\r\n const positions: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n const colors: number[] = [];\r\n\r\n const angleStep = (Math.PI * 2 * arc) / tessellation;\r\n let angle: number;\r\n let h: number;\r\n let radius: number;\r\n const tan = (diameterBottom - diameterTop) / 2 / height;\r\n const ringVertex: Vector3 = Vector3.Zero();\r\n const ringNormal: Vector3 = Vector3.Zero();\r\n const ringFirstVertex: Vector3 = Vector3.Zero();\r\n const ringFirstNormal: Vector3 = Vector3.Zero();\r\n const quadNormal: Vector3 = Vector3.Zero();\r\n const y: Vector3 = Axis.Y;\r\n\r\n // positions, normals, uvs\r\n let i: number;\r\n let j: number;\r\n let r: number;\r\n let ringIdx: number = 1;\r\n let s: number = 1; // surface index\r\n let cs: number = 0;\r\n let v: number = 0;\r\n\r\n for (i = 0; i <= subdivisions; i++) {\r\n h = i / subdivisions;\r\n radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;\r\n ringIdx = hasRings && i !== 0 && i !== subdivisions ? 2 : 1;\r\n for (r = 0; r < ringIdx; r++) {\r\n if (hasRings) {\r\n s += r;\r\n }\r\n if (enclose) {\r\n s += 2 * r;\r\n }\r\n for (j = 0; j <= tessellation; j++) {\r\n angle = j * angleStep;\r\n\r\n // position\r\n ringVertex.x = Math.cos(-angle) * radius;\r\n ringVertex.y = -height / 2 + h * height;\r\n ringVertex.z = Math.sin(-angle) * radius;\r\n\r\n // normal\r\n if (diameterTop === 0 && i === subdivisions) {\r\n // if no top cap, reuse former normals\r\n ringNormal.x = normals[normals.length - (tessellation + 1) * 3];\r\n ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];\r\n ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];\r\n } else {\r\n ringNormal.x = ringVertex.x;\r\n ringNormal.z = ringVertex.z;\r\n ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;\r\n ringNormal.normalize();\r\n }\r\n\r\n // keep first ring vertex values for enclose\r\n if (j === 0) {\r\n ringFirstVertex.copyFrom(ringVertex);\r\n ringFirstNormal.copyFrom(ringNormal);\r\n }\r\n\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n normals.push(ringNormal.x, ringNormal.y, ringNormal.z);\r\n if (hasRings) {\r\n v = cs !== s ? faceUV[s].y : faceUV[s].w;\r\n } else {\r\n v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;\r\n }\r\n uvs.push(faceUV[s].x + ((faceUV[s].z - faceUV[s].x) * j) / tessellation, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (faceColors) {\r\n colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);\r\n }\r\n }\r\n\r\n // if enclose, add four vertices and their dedicated normals\r\n if (arc !== 1 && enclose) {\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);\r\n Vector3.CrossToRef(y, ringNormal, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n Vector3.CrossToRef(ringFirstNormal, y, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n if (hasRings) {\r\n v = cs !== s ? faceUV[s + 1].y : faceUV[s + 1].w;\r\n } else {\r\n v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;\r\n }\r\n uvs.push(faceUV[s + 1].x, useOpenGLOrientationForUV ? 1 - v : v);\r\n uvs.push(faceUV[s + 1].z, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (hasRings) {\r\n v = cs !== s ? faceUV[s + 2].y : faceUV[s + 2].w;\r\n } else {\r\n v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;\r\n }\r\n uvs.push(faceUV[s + 2].x, useOpenGLOrientationForUV ? 1 - v : v);\r\n uvs.push(faceUV[s + 2].z, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (faceColors) {\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n }\r\n }\r\n if (cs !== s) {\r\n cs = s;\r\n }\r\n }\r\n }\r\n\r\n // indices\r\n const e: number = arc !== 1 && enclose ? tessellation + 4 : tessellation; // correction of number of iteration if enclose\r\n i = 0;\r\n for (s = 0; s < subdivisions; s++) {\r\n let i0: number = 0;\r\n let i1: number = 0;\r\n let i2: number = 0;\r\n let i3: number = 0;\r\n for (j = 0; j < tessellation; j++) {\r\n i0 = i * (e + 1) + j;\r\n i1 = (i + 1) * (e + 1) + j;\r\n i2 = i * (e + 1) + (j + 1);\r\n i3 = (i + 1) * (e + 1) + (j + 1);\r\n indices.push(i0, i1, i2);\r\n indices.push(i3, i2, i1);\r\n }\r\n if (arc !== 1 && enclose) {\r\n // if enclose, add two quads\r\n indices.push(i0 + 2, i1 + 2, i2 + 2);\r\n indices.push(i3 + 2, i2 + 2, i1 + 2);\r\n indices.push(i0 + 4, i1 + 4, i2 + 4);\r\n indices.push(i3 + 4, i2 + 4, i1 + 4);\r\n }\r\n i = hasRings ? i + 2 : i + 1;\r\n }\r\n\r\n // Caps\r\n const createCylinderCap = (isTop: boolean) => {\r\n const radius = isTop ? diameterTop / 2 : diameterBottom / 2;\r\n if (radius === 0) {\r\n return;\r\n }\r\n\r\n // Cap positions, normals & uvs\r\n let angle;\r\n let circleVector;\r\n let i: number;\r\n const u: Vector4 = isTop ? faceUV[surfaceNb - 1] : faceUV[0];\r\n let c: Nullable<Color4> = null;\r\n if (faceColors) {\r\n c = isTop ? faceColors[surfaceNb - 1] : faceColors[0];\r\n }\r\n // cap center\r\n const vbase = positions.length / 3;\r\n const offset = isTop ? height / 2 : -height / 2;\r\n const center = new Vector3(0, offset, 0);\r\n positions.push(center.x, center.y, center.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n const v = u.y + (u.w - u.y) * 0.5;\r\n uvs.push(u.x + (u.z - u.x) * 0.5, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n\r\n const textureScale = new Vector2(0.5, 0.5);\r\n for (i = 0; i <= tessellation; i++) {\r\n angle = (Math.PI * 2 * i * arc) / tessellation;\r\n const cos = Math.cos(-angle);\r\n const sin = Math.sin(-angle);\r\n circleVector = new Vector3(cos * radius, offset, sin * radius);\r\n const textureCoordinate = new Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);\r\n positions.push(circleVector.x, circleVector.y, circleVector.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n const v = u.y + (u.w - u.y) * textureCoordinate.y;\r\n uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n }\r\n // Cap indices\r\n for (i = 0; i < tessellation; i++) {\r\n if (!isTop) {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 1));\r\n indices.push(vbase + (i + 2));\r\n } else {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 2));\r\n indices.push(vbase + (i + 1));\r\n }\r\n }\r\n };\r\n\r\n // add caps to geometry based on cap parameter\r\n if (cap === Mesh.CAP_START || cap === Mesh.CAP_ALL) {\r\n createCylinderCap(false);\r\n }\r\n if (cap === Mesh.CAP_END || cap === Mesh.CAP_ALL) {\r\n createCylinderCap(true);\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors) {\r\n vertexData.colors = colors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a cylinder or a cone mesh\r\n * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).\r\n * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).\r\n * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter \"diameterBottom\" can't be zero.\r\n * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.\r\n * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).\r\n * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.\r\n * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.\r\n * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).\r\n * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).\r\n * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3\r\n * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7\r\n * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17\r\n * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.\r\n * * If `enclose` is false, a ring surface is one element.\r\n * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.\r\n * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the cylinder mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#cylinder-or-cone\r\n */\r\nexport function CreateCylinder(\r\n name: string,\r\n options: {\r\n height?: number;\r\n diameterTop?: number;\r\n diameterBottom?: number;\r\n diameter?: number;\r\n tessellation?: number;\r\n subdivisions?: number;\r\n arc?: number;\r\n faceColors?: Color4[];\r\n faceUV?: Vector4[];\r\n updatable?: boolean;\r\n hasRings?: boolean;\r\n enclose?: boolean;\r\n cap?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n } = {},\r\n scene?: Nullable<Scene>\r\n): Mesh {\r\n const cylinder = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n cylinder._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateCylinderVertexData(options);\r\n\r\n vertexData.applyToMesh(cylinder, options.updatable);\r\n\r\n return cylinder;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated Please use CreateCylinder directly\r\n */\r\nexport const CylinderBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateCylinder,\r\n};\r\n\r\nVertexData.CreateCylinder = CreateCylinderVertexData;\r\n\r\nMesh.CreateCylinder = (\r\n name: string,\r\n height: number,\r\n diameterTop: number,\r\n diameterBottom: number,\r\n tessellation: number,\r\n subdivisions: any,\r\n scene?: Scene,\r\n updatable?: any,\r\n sideOrientation?: number\r\n): Mesh => {\r\n if (scene === undefined || !(scene instanceof Scene)) {\r\n if (scene !== undefined) {\r\n sideOrientation = updatable || Mesh.DEFAULTSIDE;\r\n updatable = scene;\r\n }\r\n scene = <Scene>subdivisions;\r\n subdivisions = 1;\r\n }\r\n\r\n const options = {\r\n height,\r\n diameterTop,\r\n diameterBottom,\r\n tessellation,\r\n subdivisions,\r\n sideOrientation,\r\n updatable,\r\n };\r\n\r\n return CreateCylinder(name, options, scene);\r\n};\r\n"]}
|
|
1
|
+
{"version":3,"file":"cylinderBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/cylinderBuilder.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AACpE,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAChD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAEpC,OAAO,EAAE,IAAI,EAAE,MAAM,uBAAuB,CAAC;AAC7C,OAAO,EAAE,yBAAyB,EAAE,MAAM,mCAAmC,CAAC;AAE9E;;;;;;;;;;;;;;;;;;GAkBG;AACH,MAAM,UAAU,wBAAwB,CAAC,OAgBxC;IACG,MAAM,MAAM,GAAW,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IAC3C,IAAI,WAAW,GAAW,OAAO,CAAC,WAAW,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,WAAW,IAAI,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;IACvG,IAAI,cAAc,GAAW,OAAO,CAAC,cAAc,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,cAAc,IAAI,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;IAChH,WAAW,GAAG,WAAW,IAAI,OAAO,CAAC,CAAC,yBAAyB;IAC/D,cAAc,GAAG,cAAc,IAAI,OAAO,CAAC,CAAC,yBAAyB;IACrE,MAAM,YAAY,GAAW,CAAC,OAAO,CAAC,YAAY,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC;IAC9D,MAAM,YAAY,GAAW,CAAC,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;IAC7D,MAAM,QAAQ,GAAY,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC1D,MAAM,OAAO,GAAY,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IACxD,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,IAAI,IAAI,CAAC,OAAO,CAAC;IAChE,MAAM,GAAG,GAAW,OAAO,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,OAAO,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,IAAI,GAAG,CAAC;IACpG,MAAM,eAAe,GAAW,OAAO,CAAC,eAAe,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,eAAe,IAAI,UAAU,CAAC,WAAW,CAAC;IACtH,MAAM,MAAM,GAAc,OAAO,CAAC,MAAM,IAAI,IAAI,KAAK,CAAU,CAAC,CAAC,CAAC;IAClE,MAAM,UAAU,GAAG,OAAO,CAAC,UAAU,CAAC;IACtC,0CAA0C;IAC1C,MAAM,MAAM,GAAW,GAAG,KAAK,CAAC,IAAI,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACpD,MAAM,MAAM,GAAW,QAAQ,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;IACnD,MAAM,SAAS,GAAW,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,MAAM,CAAC;IACpD,IAAI,CAAS,CAAC;IAEd,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;QAC7B,IAAI,UAAU,IAAI,UAAU,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE,CAAC;YAC5C,UAAU,CAAC,CAAC,CAAC,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC3C,CAAC;IACL,CAAC;IACD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;QAC7B,IAAI,MAAM,IAAI,MAAM,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE,CAAC;YACpC,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACxC,CAAC;IACL,CAAC;IAED,MAAM,OAAO,GAAa,EAAE,CAAC;IAC7B,MAAM,SAAS,GAAa,EAAE,CAAC;IAC/B,MAAM,OAAO,GAAa,EAAE,CAAC;IAC7B,MAAM,GAAG,GAAa,EAAE,CAAC;IACzB,MAAM,MAAM,GAAa,EAAE,CAAC;IAE5B,MAAM,SAAS,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,YAAY,CAAC;IACrD,IAAI,KAAa,CAAC;IAClB,IAAI,CAAS,CAAC;IACd,IAAI,MAAc,CAAC;IACnB,MAAM,GAAG,GAAG,CAAC,cAAc,GAAG,WAAW,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;IACxD,MAAM,UAAU,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAC3C,MAAM,UAAU,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAC3C,MAAM,eAAe,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAChD,MAAM,eAAe,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAChD,MAAM,UAAU,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAC3C,MAAM,CAAC,GAAY,IAAI,CAAC,CAAC,CAAC;IAE1B,0BAA0B;IAC1B,IAAI,CAAS,CAAC;IACd,IAAI,CAAS,CAAC;IACd,IAAI,CAAS,CAAC;IACd,IAAI,OAAO,GAAW,CAAC,CAAC;IACxB,IAAI,CAAC,GAAW,CAAC,CAAC,CAAC,gBAAgB;IACnC,IAAI,EAAE,GAAW,CAAC,CAAC;IACnB,IAAI,CAAC,GAAW,CAAC,CAAC;IAElB,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;QACjC,CAAC,GAAG,CAAC,GAAG,YAAY,CAAC;QACrB,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,WAAW,GAAG,cAAc,CAAC,GAAG,cAAc,CAAC,GAAG,CAAC,CAAC;QACnE,OAAO,GAAG,QAAQ,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC5D,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;YAC3B,IAAI,QAAQ,EAAE,CAAC;gBACX,CAAC,IAAI,CAAC,CAAC;YACX,CAAC;YACD,IAAI,OAAO,EAAE,CAAC;gBACV,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;YACf,CAAC;YACD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;gBACjC,KAAK,GAAG,CAAC,GAAG,SAAS,CAAC;gBAEtB,WAAW;gBACX,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,GAAG,MAAM,CAAC;gBACzC,UAAU,CAAC,CAAC,GAAG,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;gBACxC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,GAAG,MAAM,CAAC;gBAEzC,SAAS;gBACT,IAAI,WAAW,KAAK,CAAC,IAAI,CAAC,KAAK,YAAY,EAAE,CAAC;oBAC1C,sCAAsC;oBACtC,UAAU,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;oBAChE,UAAU,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;oBACpE,UAAU,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBACxE,CAAC;qBAAM,CAAC;oBACJ,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;oBAC5B,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;oBAC5B,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;oBAC1F,UAAU,CAAC,SAAS,EAAE,CAAC;gBAC3B,CAAC;gBAED,4CAA4C;gBAC5C,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;oBACV,eAAe,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;oBACrC,eAAe,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;gBACzC,CAAC;gBAED,SAAS,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACzD,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACvD,IAAI,QAAQ,EAAE,CAAC;oBACX,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7C,CAAC;qBAAM,CAAC;oBACJ,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;gBACtD,CAAC;gBACD,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAChH,IAAI,UAAU,EAAE,CAAC;oBACb,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACpF,CAAC;YACL,CAAC;YAED,4DAA4D;YAC5D,IAAI,GAAG,KAAK,CAAC,IAAI,OAAO,EAAE,CAAC;gBACvB,SAAS,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACzD,SAAS,CAAC,IAAI,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;gBACnC,SAAS,CAAC,IAAI,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;gBACnC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,CAAC;gBACxE,OAAO,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;gBAC9C,UAAU,CAAC,SAAS,EAAE,CAAC;gBACvB,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACjG,OAAO,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,EAAE,UAAU,CAAC,CAAC;gBACnD,UAAU,CAAC,SAAS,EAAE,CAAC;gBACvB,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;gBACjG,IAAI,QAAQ,EAAE,CAAC;oBACX,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBACrD,CAAC;qBAAM,CAAC;oBACJ,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;gBAClE,CAAC;gBACD,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,IAAI,QAAQ,EAAE,CAAC;oBACX,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gBACrD,CAAC;qBAAM,CAAC;oBACJ,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;gBAClE,CAAC;gBACD,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACjE,IAAI,UAAU,EAAE,CAAC;oBACb,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBAChG,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBAChG,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBAChG,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACpG,CAAC;YACL,CAAC;YACD,IAAI,EAAE,KAAK,CAAC,EAAE,CAAC;gBACX,EAAE,GAAG,CAAC,CAAC;YACX,CAAC;QACL,CAAC;IACL,CAAC;IAED,UAAU;IACV,MAAM,CAAC,GAAW,GAAG,KAAK,CAAC,IAAI,OAAO,CAAC,CAAC,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,+CAA+C;IACzH,CAAC,GAAG,CAAC,CAAC;IACN,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;QAChC,IAAI,EAAE,GAAW,CAAC,CAAC;QACnB,IAAI,EAAE,GAAW,CAAC,CAAC;QACnB,IAAI,EAAE,GAAW,CAAC,CAAC;QACnB,IAAI,EAAE,GAAW,CAAC,CAAC;QACnB,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;YAChC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YACrB,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC3B,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAC3B,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACjC,OAAO,CAAC,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;YACzB,OAAO,CAAC,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;QAC7B,CAAC;QACD,IAAI,GAAG,KAAK,CAAC,IAAI,OAAO,EAAE,CAAC;YACvB,4BAA4B;YAC5B,OAAO,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC;QACzC,CAAC;QACD,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IACjC,CAAC;IAED,OAAO;IACP,MAAM,iBAAiB,GAAG,CAAC,KAAc,EAAE,EAAE;QACzC,MAAM,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,CAAC,cAAc,GAAG,CAAC,CAAC;QAC5D,IAAI,MAAM,KAAK,CAAC,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,+BAA+B;QAC/B,IAAI,KAAK,CAAC;QACV,IAAI,YAAY,CAAC;QACjB,IAAI,CAAS,CAAC;QACd,MAAM,CAAC,GAAY,KAAK,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAC7D,IAAI,CAAC,GAAqB,IAAI,CAAC;QAC/B,IAAI,UAAU,EAAE,CAAC;YACb,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QAC1D,CAAC;QACD,aAAa;QACb,MAAM,KAAK,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;QACnC,MAAM,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;QAChD,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;QACzC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;QAC7C,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACnC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;QAClC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACzE,IAAI,CAAC,EAAE,CAAC;YACJ,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;QACpC,CAAC;QAED,MAAM,YAAY,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QAC3C,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;YACjC,KAAK,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,YAAY,CAAC;YAC/C,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;YAC7B,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;YAC7B,YAAY,GAAG,IAAI,OAAO,CAAC,GAAG,GAAG,MAAM,EAAE,MAAM,EAAE,GAAG,GAAG,MAAM,CAAC,CAAC;YAC/D,MAAM,iBAAiB,GAAG,IAAI,OAAO,CAAC,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,GAAG,EAAE,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;YAC9F,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC;YAC/D,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACnC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,iBAAiB,CAAC,CAAC,CAAC;YAClD,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,iBAAiB,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACzF,IAAI,CAAC,EAAE,CAAC;gBACJ,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;YACpC,CAAC;QACL,CAAC;QACD,cAAc;QACd,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;YAChC,IAAI,CAAC,KAAK,EAAE,CAAC;gBACT,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACpB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAClC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACpB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAClC,CAAC;QACL,CAAC;IACL,CAAC,CAAC;IAEF,8CAA8C;IAC9C,IAAI,GAAG,KAAK,IAAI,CAAC,SAAS,IAAI,GAAG,KAAK,IAAI,CAAC,OAAO,EAAE,CAAC;QACjD,iBAAiB,CAAC,KAAK,CAAC,CAAC;IAC7B,CAAC;IACD,IAAI,GAAG,KAAK,IAAI,CAAC,OAAO,IAAI,GAAG,KAAK,IAAI,CAAC,OAAO,EAAE,CAAC;QAC/C,iBAAiB,CAAC,IAAI,CAAC,CAAC;IAC5B,CAAC;IAED,QAAQ;IACR,UAAU,CAAC,aAAa,CAAC,eAAe,EAAE,SAAS,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,CAAC,OAAO,CAAC,CAAC;IAE/G,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IAEpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IACrB,IAAI,UAAU,EAAE,CAAC;QACb,UAAU,CAAC,MAAM,GAAG,MAAM,CAAC;IAC/B,CAAC;IAED,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,MAAM,UAAU,cAAc,CAC1B,IAAY,EACZ,UAiBI,EAAE,EACN,KAAuB;IAEvB,MAAM,QAAQ,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAEvC,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC;IACnF,QAAQ,CAAC,+BAA+B,GAAG,OAAO,CAAC,eAAe,CAAC;IAEnE,MAAM,UAAU,GAAG,wBAAwB,CAAC,OAAO,CAAC,CAAC;IAErD,UAAU,CAAC,WAAW,CAAC,QAAQ,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAEpD,OAAO,QAAQ,CAAC;AACpB,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,MAAM,eAAe,GAAG;IAC3B,gEAAgE;IAChE,cAAc;CACjB,CAAC;AAEF,UAAU,CAAC,cAAc,GAAG,wBAAwB,CAAC;AAErD,IAAI,CAAC,cAAc,GAAG,CAClB,IAAY,EACZ,MAAc,EACd,WAAmB,EACnB,cAAsB,EACtB,YAAoB,EACpB,YAAiB,EACjB,KAAa,EACb,SAAe,EACf,eAAwB,EACpB,EAAE;IACN,IAAI,KAAK,KAAK,SAAS,IAAI,CAAC,CAAC,KAAK,YAAY,KAAK,CAAC,EAAE,CAAC;QACnD,IAAI,KAAK,KAAK,SAAS,EAAE,CAAC;YACtB,eAAe,GAAG,SAAS,IAAI,IAAI,CAAC,WAAW,CAAC;YAChD,SAAS,GAAG,KAAK,CAAC;QACtB,CAAC;QACD,KAAK,GAAU,YAAY,CAAC;QAC5B,YAAY,GAAG,CAAC,CAAC;IACrB,CAAC;IAED,MAAM,OAAO,GAAG;QACZ,MAAM;QACN,WAAW;QACX,cAAc;QACd,YAAY;QACZ,YAAY;QACZ,eAAe;QACf,SAAS;KACZ,CAAC;IAEF,OAAO,cAAc,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAChD,CAAC,CAAC","sourcesContent":["import { Vector4, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a cylinder, cone or prism\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * height sets the height (y direction) of the cylinder, optional, default 2\r\n * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter\r\n * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter\r\n * * diameter sets the diameter of the top and bottom of the cone, optional default 1\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * `subdivisions` the number of rings along the cylinder height, optional, default 1\r\n * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * hasRings when true makes each subdivision independently treated as a face for faceUV and faceColors, optional, default false\r\n * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the cylinder, cone or prism\r\n */\r\nexport function CreateCylinderVertexData(options: {\r\n height?: number;\r\n diameterTop?: number;\r\n diameterBottom?: number;\r\n diameter?: number;\r\n tessellation?: number;\r\n subdivisions?: number;\r\n arc?: number;\r\n faceColors?: Color4[];\r\n faceUV?: Vector4[];\r\n hasRings?: boolean;\r\n enclose?: boolean;\r\n cap?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const height: number = options.height || 2;\r\n let diameterTop: number = options.diameterTop === 0 ? 0 : options.diameterTop || options.diameter || 1;\r\n let diameterBottom: number = options.diameterBottom === 0 ? 0 : options.diameterBottom || options.diameter || 1;\r\n diameterTop = diameterTop || 0.00001; // Prevent broken normals\r\n diameterBottom = diameterBottom || 0.00001; // Prevent broken normals\r\n const tessellation: number = (options.tessellation || 24) | 0;\r\n const subdivisions: number = (options.subdivisions || 1) | 0;\r\n const hasRings: boolean = options.hasRings ? true : false;\r\n const enclose: boolean = options.enclose ? true : false;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.CAP_ALL;\r\n const arc: number = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n const sideOrientation: number = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const faceUV: Vector4[] = options.faceUV || new Array<Vector4>(3);\r\n const faceColors = options.faceColors;\r\n // default face colors and UV if undefined\r\n const quadNb: number = arc !== 1 && enclose ? 2 : 0;\r\n const ringNb: number = hasRings ? subdivisions : 1;\r\n const surfaceNb: number = 2 + (1 + quadNb) * ringNb;\r\n let f: number;\r\n\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceUV && faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n }\r\n\r\n const indices: number[] = [];\r\n const positions: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n const colors: number[] = [];\r\n\r\n const angleStep = (Math.PI * 2 * arc) / tessellation;\r\n let angle: number;\r\n let h: number;\r\n let radius: number;\r\n const tan = (diameterBottom - diameterTop) / 2 / height;\r\n const ringVertex: Vector3 = Vector3.Zero();\r\n const ringNormal: Vector3 = Vector3.Zero();\r\n const ringFirstVertex: Vector3 = Vector3.Zero();\r\n const ringFirstNormal: Vector3 = Vector3.Zero();\r\n const quadNormal: Vector3 = Vector3.Zero();\r\n const y: Vector3 = Axis.Y;\r\n\r\n // positions, normals, uvs\r\n let i: number;\r\n let j: number;\r\n let r: number;\r\n let ringIdx: number = 1;\r\n let s: number = 1; // surface index\r\n let cs: number = 0;\r\n let v: number = 0;\r\n\r\n for (i = 0; i <= subdivisions; i++) {\r\n h = i / subdivisions;\r\n radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;\r\n ringIdx = hasRings && i !== 0 && i !== subdivisions ? 2 : 1;\r\n for (r = 0; r < ringIdx; r++) {\r\n if (hasRings) {\r\n s += r;\r\n }\r\n if (enclose) {\r\n s += 2 * r;\r\n }\r\n for (j = 0; j <= tessellation; j++) {\r\n angle = j * angleStep;\r\n\r\n // position\r\n ringVertex.x = Math.cos(-angle) * radius;\r\n ringVertex.y = -height / 2 + h * height;\r\n ringVertex.z = Math.sin(-angle) * radius;\r\n\r\n // normal\r\n if (diameterTop === 0 && i === subdivisions) {\r\n // if no top cap, reuse former normals\r\n ringNormal.x = normals[normals.length - (tessellation + 1) * 3];\r\n ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];\r\n ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];\r\n } else {\r\n ringNormal.x = ringVertex.x;\r\n ringNormal.z = ringVertex.z;\r\n ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;\r\n ringNormal.normalize();\r\n }\r\n\r\n // keep first ring vertex values for enclose\r\n if (j === 0) {\r\n ringFirstVertex.copyFrom(ringVertex);\r\n ringFirstNormal.copyFrom(ringNormal);\r\n }\r\n\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n normals.push(ringNormal.x, ringNormal.y, ringNormal.z);\r\n if (hasRings) {\r\n v = cs !== s ? faceUV[s].y : faceUV[s].w;\r\n } else {\r\n v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;\r\n }\r\n uvs.push(faceUV[s].x + ((faceUV[s].z - faceUV[s].x) * j) / tessellation, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (faceColors) {\r\n colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);\r\n }\r\n }\r\n\r\n // if enclose, add four vertices and their dedicated normals\r\n if (arc !== 1 && enclose) {\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);\r\n Vector3.CrossToRef(y, ringNormal, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n Vector3.CrossToRef(ringFirstNormal, y, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n if (hasRings) {\r\n v = cs !== s ? faceUV[s + 1].y : faceUV[s + 1].w;\r\n } else {\r\n v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;\r\n }\r\n uvs.push(faceUV[s + 1].x, useOpenGLOrientationForUV ? 1 - v : v);\r\n uvs.push(faceUV[s + 1].z, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (hasRings) {\r\n v = cs !== s ? faceUV[s + 2].y : faceUV[s + 2].w;\r\n } else {\r\n v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;\r\n }\r\n uvs.push(faceUV[s + 2].x, useOpenGLOrientationForUV ? 1 - v : v);\r\n uvs.push(faceUV[s + 2].z, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (faceColors) {\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n }\r\n }\r\n if (cs !== s) {\r\n cs = s;\r\n }\r\n }\r\n }\r\n\r\n // indices\r\n const e: number = arc !== 1 && enclose ? tessellation + 4 : tessellation; // correction of number of iteration if enclose\r\n i = 0;\r\n for (s = 0; s < subdivisions; s++) {\r\n let i0: number = 0;\r\n let i1: number = 0;\r\n let i2: number = 0;\r\n let i3: number = 0;\r\n for (j = 0; j < tessellation; j++) {\r\n i0 = i * (e + 1) + j;\r\n i1 = (i + 1) * (e + 1) + j;\r\n i2 = i * (e + 1) + (j + 1);\r\n i3 = (i + 1) * (e + 1) + (j + 1);\r\n indices.push(i0, i1, i2);\r\n indices.push(i3, i2, i1);\r\n }\r\n if (arc !== 1 && enclose) {\r\n // if enclose, add two quads\r\n indices.push(i0 + 2, i1 + 2, i2 + 2);\r\n indices.push(i3 + 2, i2 + 2, i1 + 2);\r\n indices.push(i0 + 4, i1 + 4, i2 + 4);\r\n indices.push(i3 + 4, i2 + 4, i1 + 4);\r\n }\r\n i = hasRings ? i + 2 : i + 1;\r\n }\r\n\r\n // Caps\r\n const createCylinderCap = (isTop: boolean) => {\r\n const radius = isTop ? diameterTop / 2 : diameterBottom / 2;\r\n if (radius === 0) {\r\n return;\r\n }\r\n\r\n // Cap positions, normals & uvs\r\n let angle;\r\n let circleVector;\r\n let i: number;\r\n const u: Vector4 = isTop ? faceUV[surfaceNb - 1] : faceUV[0];\r\n let c: Nullable<Color4> = null;\r\n if (faceColors) {\r\n c = isTop ? faceColors[surfaceNb - 1] : faceColors[0];\r\n }\r\n // cap center\r\n const vbase = positions.length / 3;\r\n const offset = isTop ? height / 2 : -height / 2;\r\n const center = new Vector3(0, offset, 0);\r\n positions.push(center.x, center.y, center.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n const v = u.y + (u.w - u.y) * 0.5;\r\n uvs.push(u.x + (u.z - u.x) * 0.5, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n\r\n const textureScale = new Vector2(0.5, 0.5);\r\n for (i = 0; i <= tessellation; i++) {\r\n angle = (Math.PI * 2 * i * arc) / tessellation;\r\n const cos = Math.cos(-angle);\r\n const sin = Math.sin(-angle);\r\n circleVector = new Vector3(cos * radius, offset, sin * radius);\r\n const textureCoordinate = new Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);\r\n positions.push(circleVector.x, circleVector.y, circleVector.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n const v = u.y + (u.w - u.y) * textureCoordinate.y;\r\n uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, useOpenGLOrientationForUV ? 1 - v : v);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n }\r\n // Cap indices\r\n for (i = 0; i < tessellation; i++) {\r\n if (!isTop) {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 1));\r\n indices.push(vbase + (i + 2));\r\n } else {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 2));\r\n indices.push(vbase + (i + 1));\r\n }\r\n }\r\n };\r\n\r\n // add caps to geometry based on cap parameter\r\n if (cap === Mesh.CAP_START || cap === Mesh.CAP_ALL) {\r\n createCylinderCap(false);\r\n }\r\n if (cap === Mesh.CAP_END || cap === Mesh.CAP_ALL) {\r\n createCylinderCap(true);\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors) {\r\n vertexData.colors = colors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a cylinder or a cone mesh\r\n * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).\r\n * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).\r\n * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter \"diameterBottom\" can't be zero.\r\n * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.\r\n * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).\r\n * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.\r\n * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.\r\n * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).\r\n * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).\r\n * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3\r\n * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7\r\n * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17\r\n * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.\r\n * * If `enclose` is false, a ring surface is one element.\r\n * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.\r\n * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the cylinder mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#cylinder-or-cone\r\n */\r\nexport function CreateCylinder(\r\n name: string,\r\n options: {\r\n height?: number;\r\n diameterTop?: number;\r\n diameterBottom?: number;\r\n diameter?: number;\r\n tessellation?: number;\r\n subdivisions?: number;\r\n arc?: number;\r\n faceColors?: Color4[];\r\n faceUV?: Vector4[];\r\n updatable?: boolean;\r\n hasRings?: boolean;\r\n enclose?: boolean;\r\n cap?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n } = {},\r\n scene?: Nullable<Scene>\r\n): Mesh {\r\n const cylinder = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n cylinder._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateCylinderVertexData(options);\r\n\r\n vertexData.applyToMesh(cylinder, options.updatable);\r\n\r\n return cylinder;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated Please use CreateCylinder directly\r\n */\r\nexport const CylinderBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateCylinder,\r\n};\r\n\r\nVertexData.CreateCylinder = CreateCylinderVertexData;\r\n\r\nMesh.CreateCylinder = (\r\n name: string,\r\n height: number,\r\n diameterTop: number,\r\n diameterBottom: number,\r\n tessellation: number,\r\n subdivisions: any,\r\n scene?: Scene,\r\n updatable?: any,\r\n sideOrientation?: number\r\n): Mesh => {\r\n if (scene === undefined || !(scene instanceof Scene)) {\r\n if (scene !== undefined) {\r\n sideOrientation = updatable || Mesh.DEFAULTSIDE;\r\n updatable = scene;\r\n }\r\n scene = <Scene>subdivisions;\r\n subdivisions = 1;\r\n }\r\n\r\n const options = {\r\n height,\r\n diameterTop,\r\n diameterBottom,\r\n tessellation,\r\n subdivisions,\r\n sideOrientation,\r\n updatable,\r\n };\r\n\r\n return CreateCylinder(name, options, scene);\r\n};\r\n"]}
|
|
@@ -12,6 +12,7 @@ const ZpAxis = new Vector3(0, 0, 1);
|
|
|
12
12
|
const ZnAxis = new Vector3(0, 0, -1);
|
|
13
13
|
/** @internal */
|
|
14
14
|
class DecalVertex {
|
|
15
|
+
/** @internal */
|
|
15
16
|
constructor(position = Vector3.Zero(), normal = Vector3.Up(), uv = Vector2.Zero(), vertexIdx = 0, vertexIdxForBones = 0, localPositionOverride = null, localNormalOverride = null, matrixIndicesOverride = null, matrixWeightsOverride = null) {
|
|
16
17
|
this.position = position;
|
|
17
18
|
this.normal = normal;
|
|
@@ -23,6 +24,7 @@ class DecalVertex {
|
|
|
23
24
|
this.matrixIndicesOverride = matrixIndicesOverride;
|
|
24
25
|
this.matrixWeightsOverride = matrixWeightsOverride;
|
|
25
26
|
}
|
|
27
|
+
/** @internal */
|
|
26
28
|
clone() {
|
|
27
29
|
return new DecalVertex(this.position.clone(), this.normal.clone(), this.uv.clone(), this.vertexIdx, this.vertexIdxForBones, this.localPositionOverride?.slice(), this.localNormalOverride?.slice(), this.matrixIndicesOverride?.slice(), this.matrixWeightsOverride?.slice());
|
|
28
30
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"decalBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/decalBuilder.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAC/E,OAAO,EAAE,IAAI,EAAE,MAAM,mCAAmC,CAAC;AACzD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAGhD,OAAO,EAAE,yBAAyB,EAAE,MAAM,mCAAmC,CAAC;AAE9E,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACpC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACrC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACpC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;AACrC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACpC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AAErC,gBAAgB;AAChB,MAAM,WAAW;IACb,YACW,WAAoB,OAAO,CAAC,IAAI,EAAE,EAClC,SAAkB,OAAO,CAAC,EAAE,EAAE,EAC9B,KAAc,OAAO,CAAC,IAAI,EAAE,EAC5B,YAAoB,CAAC,EACrB,oBAA4B,CAAC,EAC7B,wBAA4C,IAAI,EAChD,sBAA0C,IAAI,EAC9C,wBAA4C,IAAI,EAChD,wBAA4C,IAAI;QARhD,aAAQ,GAAR,QAAQ,CAA0B;QAClC,WAAM,GAAN,MAAM,CAAwB;QAC9B,OAAE,GAAF,EAAE,CAA0B;QAC5B,cAAS,GAAT,SAAS,CAAY;QACrB,sBAAiB,GAAjB,iBAAiB,CAAY;QAC7B,0BAAqB,GAArB,qBAAqB,CAA2B;QAChD,wBAAmB,GAAnB,mBAAmB,CAA2B;QAC9C,0BAAqB,GAArB,qBAAqB,CAA2B;QAChD,0BAAqB,GAArB,qBAAqB,CAA2B;IACxD,CAAC;IACG,KAAK;QACR,OAAO,IAAI,WAAW,CAClB,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,EACrB,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,EACnB,IAAI,CAAC,EAAE,CAAC,KAAK,EAAE,EACf,IAAI,CAAC,SAAS,EACd,IAAI,CAAC,iBAAiB,EACtB,IAAI,CAAC,qBAAqB,EAAE,KAAK,EAAE,EACnC,IAAI,CAAC,mBAAmB,EAAE,KAAK,EAAE,EACjC,IAAI,CAAC,qBAAqB,EAAE,KAAK,EAAE,EACnC,IAAI,CAAC,qBAAqB,EAAE,KAAK,EAAE,CACtC,CAAC;IACN,CAAC;CACJ;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,UAAU,WAAW,CACvB,IAAY,EACZ,UAAwB,EACxB,OAAqJ;IAErJ,MAAM,WAAW,GAAG,CAAC,CAAC,UAAU,CAAC,QAAQ,CAAC;IAC1C,MAAM,eAAe,GAAG,CAAC,CAAC,UAAU,CAAC,kBAAkB,EAAE,UAAU,CAAC;IACpE,MAAM,mBAAmB,GAAG,OAAO,CAAC,SAAS,IAAI,WAAW,CAAC;IAE7D,MAAM,OAAO,GAAiB,UAAU,CAAC,UAAU,EAAE,CAAC;IACtD,MAAM,SAAS,GAAG,WAAW,IAAI,eAAe,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;IAClJ,MAAM,OAAO,GAAG,WAAW,IAAI,eAAe,CAAC,CAAC,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;IAC7I,MAAM,cAAc,GAAG,mBAAmB,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACtI,MAAM,YAAY,GAAG,mBAAmB,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAChI,MAAM,GAAG,GAAG,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;IAC5D,MAAM,UAAU,GAAG,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACrG,MAAM,UAAU,GAAG,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACrG,MAAM,eAAe,GAAG,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC/G,MAAM,eAAe,GAAG,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAE/G,MAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC;IACpD,IAAI,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,EAAE,EAAE,CAAC;IAC5C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC;IAC3C,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC;IAEjC,2BAA2B;IAC3B,IAAI,CAAC,MAAM,EAAE,CAAC;QACV,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,MAAM,MAAM,GAAW,UAAU,CAAC,QAAQ,EAAE,CAAC,YAAY,CAAC;QAC1D,MAAM,iBAAiB,GAAG,OAAO,CAAC,oBAAoB,CAAC,MAAM,EAAE,MAAM,CAAC,cAAc,EAAE,CAAC,CAAC;QAExF,MAAM,GAAG,MAAM,CAAC,cAAc,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC;IAC/D,CAAC;IAED,MAAM,GAAG,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;IAC1D,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IACjE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;IAExC,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IACpC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;IACxB,UAAU,CAAC,SAAS,GAAG,EAAE,CAAC;IAC1B,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;IACxB,UAAU,CAAC,GAAG,GAAG,EAAE,CAAC;IACpB,UAAU,CAAC,eAAe,GAAG,WAAW,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;IACrD,UAAU,CAAC,eAAe,GAAG,WAAW,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;IACrD,UAAU,CAAC,oBAAoB,GAAG,eAAe,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9D,UAAU,CAAC,oBAAoB,GAAG,eAAe,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;IAE9D,IAAI,sBAAsB,GAAG,CAAC,CAAC;IAE/B,MAAM,mBAAmB,GAAG,CAAC,OAAe,EAAE,eAAuB,EAAe,EAAE;QAClF,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,CAAC;QACjC,IAAI,CAAC,OAAO,IAAI,CAAC,SAAS,IAAI,CAAC,OAAO,EAAE,CAAC;YACrC,OAAO,MAAM,CAAC;QAClB,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC,CAAC;QAElC,MAAM,CAAC,SAAS,GAAG,QAAQ,GAAG,CAAC,CAAC;QAChC,MAAM,CAAC,iBAAiB,GAAG,QAAQ,GAAG,CAAC,CAAC;QAExC,mCAAmC;QACnC,MAAM,CAAC,QAAQ,GAAG,IAAI,OAAO,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACjH,OAAO,CAAC,yBAAyB,CAAC,MAAM,CAAC,QAAQ,EAAE,eAAe,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC;QAErF,aAAa;QACb,MAAM,CAAC,MAAM,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC,QAAQ,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzG,OAAO,CAAC,oBAAoB,CAAC,MAAM,CAAC,MAAM,EAAE,eAAe,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;QAE5E,IAAI,OAAO,CAAC,UAAU,IAAI,GAAG,EAAE,CAAC;YAC5B,MAAM,CAAC,GAAG,GAAG,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAChC,MAAM,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,GAAG,CAAC,QAAQ,GAAG,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACtF,CAAC;QAED,OAAO,MAAM,CAAC;IAClB,CAAC,CAAC;IAEF,MAAM,UAAU,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAEhC,uIAAuI;IACvI,MAAM,IAAI,GAAG,CAAC,QAAuB,EAAE,IAAa,EAA2B,EAAE;QAC7E,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACxB,OAAO,QAAQ,CAAC;QACpB,CAAC;QAED,MAAM,QAAQ,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,CAAC;QAEzD,MAAM,OAAO,GAAG,CAAC,GAA0B,EAAE,GAAW,EAAE,KAAa,EAAE,GAAW,EAAE,EAAE;YACpF,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC3B,IAAI,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,KAAK,GAAG,EAAE,CAAC;oBACzB,OAAO,KAAK,GAAG,CAAC,CAAC;gBACrB,CAAC;YACL,CAAC;YACD,OAAO,CAAC,CAAC,CAAC;QACd,CAAC,CAAC;QAEF,MAAM,YAAY,GAAG,CAAC,EAAe,EAAE,EAAe,EAAe,EAAE;YACnE,MAAM,UAAU,GAAG,OAAO,CAAC,aAAa,CAAC,EAAE,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,QAAQ,CAAC,CAAC;YAEnF,IAAI,OAAO,GAAG,UAAU,CAAC;YACzB,IAAI,OAAO,GAAG,UAAU,CAAC;YAEzB,IAAI,UAAU,IAAI,UAAU,EAAE,CAAC;gBAC3B,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,iBAAiB,CAAC;gBACtE,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,IAAI,UAAU,CAAC;gBACzD,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,IAAI,UAAU,CAAC;gBAEzD,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,iBAAiB,CAAC;gBACtE,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,IAAI,UAAU,CAAC;gBACzD,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,IAAI,UAAU,CAAC;gBAEzD,OAAO,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBACvB,OAAO,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBAEvB,IAAI,KAAK,GAAG,CAAC,CAAC;gBACd,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;oBACzB,IAAI,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC;wBAC/B,MAAM,GAAG,GAAG,OAAO,CAAC,SAAS,EAAE,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC;wBACvE,OAAO,CAAC,KAAK,CAAC,GAAG,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;wBAC1C,OAAO,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC;wBAC3F,KAAK,EAAE,CAAC;oBACZ,CAAC;gBACL,CAAC;gBAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,IAAI,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;oBACtC,MAAM,GAAG,GAAG,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;oBACrC,IAAI,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,SAAS,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;wBAC/C,SAAS;oBACb,CAAC;oBAED,OAAO,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC;oBACrB,OAAO,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC;oBAC/D,KAAK,EAAE,CAAC;gBACZ,CAAC;gBAED,MAAM,IAAI,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;gBAE/D,OAAO,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC;gBACnB,OAAO,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC;gBACnB,OAAO,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC;gBACnB,OAAO,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC;YACvB,CAAC;YAED,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;YACxH,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAC5H,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAE5H,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;YACxH,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAC5H,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAE5H,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;YAChH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YACpH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAEpH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;YAChH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YACpH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAEpH,MAAM,aAAa,GAAG,cAAc,GAAG,CAAC,cAAc,GAAG,cAAc,CAAC,GAAG,UAAU,CAAC;YACtF,MAAM,aAAa,GAAG,cAAc,GAAG,CAAC,cAAc,GAAG,cAAc,CAAC,GAAG,UAAU,CAAC;YACtF,MAAM,aAAa,GAAG,cAAc,GAAG,CAAC,cAAc,GAAG,cAAc,CAAC,GAAG,UAAU,CAAC;YAEtF,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,aAAa,GAAG,aAAa,GAAG,aAAa,GAAG,aAAa,GAAG,aAAa,GAAG,aAAa,CAAC,CAAC;YAEtH,OAAO,IAAI,WAAW,CAClB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,EAAE,UAAU,CAAC,EAClD,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC,SAAS,EAAE,EAC1D,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,UAAU,CAAC,EACtC,CAAC,CAAC,EACF,CAAC,CAAC,EACF,cAAc;gBACV,CAAC,CAAC;oBACI,gBAAgB,GAAG,CAAC,gBAAgB,GAAG,gBAAgB,CAAC,GAAG,UAAU;oBACrE,gBAAgB,GAAG,CAAC,gBAAgB,GAAG,gBAAgB,CAAC,GAAG,UAAU;oBACrE,gBAAgB,GAAG,CAAC,gBAAgB,GAAG,gBAAgB,CAAC,GAAG,UAAU;iBACxE;gBACH,CAAC,CAAC,IAAI,EACV,YAAY,CAAC,CAAC,CAAC,CAAC,aAAa,GAAG,IAAI,EAAE,aAAa,GAAG,IAAI,EAAE,aAAa,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,EACxF,OAAO,EACP,OAAO,CACV,CAAC;QACN,CAAC,CAAC;QAEF,IAAI,UAAU,GAA4B,IAAI,CAAC;QAE/C,IAAI,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACtB,UAAU,GAAG,EAAmB,CAAC;QACrC,CAAC;QAED,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YACtD,IAAI,KAAK,GAAG,CAAC,CAAC;YACd,IAAI,GAAG,GAA0B,IAAI,CAAC;YACtC,IAAI,GAAG,GAA0B,IAAI,CAAC;YACtC,IAAI,GAAG,GAA0B,IAAI,CAAC;YACtC,IAAI,GAAG,GAA0B,IAAI,CAAC;YAEtC,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,QAAQ,EAAE,IAAI,CAAC,GAAG,QAAQ,CAAC;YAClE,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,QAAQ,EAAE,IAAI,CAAC,GAAG,QAAQ,CAAC;YACtE,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,QAAQ,EAAE,IAAI,CAAC,GAAG,QAAQ,CAAC;YAEtE,MAAM,KAAK,GAAG,EAAE,GAAG,CAAC,CAAC;YACrB,MAAM,KAAK,GAAG,EAAE,GAAG,CAAC,CAAC;YACrB,MAAM,KAAK,GAAG,EAAE,GAAG,CAAC,CAAC;YAErB,KAAK,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE5D,QAAQ,KAAK,EAAE,CAAC;gBACZ,KAAK,CAAC;oBACF,IAAI,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;wBACtB,UAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;wBAClC,UAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBACtC,UAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;oBAC1C,CAAC;yBAAM,CAAC;wBACJ,UAAU,GAAG,QAAQ,CAAC;oBAC1B,CAAC;oBACD,MAAM;gBACV,KAAK,CAAC;oBACF,UAAU,GAAG,UAAU,IAAI,IAAI,KAAK,EAAe,CAAC;oBACpD,IAAI,KAAK,EAAE,CAAC;wBACR,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC1B,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC1B,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,CAAC;wBACzC,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,CAAC;oBAC7C,CAAC;oBAED,IAAI,KAAK,EAAE,CAAC;wBACR,GAAG,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC;wBACtB,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC1B,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;wBAC7C,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;wBAE7C,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAE7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,MAAM;oBACV,CAAC;oBACD,IAAI,KAAK,EAAE,CAAC;wBACR,GAAG,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC;wBACtB,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC1B,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;wBAC7C,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;oBACjD,CAAC;oBAED,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,EAAE,CAAC;wBAC3B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBAErB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;oBACjC,CAAC;oBACD,MAAM;gBACV,KAAK,CAAC;oBACF,UAAU,GAAG,UAAU,IAAI,IAAI,KAAK,EAAe,CAAC;oBACpD,IAAI,CAAC,KAAK,EAAE,CAAC;wBACT,GAAG,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,KAAK,EAAE,CAAC;wBAC9B,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBAC7C,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBAC7C,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;oBACzB,CAAC;oBACD,IAAI,CAAC,KAAK,EAAE,CAAC;wBACT,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC;wBAClC,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBAC7C,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;wBACzC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;oBACzB,CAAC;oBACD,IAAI,CAAC,KAAK,EAAE,CAAC;wBACT,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC;wBAClC,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;wBACzC,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBAC7C,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;oBACzB,CAAC;oBACD,MAAM;gBACV,KAAK,CAAC;oBACF,MAAM;YACd,CAAC;QACL,CAAC;QAED,OAAO,UAAU,CAAC;IACtB,CAAC,CAAC;IAEF,MAAM,gBAAgB,GAAG,UAAU,YAAY,IAAI,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC;IACxE,MAAM,UAAU,GAAG,gBAAgB,EAAE,wBAAwB,CAAC,UAAU,CAAC;IAEzE,MAAM,WAAW,GAAG,gBAAgB,EAAE,iBAAiB,IAAI,CAAC,CAAC;IAC7D,MAAM,kBAAkB,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;IAEhD,kBAAkB,CAAC,QAAQ,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC;IAErD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,EAAE,CAAC,EAAE,CAAC;QACnC,IAAI,gBAAgB,EAAE,gBAAgB,IAAI,UAAU,EAAE,CAAC;YACnD,MAAM,IAAI,GAAG,CAAC,GAAG,EAAE,CAAC;YAEpB,kBAAkB,CAAC,gBAAgB,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC;YAC/H,kBAAkB,CAAC,gBAAgB,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC;YAC/H,kBAAkB,CAAC,gBAAgB,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC;YACjI,kBAAkB,CAAC,gBAAgB,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC;QACvI,CAAC;QAED,SAAS;QACT,MAAM,gBAAgB,GAAG,MAAM,CAAC,oBAAoB,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;QACzI,MAAM,uBAAuB,GAAG,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC;QAChE,MAAM,eAAe,GAAG,UAAU,CAAC,cAAc,EAAE,CAAC;QACpD,MAAM,eAAe,GAAG,kBAAkB,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC,QAAQ,CAAC,uBAAuB,CAAC,CAAC;QAEvG,MAAM,eAAe,GAAG,IAAI,KAAK,CAAc,CAAC,CAAC,CAAC;QAElD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YACrD,IAAI,YAAY,GAA4B,eAAe,CAAC;YAE5D,YAAY,CAAC,CAAC,CAAC,GAAG,mBAAmB,CAAC,KAAK,EAAE,eAAe,CAAC,CAAC;YAC9D,YAAY,CAAC,CAAC,CAAC,GAAG,mBAAmB,CAAC,KAAK,GAAG,CAAC,EAAE,eAAe,CAAC,CAAC;YAClE,YAAY,CAAC,CAAC,CAAC,GAAG,mBAAmB,CAAC,KAAK,GAAG,CAAC,EAAE,eAAe,CAAC,CAAC;YAElE,IAAI,OAAO,CAAC,aAAa,EAAE,CAAC;gBACxB,gHAAgH;gBAChH,4JAA4J;gBAC5J,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC;oBACrG,SAAS;gBACb,CAAC;YACL,CAAC;YAED,OAAO;YACP,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YAED,gCAAgC;YAChC,KAAK,IAAI,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,YAAY,CAAC,MAAM,EAAE,MAAM,EAAE,EAAE,CAAC;gBAC1D,MAAM,MAAM,GAAG,YAAY,CAAC,MAAM,CAAC,CAAC;gBAEpC,uDAAuD;gBACvD,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;gBAChD,IAAI,mBAAmB,EAAE,CAAC;oBACtB,IAAI,MAAM,CAAC,qBAAqB,EAAE,CAAC;wBAC/B,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBACnF,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBACvF,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;oBAC3F,CAAC;yBAAM,IAAI,cAAc,EAAE,CAAC;wBACxB,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;wBACpF,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;wBAC5F,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;oBAChG,CAAC;oBACD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;wBAC7B,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;wBAC/E,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;wBACnF,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;oBACvF,CAAC;yBAAM,IAAI,YAAY,EAAE,CAAC;wBACtB,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;wBAChF,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;wBACxF,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;oBAC5F,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,SAAS,EAAE,sBAAsB,GAAG,CAAC,CAAC,CAAC;oBAC1E,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,OAAO,EAAE,sBAAsB,GAAG,CAAC,CAAC,CAAC;gBAC1E,CAAC;gBACD,IAAI,UAAU,CAAC,eAAe,IAAI,UAAU,CAAC,eAAe,EAAE,CAAC;oBAC3D,IAAI,MAAM,CAAC,qBAAqB,EAAE,CAAC;wBAC/B,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBACzF,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBAC7F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBAC7F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;oBACjG,CAAC;yBAAM,CAAC;wBACJ,IAAI,UAAU,EAAE,CAAC;4BACb,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC;4BAC9F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BACtG,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BACtG,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;wBAC1G,CAAC;wBACD,IAAI,eAAe,IAAI,UAAU,CAAC,oBAAoB,EAAE,CAAC;4BACrD,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC;4BACxG,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BAChH,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BAChH,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;wBACpH,CAAC;oBACL,CAAC;oBACD,IAAI,MAAM,CAAC,qBAAqB,EAAE,CAAC;wBAC/B,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBACzF,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBAC7F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBAC7F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;oBACjG,CAAC;yBAAM,CAAC;wBACJ,IAAI,UAAU,EAAE,CAAC;4BACb,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC;4BAC9F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BACtG,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BACtG,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;wBAC1G,CAAC;wBACD,IAAI,eAAe,IAAI,UAAU,CAAC,oBAAoB,EAAE,CAAC;4BACrD,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC;4BACxG,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BAChH,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BAChH,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;wBACpH,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC;oBACtB,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;oBACtD,MAAM,CAAC,GAAG,GAAG,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;oBAC3C,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/D,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,UAAU,CAAC,GAAG,EAAE,sBAAsB,GAAG,CAAC,CAAC,CAAC;gBAClE,CAAC;gBACD,sBAAsB,EAAE,CAAC;YAC7B,CAAC;QACL,CAAC;IACL,CAAC;IAED,6GAA6G;IAC7G,IAAI,UAAU,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QAClC,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC;IAC9B,CAAC;IACD,IAAI,UAAU,CAAC,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QACpC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC;IAChC,CAAC;IACD,IAAI,UAAU,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QAClC,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC;IAC9B,CAAC;IACD,IAAI,UAAU,CAAC,GAAG,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QAC9B,UAAU,CAAC,GAAG,GAAG,IAAI,CAAC;IAC1B,CAAC;IACD,IAAI,UAAU,CAAC,eAAe,EAAE,MAAM,KAAK,CAAC,EAAE,CAAC;QAC3C,UAAU,CAAC,eAAe,GAAG,IAAI,CAAC;IACtC,CAAC;IACD,IAAI,UAAU,CAAC,eAAe,EAAE,MAAM,KAAK,CAAC,EAAE,CAAC;QAC3C,UAAU,CAAC,eAAe,GAAG,IAAI,CAAC;IACtC,CAAC;IACD,IAAI,UAAU,CAAC,oBAAoB,EAAE,MAAM,KAAK,CAAC,EAAE,CAAC;QAChD,UAAU,CAAC,oBAAoB,GAAG,IAAI,CAAC;IAC3C,CAAC;IACD,IAAI,UAAU,CAAC,oBAAoB,EAAE,MAAM,KAAK,CAAC,EAAE,CAAC;QAChD,UAAU,CAAC,oBAAoB,GAAG,IAAI,CAAC;IAC3C,CAAC;IAED,cAAc;IACd,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC;IACpD,UAAU,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAE9B,IAAI,mBAAmB,EAAE,CAAC;QACtB,KAAK,CAAC,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;QACrC,KAAK,CAAC,MAAM,GAAG,UAAU,CAAC;IAC9B,CAAC;SAAM,CAAC;QACJ,KAAK,CAAC,QAAQ,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;QAClC,KAAK,CAAC,QAAQ,GAAG,IAAI,OAAO,CAAC,KAAK,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC;IACpD,CAAC;IAED,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAC/B,KAAK,CAAC,mBAAmB,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;IAEtC,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IACxB,gEAAgE;IAChE,WAAW;CACd,CAAC;AAEF,IAAI,CAAC,WAAW,GAAG,CAAC,IAAY,EAAE,UAAwB,EAAE,QAAiB,EAAE,MAAe,EAAE,IAAa,EAAE,KAAa,EAAQ,EAAE;IAClI,MAAM,OAAO,GAAG;QACZ,QAAQ;QACR,MAAM;QACN,IAAI;QACJ,KAAK;KACR,CAAC;IAEF,OAAO,WAAW,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;AAClD,CAAC,CAAC","sourcesContent":["import type { Nullable, IndicesArray, FloatArray } from \"../../types\";\r\nimport { Vector3, Matrix, Vector2, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Lerp } from \"../../Maths/math.scalar.functions\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { AbstractMesh } from \"../abstractMesh\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\nconst XpAxis = new Vector3(1, 0, 0);\r\nconst XnAxis = new Vector3(-1, 0, 0);\r\nconst YpAxis = new Vector3(0, 1, 0);\r\nconst YnAxis = new Vector3(0, -1, 0);\r\nconst ZpAxis = new Vector3(0, 0, 1);\r\nconst ZnAxis = new Vector3(0, 0, -1);\r\n\r\n/** @internal */\r\nclass DecalVertex {\r\n constructor(\r\n public position: Vector3 = Vector3.Zero(),\r\n public normal: Vector3 = Vector3.Up(),\r\n public uv: Vector2 = Vector2.Zero(),\r\n public vertexIdx: number = 0,\r\n public vertexIdxForBones: number = 0,\r\n public localPositionOverride: Nullable<number[]> = null,\r\n public localNormalOverride: Nullable<number[]> = null,\r\n public matrixIndicesOverride: Nullable<number[]> = null,\r\n public matrixWeightsOverride: Nullable<number[]> = null\r\n ) {}\r\n public clone(): DecalVertex {\r\n return new DecalVertex(\r\n this.position.clone(),\r\n this.normal.clone(),\r\n this.uv.clone(),\r\n this.vertexIdx,\r\n this.vertexIdxForBones,\r\n this.localPositionOverride?.slice(),\r\n this.localNormalOverride?.slice(),\r\n this.matrixIndicesOverride?.slice(),\r\n this.matrixWeightsOverride?.slice()\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Creates a decal mesh.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal\r\n * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates\r\n * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates\r\n * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling\r\n * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal\r\n * * The parameter `captureUVS` defines if we need to capture the uvs or compute them\r\n * * The parameter `cullBackFaces` defines if the back faces should be removed from the decal mesh\r\n * * The parameter `localMode` defines that the computations should be done with the local mesh coordinates instead of the world space coordinates.\r\n * * Use this mode if you want the decal to be parented to the sourceMesh and move/rotate with it.\r\n * Note: Meshes with morph targets are not supported!\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh where the decal must be applied\r\n * @param options defines the options used to create the mesh\r\n * @returns the decal mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/decals\r\n */\r\nexport function CreateDecal(\r\n name: string,\r\n sourceMesh: AbstractMesh,\r\n options: { position?: Vector3; normal?: Vector3; size?: Vector3; angle?: number; captureUVS?: boolean; cullBackFaces?: boolean; localMode?: boolean }\r\n): Mesh {\r\n const hasSkeleton = !!sourceMesh.skeleton;\r\n const hasMorphTargets = !!sourceMesh.morphTargetManager?.numTargets;\r\n const useLocalComputation = options.localMode || hasSkeleton;\r\n\r\n const indices = <IndicesArray>sourceMesh.getIndices();\r\n const positions = hasSkeleton || hasMorphTargets ? sourceMesh.getPositionData(true, true) : sourceMesh.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = hasSkeleton || hasMorphTargets ? sourceMesh.getNormalsData(true, true) : sourceMesh.getVerticesData(VertexBuffer.NormalKind);\r\n const localPositions = useLocalComputation ? (hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.PositionKind) : positions) : null;\r\n const localNormals = useLocalComputation ? (hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.NormalKind) : normals) : null;\r\n const uvs = sourceMesh.getVerticesData(VertexBuffer.UVKind);\r\n const matIndices = hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.MatricesIndicesKind) : null;\r\n const matWeights = hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.MatricesWeightsKind) : null;\r\n const matIndicesExtra = hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n const matWeightsExtra = hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n\r\n const position = options.position || Vector3.Zero();\r\n let normal = options.normal || Vector3.Up();\r\n const size = options.size || Vector3.One();\r\n const angle = options.angle || 0;\r\n\r\n // Getting correct rotation\r\n if (!normal) {\r\n const target = new Vector3(0, 0, 1);\r\n const camera = <Camera>sourceMesh.getScene().activeCamera;\r\n const cameraWorldTarget = Vector3.TransformCoordinates(target, camera.getWorldMatrix());\r\n\r\n normal = camera.globalPosition.subtract(cameraWorldTarget);\r\n }\r\n\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const vertexData = new VertexData();\r\n vertexData.indices = [];\r\n vertexData.positions = [];\r\n vertexData.normals = [];\r\n vertexData.uvs = [];\r\n vertexData.matricesIndices = hasSkeleton ? [] : null;\r\n vertexData.matricesWeights = hasSkeleton ? [] : null;\r\n vertexData.matricesIndicesExtra = matIndicesExtra ? [] : null;\r\n vertexData.matricesWeightsExtra = matWeightsExtra ? [] : null;\r\n\r\n let currentVertexDataIndex = 0;\r\n\r\n const extractDecalVector3 = (indexId: number, transformMatrix: Matrix): DecalVertex => {\r\n const result = new DecalVertex();\r\n if (!indices || !positions || !normals) {\r\n return result;\r\n }\r\n\r\n const vertexId = indices[indexId];\r\n\r\n result.vertexIdx = vertexId * 3;\r\n result.vertexIdxForBones = vertexId * 4;\r\n\r\n // Send vector to decal local world\r\n result.position = new Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);\r\n Vector3.TransformCoordinatesToRef(result.position, transformMatrix, result.position);\r\n\r\n // Get normal\r\n result.normal = new Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);\r\n Vector3.TransformNormalToRef(result.normal, transformMatrix, result.normal);\r\n\r\n if (options.captureUVS && uvs) {\r\n const v = uvs[vertexId * 2 + 1];\r\n result.uv = new Vector2(uvs[vertexId * 2], useOpenGLOrientationForUV ? 1 - v : v);\r\n }\r\n\r\n return result;\r\n };\r\n\r\n const emptyArray = [0, 0, 0, 0];\r\n\r\n // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js\r\n const clip = (vertices: DecalVertex[], axis: Vector3): Nullable<DecalVertex[]> => {\r\n if (vertices.length === 0) {\r\n return vertices;\r\n }\r\n\r\n const clipSize = 0.5 * Math.abs(Vector3.Dot(size, axis));\r\n\r\n const indexOf = (arr: FloatArray | number[], val: number, start: number, num: number) => {\r\n for (let i = 0; i < num; ++i) {\r\n if (arr[start + i] === val) {\r\n return start + i;\r\n }\r\n }\r\n return -1;\r\n };\r\n\r\n const clipVertices = (v0: DecalVertex, v1: DecalVertex): DecalVertex => {\r\n const clipFactor = Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);\r\n\r\n let indices = emptyArray;\r\n let weights = emptyArray;\r\n\r\n if (matIndices && matWeights) {\r\n const mat0Index = v0.matrixIndicesOverride ? 0 : v0.vertexIdxForBones;\r\n const v0Indices = v0.matrixIndicesOverride ?? matIndices;\r\n const v0Weights = v0.matrixWeightsOverride ?? matWeights;\r\n\r\n const mat1Index = v1.matrixIndicesOverride ? 0 : v1.vertexIdxForBones;\r\n const v1Indices = v1.matrixIndicesOverride ?? matIndices;\r\n const v1Weights = v1.matrixWeightsOverride ?? matWeights;\r\n\r\n indices = [0, 0, 0, 0];\r\n weights = [0, 0, 0, 0];\r\n\r\n let index = 0;\r\n for (let i = 0; i < 4; ++i) {\r\n if (v0Weights[mat0Index + i] > 0) {\r\n const idx = indexOf(v1Indices, v0Indices[mat0Index + i], mat1Index, 4);\r\n indices[index] = v0Indices[mat0Index + i];\r\n weights[index] = Lerp(v0Weights[mat0Index + i], idx >= 0 ? v1Weights[idx] : 0, clipFactor);\r\n index++;\r\n }\r\n }\r\n\r\n for (let i = 0; i < 4 && index < 4; ++i) {\r\n const ind = v1Indices[mat1Index + i];\r\n if (indexOf(v0Indices, ind, mat0Index, 4) !== -1) {\r\n continue;\r\n }\r\n\r\n indices[index] = ind;\r\n weights[index] = Lerp(0, v1Weights[mat1Index + i], clipFactor);\r\n index++;\r\n }\r\n\r\n const sumw = weights[0] + weights[1] + weights[2] + weights[3];\r\n\r\n weights[0] /= sumw;\r\n weights[1] /= sumw;\r\n weights[2] /= sumw;\r\n weights[3] /= sumw;\r\n }\r\n\r\n const v0LocalPositionX = v0.localPositionOverride ? v0.localPositionOverride[0] : (localPositions?.[v0.vertexIdx] ?? 0);\r\n const v0LocalPositionY = v0.localPositionOverride ? v0.localPositionOverride[1] : (localPositions?.[v0.vertexIdx + 1] ?? 0);\r\n const v0LocalPositionZ = v0.localPositionOverride ? v0.localPositionOverride[2] : (localPositions?.[v0.vertexIdx + 2] ?? 0);\r\n\r\n const v1LocalPositionX = v1.localPositionOverride ? v1.localPositionOverride[0] : (localPositions?.[v1.vertexIdx] ?? 0);\r\n const v1LocalPositionY = v1.localPositionOverride ? v1.localPositionOverride[1] : (localPositions?.[v1.vertexIdx + 1] ?? 0);\r\n const v1LocalPositionZ = v1.localPositionOverride ? v1.localPositionOverride[2] : (localPositions?.[v1.vertexIdx + 2] ?? 0);\r\n\r\n const v0LocalNormalX = v0.localNormalOverride ? v0.localNormalOverride[0] : (localNormals?.[v0.vertexIdx] ?? 0);\r\n const v0LocalNormalY = v0.localNormalOverride ? v0.localNormalOverride[1] : (localNormals?.[v0.vertexIdx + 1] ?? 0);\r\n const v0LocalNormalZ = v0.localNormalOverride ? v0.localNormalOverride[2] : (localNormals?.[v0.vertexIdx + 2] ?? 0);\r\n\r\n const v1LocalNormalX = v1.localNormalOverride ? v1.localNormalOverride[0] : (localNormals?.[v1.vertexIdx] ?? 0);\r\n const v1LocalNormalY = v1.localNormalOverride ? v1.localNormalOverride[1] : (localNormals?.[v1.vertexIdx + 1] ?? 0);\r\n const v1LocalNormalZ = v1.localNormalOverride ? v1.localNormalOverride[2] : (localNormals?.[v1.vertexIdx + 2] ?? 0);\r\n\r\n const interpNormalX = v0LocalNormalX + (v1LocalNormalX - v0LocalNormalX) * clipFactor;\r\n const interpNormalY = v0LocalNormalY + (v1LocalNormalY - v0LocalNormalY) * clipFactor;\r\n const interpNormalZ = v0LocalNormalZ + (v1LocalNormalZ - v0LocalNormalZ) * clipFactor;\r\n\r\n const norm = Math.sqrt(interpNormalX * interpNormalX + interpNormalY * interpNormalY + interpNormalZ * interpNormalZ);\r\n\r\n return new DecalVertex(\r\n Vector3.Lerp(v0.position, v1.position, clipFactor),\r\n Vector3.Lerp(v0.normal, v1.normal, clipFactor).normalize(),\r\n Vector2.Lerp(v0.uv, v1.uv, clipFactor),\r\n -1,\r\n -1,\r\n localPositions\r\n ? [\r\n v0LocalPositionX + (v1LocalPositionX - v0LocalPositionX) * clipFactor,\r\n v0LocalPositionY + (v1LocalPositionY - v0LocalPositionY) * clipFactor,\r\n v0LocalPositionZ + (v1LocalPositionZ - v0LocalPositionZ) * clipFactor,\r\n ]\r\n : null,\r\n localNormals ? [interpNormalX / norm, interpNormalY / norm, interpNormalZ / norm] : null,\r\n indices,\r\n weights\r\n );\r\n };\r\n\r\n let clipResult: Nullable<DecalVertex[]> = null;\r\n\r\n if (vertices.length > 3) {\r\n clipResult = [] as DecalVertex[];\r\n }\r\n\r\n for (let index = 0; index < vertices.length; index += 3) {\r\n let total = 0;\r\n let nV1: Nullable<DecalVertex> = null;\r\n let nV2: Nullable<DecalVertex> = null;\r\n let nV3: Nullable<DecalVertex> = null;\r\n let nV4: Nullable<DecalVertex> = null;\r\n\r\n const d1 = Vector3.Dot(vertices[index].position, axis) - clipSize;\r\n const d2 = Vector3.Dot(vertices[index + 1].position, axis) - clipSize;\r\n const d3 = Vector3.Dot(vertices[index + 2].position, axis) - clipSize;\r\n\r\n const v1Out = d1 > 0;\r\n const v2Out = d2 > 0;\r\n const v3Out = d3 > 0;\r\n\r\n total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);\r\n\r\n switch (total) {\r\n case 0:\r\n if (vertices.length > 3) {\r\n clipResult!.push(vertices[index]);\r\n clipResult!.push(vertices[index + 1]);\r\n clipResult!.push(vertices[index + 2]);\r\n } else {\r\n clipResult = vertices;\r\n }\r\n break;\r\n case 1:\r\n clipResult = clipResult ?? new Array<DecalVertex>();\r\n if (v1Out) {\r\n nV1 = vertices[index + 1];\r\n nV2 = vertices[index + 2];\r\n nV3 = clipVertices(vertices[index], nV1);\r\n nV4 = clipVertices(vertices[index], nV2);\r\n }\r\n\r\n if (v2Out) {\r\n nV1 = vertices[index];\r\n nV2 = vertices[index + 2];\r\n nV3 = clipVertices(vertices[index + 1], nV1);\r\n nV4 = clipVertices(vertices[index + 1], nV2);\r\n\r\n clipResult.push(nV3);\r\n clipResult.push(nV2.clone());\r\n clipResult.push(nV1.clone());\r\n\r\n clipResult.push(nV2.clone());\r\n clipResult.push(nV3.clone());\r\n clipResult.push(nV4);\r\n break;\r\n }\r\n if (v3Out) {\r\n nV1 = vertices[index];\r\n nV2 = vertices[index + 1];\r\n nV3 = clipVertices(vertices[index + 2], nV1);\r\n nV4 = clipVertices(vertices[index + 2], nV2);\r\n }\r\n\r\n if (nV1 && nV2 && nV3 && nV4) {\r\n clipResult.push(nV1.clone());\r\n clipResult.push(nV2.clone());\r\n clipResult.push(nV3);\r\n\r\n clipResult.push(nV4);\r\n clipResult.push(nV3.clone());\r\n clipResult.push(nV2.clone());\r\n }\r\n break;\r\n case 2:\r\n clipResult = clipResult ?? new Array<DecalVertex>();\r\n if (!v1Out) {\r\n nV1 = vertices[index].clone();\r\n nV2 = clipVertices(nV1, vertices[index + 1]);\r\n nV3 = clipVertices(nV1, vertices[index + 2]);\r\n clipResult.push(nV1);\r\n clipResult.push(nV2);\r\n clipResult.push(nV3);\r\n }\r\n if (!v2Out) {\r\n nV1 = vertices[index + 1].clone();\r\n nV2 = clipVertices(nV1, vertices[index + 2]);\r\n nV3 = clipVertices(nV1, vertices[index]);\r\n clipResult.push(nV1);\r\n clipResult.push(nV2);\r\n clipResult.push(nV3);\r\n }\r\n if (!v3Out) {\r\n nV1 = vertices[index + 2].clone();\r\n nV2 = clipVertices(nV1, vertices[index]);\r\n nV3 = clipVertices(nV1, vertices[index + 1]);\r\n clipResult.push(nV1);\r\n clipResult.push(nV2);\r\n clipResult.push(nV3);\r\n }\r\n break;\r\n case 3:\r\n break;\r\n }\r\n }\r\n\r\n return clipResult;\r\n };\r\n\r\n const sourceMeshAsMesh = sourceMesh instanceof Mesh ? sourceMesh : null;\r\n const matrixData = sourceMeshAsMesh?._thinInstanceDataStorage.matrixData;\r\n\r\n const numMatrices = sourceMeshAsMesh?.thinInstanceCount || 1;\r\n const thinInstanceMatrix = TmpVectors.Matrix[0];\r\n\r\n thinInstanceMatrix.copyFrom(Matrix.IdentityReadOnly);\r\n\r\n for (let m = 0; m < numMatrices; ++m) {\r\n if (sourceMeshAsMesh?.hasThinInstances && matrixData) {\r\n const ofst = m * 16;\r\n\r\n thinInstanceMatrix.setRowFromFloats(0, matrixData[ofst + 0], matrixData[ofst + 1], matrixData[ofst + 2], matrixData[ofst + 3]);\r\n thinInstanceMatrix.setRowFromFloats(1, matrixData[ofst + 4], matrixData[ofst + 5], matrixData[ofst + 6], matrixData[ofst + 7]);\r\n thinInstanceMatrix.setRowFromFloats(2, matrixData[ofst + 8], matrixData[ofst + 9], matrixData[ofst + 10], matrixData[ofst + 11]);\r\n thinInstanceMatrix.setRowFromFloats(3, matrixData[ofst + 12], matrixData[ofst + 13], matrixData[ofst + 14], matrixData[ofst + 15]);\r\n }\r\n\r\n // Matrix\r\n const decalWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(position.x, position.y, position.z));\r\n const inverseDecalWorldMatrix = Matrix.Invert(decalWorldMatrix);\r\n const meshWorldMatrix = sourceMesh.getWorldMatrix();\r\n const transformMatrix = thinInstanceMatrix.multiply(meshWorldMatrix).multiply(inverseDecalWorldMatrix);\r\n\r\n const oneFaceVertices = new Array<DecalVertex>(3);\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceVertices: Nullable<DecalVertex[]> = oneFaceVertices;\r\n\r\n faceVertices[0] = extractDecalVector3(index, transformMatrix);\r\n faceVertices[1] = extractDecalVector3(index + 1, transformMatrix);\r\n faceVertices[2] = extractDecalVector3(index + 2, transformMatrix);\r\n\r\n if (options.cullBackFaces) {\r\n // If all the normals of the vertices of the face are pointing away from the view direction we discard the face.\r\n // As computations are done in the decal coordinate space, the viewDirection is (0,0,1), so when dot(vertexNormal, -viewDirection) <= 0 the vertex is culled\r\n if (-faceVertices[0].normal.z <= 0 && -faceVertices[1].normal.z <= 0 && -faceVertices[2].normal.z <= 0) {\r\n continue;\r\n }\r\n }\r\n\r\n // Clip\r\n faceVertices = clip(faceVertices, XpAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, XnAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, YpAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, YnAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, ZpAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, ZnAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n\r\n // Add UVs and get back to world\r\n for (let vIndex = 0; vIndex < faceVertices.length; vIndex++) {\r\n const vertex = faceVertices[vIndex];\r\n\r\n //TODO check for Int32Array | Uint32Array | Uint16Array\r\n vertexData.indices.push(currentVertexDataIndex);\r\n if (useLocalComputation) {\r\n if (vertex.localPositionOverride) {\r\n vertexData.positions[currentVertexDataIndex * 3] = vertex.localPositionOverride[0];\r\n vertexData.positions[currentVertexDataIndex * 3 + 1] = vertex.localPositionOverride[1];\r\n vertexData.positions[currentVertexDataIndex * 3 + 2] = vertex.localPositionOverride[2];\r\n } else if (localPositions) {\r\n vertexData.positions[currentVertexDataIndex * 3] = localPositions[vertex.vertexIdx];\r\n vertexData.positions[currentVertexDataIndex * 3 + 1] = localPositions[vertex.vertexIdx + 1];\r\n vertexData.positions[currentVertexDataIndex * 3 + 2] = localPositions[vertex.vertexIdx + 2];\r\n }\r\n if (vertex.localNormalOverride) {\r\n vertexData.normals[currentVertexDataIndex * 3] = vertex.localNormalOverride[0];\r\n vertexData.normals[currentVertexDataIndex * 3 + 1] = vertex.localNormalOverride[1];\r\n vertexData.normals[currentVertexDataIndex * 3 + 2] = vertex.localNormalOverride[2];\r\n } else if (localNormals) {\r\n vertexData.normals[currentVertexDataIndex * 3] = localNormals[vertex.vertexIdx];\r\n vertexData.normals[currentVertexDataIndex * 3 + 1] = localNormals[vertex.vertexIdx + 1];\r\n vertexData.normals[currentVertexDataIndex * 3 + 2] = localNormals[vertex.vertexIdx + 2];\r\n }\r\n } else {\r\n vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);\r\n vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);\r\n }\r\n if (vertexData.matricesIndices && vertexData.matricesWeights) {\r\n if (vertex.matrixIndicesOverride) {\r\n vertexData.matricesIndices[currentVertexDataIndex * 4] = vertex.matrixIndicesOverride[0];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 1] = vertex.matrixIndicesOverride[1];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 2] = vertex.matrixIndicesOverride[2];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 3] = vertex.matrixIndicesOverride[3];\r\n } else {\r\n if (matIndices) {\r\n vertexData.matricesIndices[currentVertexDataIndex * 4] = matIndices[vertex.vertexIdxForBones];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 1] = matIndices[vertex.vertexIdxForBones + 1];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 2] = matIndices[vertex.vertexIdxForBones + 2];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 3] = matIndices[vertex.vertexIdxForBones + 3];\r\n }\r\n if (matIndicesExtra && vertexData.matricesIndicesExtra) {\r\n vertexData.matricesIndicesExtra[currentVertexDataIndex * 4] = matIndicesExtra[vertex.vertexIdxForBones];\r\n vertexData.matricesIndicesExtra[currentVertexDataIndex * 4 + 1] = matIndicesExtra[vertex.vertexIdxForBones + 1];\r\n vertexData.matricesIndicesExtra[currentVertexDataIndex * 4 + 2] = matIndicesExtra[vertex.vertexIdxForBones + 2];\r\n vertexData.matricesIndicesExtra[currentVertexDataIndex * 4 + 3] = matIndicesExtra[vertex.vertexIdxForBones + 3];\r\n }\r\n }\r\n if (vertex.matrixWeightsOverride) {\r\n vertexData.matricesWeights[currentVertexDataIndex * 4] = vertex.matrixWeightsOverride[0];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 1] = vertex.matrixWeightsOverride[1];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 2] = vertex.matrixWeightsOverride[2];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 3] = vertex.matrixWeightsOverride[3];\r\n } else {\r\n if (matWeights) {\r\n vertexData.matricesWeights[currentVertexDataIndex * 4] = matWeights[vertex.vertexIdxForBones];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 1] = matWeights[vertex.vertexIdxForBones + 1];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 2] = matWeights[vertex.vertexIdxForBones + 2];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 3] = matWeights[vertex.vertexIdxForBones + 3];\r\n }\r\n if (matWeightsExtra && vertexData.matricesWeightsExtra) {\r\n vertexData.matricesWeightsExtra[currentVertexDataIndex * 4] = matWeightsExtra[vertex.vertexIdxForBones];\r\n vertexData.matricesWeightsExtra[currentVertexDataIndex * 4 + 1] = matWeightsExtra[vertex.vertexIdxForBones + 1];\r\n vertexData.matricesWeightsExtra[currentVertexDataIndex * 4 + 2] = matWeightsExtra[vertex.vertexIdxForBones + 2];\r\n vertexData.matricesWeightsExtra[currentVertexDataIndex * 4 + 3] = matWeightsExtra[vertex.vertexIdxForBones + 3];\r\n }\r\n }\r\n }\r\n\r\n if (!options.captureUVS) {\r\n vertexData.uvs.push(0.5 + vertex.position.x / size.x);\r\n const v = 0.5 + vertex.position.y / size.y;\r\n vertexData.uvs.push(useOpenGLOrientationForUV ? 1 - v : v);\r\n } else {\r\n vertex.uv.toArray(vertexData.uvs, currentVertexDataIndex * 2);\r\n }\r\n currentVertexDataIndex++;\r\n }\r\n }\r\n }\r\n\r\n // Avoid the \"Setting vertex data kind 'XXX' with an empty array\" warning when calling vertexData.applyToMesh\r\n if (vertexData.indices.length === 0) {\r\n vertexData.indices = null;\r\n }\r\n if (vertexData.positions.length === 0) {\r\n vertexData.positions = null;\r\n }\r\n if (vertexData.normals.length === 0) {\r\n vertexData.normals = null;\r\n }\r\n if (vertexData.uvs.length === 0) {\r\n vertexData.uvs = null;\r\n }\r\n if (vertexData.matricesIndices?.length === 0) {\r\n vertexData.matricesIndices = null;\r\n }\r\n if (vertexData.matricesWeights?.length === 0) {\r\n vertexData.matricesWeights = null;\r\n }\r\n if (vertexData.matricesIndicesExtra?.length === 0) {\r\n vertexData.matricesIndicesExtra = null;\r\n }\r\n if (vertexData.matricesWeightsExtra?.length === 0) {\r\n vertexData.matricesWeightsExtra = null;\r\n }\r\n\r\n // Return mesh\r\n const decal = new Mesh(name, sourceMesh.getScene());\r\n vertexData.applyToMesh(decal);\r\n\r\n if (useLocalComputation) {\r\n decal.skeleton = sourceMesh.skeleton;\r\n decal.parent = sourceMesh;\r\n } else {\r\n decal.position = position.clone();\r\n decal.rotation = new Vector3(pitch, yaw, angle);\r\n }\r\n\r\n decal.computeWorldMatrix(true);\r\n decal.refreshBoundingInfo(true, true);\r\n\r\n return decal;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const DecalBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateDecal,\r\n};\r\n\r\nMesh.CreateDecal = (name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh => {\r\n const options = {\r\n position,\r\n normal,\r\n size,\r\n angle,\r\n };\r\n\r\n return CreateDecal(name, sourceMesh, options);\r\n};\r\n"]}
|
|
1
|
+
{"version":3,"file":"decalBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/decalBuilder.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAC/E,OAAO,EAAE,IAAI,EAAE,MAAM,mCAAmC,CAAC;AACzD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAGhD,OAAO,EAAE,yBAAyB,EAAE,MAAM,mCAAmC,CAAC;AAE9E,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACpC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACrC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACpC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;AACrC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACpC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AAErC,gBAAgB;AAChB,MAAM,WAAW;IACb,gBAAgB;IAChB,YACW,WAAoB,OAAO,CAAC,IAAI,EAAE,EAClC,SAAkB,OAAO,CAAC,EAAE,EAAE,EAC9B,KAAc,OAAO,CAAC,IAAI,EAAE,EAC5B,YAAoB,CAAC,EACrB,oBAA4B,CAAC,EAC7B,wBAA4C,IAAI,EAChD,sBAA0C,IAAI,EAC9C,wBAA4C,IAAI,EAChD,wBAA4C,IAAI;QARhD,aAAQ,GAAR,QAAQ,CAA0B;QAClC,WAAM,GAAN,MAAM,CAAwB;QAC9B,OAAE,GAAF,EAAE,CAA0B;QAC5B,cAAS,GAAT,SAAS,CAAY;QACrB,sBAAiB,GAAjB,iBAAiB,CAAY;QAC7B,0BAAqB,GAArB,qBAAqB,CAA2B;QAChD,wBAAmB,GAAnB,mBAAmB,CAA2B;QAC9C,0BAAqB,GAArB,qBAAqB,CAA2B;QAChD,0BAAqB,GAArB,qBAAqB,CAA2B;IACxD,CAAC;IACJ,gBAAgB;IACT,KAAK;QACR,OAAO,IAAI,WAAW,CAClB,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,EACrB,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,EACnB,IAAI,CAAC,EAAE,CAAC,KAAK,EAAE,EACf,IAAI,CAAC,SAAS,EACd,IAAI,CAAC,iBAAiB,EACtB,IAAI,CAAC,qBAAqB,EAAE,KAAK,EAAE,EACnC,IAAI,CAAC,mBAAmB,EAAE,KAAK,EAAE,EACjC,IAAI,CAAC,qBAAqB,EAAE,KAAK,EAAE,EACnC,IAAI,CAAC,qBAAqB,EAAE,KAAK,EAAE,CACtC,CAAC;IACN,CAAC;CACJ;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,UAAU,WAAW,CACvB,IAAY,EACZ,UAAwB,EACxB,OAAqJ;IAErJ,MAAM,WAAW,GAAG,CAAC,CAAC,UAAU,CAAC,QAAQ,CAAC;IAC1C,MAAM,eAAe,GAAG,CAAC,CAAC,UAAU,CAAC,kBAAkB,EAAE,UAAU,CAAC;IACpE,MAAM,mBAAmB,GAAG,OAAO,CAAC,SAAS,IAAI,WAAW,CAAC;IAE7D,MAAM,OAAO,GAAiB,UAAU,CAAC,UAAU,EAAE,CAAC;IACtD,MAAM,SAAS,GAAG,WAAW,IAAI,eAAe,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;IAClJ,MAAM,OAAO,GAAG,WAAW,IAAI,eAAe,CAAC,CAAC,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;IAC7I,MAAM,cAAc,GAAG,mBAAmB,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACtI,MAAM,YAAY,GAAG,mBAAmB,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAChI,MAAM,GAAG,GAAG,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;IAC5D,MAAM,UAAU,GAAG,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACrG,MAAM,UAAU,GAAG,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACrG,MAAM,eAAe,GAAG,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC/G,MAAM,eAAe,GAAG,WAAW,CAAC,CAAC,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAE/G,MAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC;IACpD,IAAI,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,EAAE,EAAE,CAAC;IAC5C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC;IAC3C,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC;IAEjC,2BAA2B;IAC3B,IAAI,CAAC,MAAM,EAAE,CAAC;QACV,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,MAAM,MAAM,GAAW,UAAU,CAAC,QAAQ,EAAE,CAAC,YAAY,CAAC;QAC1D,MAAM,iBAAiB,GAAG,OAAO,CAAC,oBAAoB,CAAC,MAAM,EAAE,MAAM,CAAC,cAAc,EAAE,CAAC,CAAC;QAExF,MAAM,GAAG,MAAM,CAAC,cAAc,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC;IAC/D,CAAC;IAED,MAAM,GAAG,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;IAC1D,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;IACjE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;IAExC,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IACpC,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;IACxB,UAAU,CAAC,SAAS,GAAG,EAAE,CAAC;IAC1B,UAAU,CAAC,OAAO,GAAG,EAAE,CAAC;IACxB,UAAU,CAAC,GAAG,GAAG,EAAE,CAAC;IACpB,UAAU,CAAC,eAAe,GAAG,WAAW,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;IACrD,UAAU,CAAC,eAAe,GAAG,WAAW,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;IACrD,UAAU,CAAC,oBAAoB,GAAG,eAAe,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9D,UAAU,CAAC,oBAAoB,GAAG,eAAe,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;IAE9D,IAAI,sBAAsB,GAAG,CAAC,CAAC;IAE/B,MAAM,mBAAmB,GAAG,CAAC,OAAe,EAAE,eAAuB,EAAe,EAAE;QAClF,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,CAAC;QACjC,IAAI,CAAC,OAAO,IAAI,CAAC,SAAS,IAAI,CAAC,OAAO,EAAE,CAAC;YACrC,OAAO,MAAM,CAAC;QAClB,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC,CAAC;QAElC,MAAM,CAAC,SAAS,GAAG,QAAQ,GAAG,CAAC,CAAC;QAChC,MAAM,CAAC,iBAAiB,GAAG,QAAQ,GAAG,CAAC,CAAC;QAExC,mCAAmC;QACnC,MAAM,CAAC,QAAQ,GAAG,IAAI,OAAO,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACjH,OAAO,CAAC,yBAAyB,CAAC,MAAM,CAAC,QAAQ,EAAE,eAAe,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC;QAErF,aAAa;QACb,MAAM,CAAC,MAAM,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC,QAAQ,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzG,OAAO,CAAC,oBAAoB,CAAC,MAAM,CAAC,MAAM,EAAE,eAAe,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;QAE5E,IAAI,OAAO,CAAC,UAAU,IAAI,GAAG,EAAE,CAAC;YAC5B,MAAM,CAAC,GAAG,GAAG,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAChC,MAAM,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,GAAG,CAAC,QAAQ,GAAG,CAAC,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACtF,CAAC;QAED,OAAO,MAAM,CAAC;IAClB,CAAC,CAAC;IAEF,MAAM,UAAU,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAEhC,uIAAuI;IACvI,MAAM,IAAI,GAAG,CAAC,QAAuB,EAAE,IAAa,EAA2B,EAAE;QAC7E,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACxB,OAAO,QAAQ,CAAC;QACpB,CAAC;QAED,MAAM,QAAQ,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,CAAC;QAEzD,MAAM,OAAO,GAAG,CAAC,GAA0B,EAAE,GAAW,EAAE,KAAa,EAAE,GAAW,EAAE,EAAE;YACpF,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC3B,IAAI,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,KAAK,GAAG,EAAE,CAAC;oBACzB,OAAO,KAAK,GAAG,CAAC,CAAC;gBACrB,CAAC;YACL,CAAC;YACD,OAAO,CAAC,CAAC,CAAC;QACd,CAAC,CAAC;QAEF,MAAM,YAAY,GAAG,CAAC,EAAe,EAAE,EAAe,EAAe,EAAE;YACnE,MAAM,UAAU,GAAG,OAAO,CAAC,aAAa,CAAC,EAAE,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,QAAQ,CAAC,CAAC;YAEnF,IAAI,OAAO,GAAG,UAAU,CAAC;YACzB,IAAI,OAAO,GAAG,UAAU,CAAC;YAEzB,IAAI,UAAU,IAAI,UAAU,EAAE,CAAC;gBAC3B,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,iBAAiB,CAAC;gBACtE,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,IAAI,UAAU,CAAC;gBACzD,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,IAAI,UAAU,CAAC;gBAEzD,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,iBAAiB,CAAC;gBACtE,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,IAAI,UAAU,CAAC;gBACzD,MAAM,SAAS,GAAG,EAAE,CAAC,qBAAqB,IAAI,UAAU,CAAC;gBAEzD,OAAO,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBACvB,OAAO,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBAEvB,IAAI,KAAK,GAAG,CAAC,CAAC;gBACd,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;oBACzB,IAAI,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC;wBAC/B,MAAM,GAAG,GAAG,OAAO,CAAC,SAAS,EAAE,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC;wBACvE,OAAO,CAAC,KAAK,CAAC,GAAG,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;wBAC1C,OAAO,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC;wBAC3F,KAAK,EAAE,CAAC;oBACZ,CAAC;gBACL,CAAC;gBAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,IAAI,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;oBACtC,MAAM,GAAG,GAAG,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;oBACrC,IAAI,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,SAAS,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;wBAC/C,SAAS;oBACb,CAAC;oBAED,OAAO,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC;oBACrB,OAAO,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC;oBAC/D,KAAK,EAAE,CAAC;gBACZ,CAAC;gBAED,MAAM,IAAI,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;gBAE/D,OAAO,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC;gBACnB,OAAO,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC;gBACnB,OAAO,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC;gBACnB,OAAO,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC;YACvB,CAAC;YAED,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;YACxH,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAC5H,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAE5H,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;YACxH,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAC5H,MAAM,gBAAgB,GAAG,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAE5H,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;YAChH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YACpH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAEpH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC;YAChH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YACpH,MAAM,cAAc,GAAG,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAEpH,MAAM,aAAa,GAAG,cAAc,GAAG,CAAC,cAAc,GAAG,cAAc,CAAC,GAAG,UAAU,CAAC;YACtF,MAAM,aAAa,GAAG,cAAc,GAAG,CAAC,cAAc,GAAG,cAAc,CAAC,GAAG,UAAU,CAAC;YACtF,MAAM,aAAa,GAAG,cAAc,GAAG,CAAC,cAAc,GAAG,cAAc,CAAC,GAAG,UAAU,CAAC;YAEtF,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,aAAa,GAAG,aAAa,GAAG,aAAa,GAAG,aAAa,GAAG,aAAa,GAAG,aAAa,CAAC,CAAC;YAEtH,OAAO,IAAI,WAAW,CAClB,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,EAAE,UAAU,CAAC,EAClD,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC,SAAS,EAAE,EAC1D,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,UAAU,CAAC,EACtC,CAAC,CAAC,EACF,CAAC,CAAC,EACF,cAAc;gBACV,CAAC,CAAC;oBACI,gBAAgB,GAAG,CAAC,gBAAgB,GAAG,gBAAgB,CAAC,GAAG,UAAU;oBACrE,gBAAgB,GAAG,CAAC,gBAAgB,GAAG,gBAAgB,CAAC,GAAG,UAAU;oBACrE,gBAAgB,GAAG,CAAC,gBAAgB,GAAG,gBAAgB,CAAC,GAAG,UAAU;iBACxE;gBACH,CAAC,CAAC,IAAI,EACV,YAAY,CAAC,CAAC,CAAC,CAAC,aAAa,GAAG,IAAI,EAAE,aAAa,GAAG,IAAI,EAAE,aAAa,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,EACxF,OAAO,EACP,OAAO,CACV,CAAC;QACN,CAAC,CAAC;QAEF,IAAI,UAAU,GAA4B,IAAI,CAAC;QAE/C,IAAI,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACtB,UAAU,GAAG,EAAmB,CAAC;QACrC,CAAC;QAED,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YACtD,IAAI,KAAK,GAAG,CAAC,CAAC;YACd,IAAI,GAAG,GAA0B,IAAI,CAAC;YACtC,IAAI,GAAG,GAA0B,IAAI,CAAC;YACtC,IAAI,GAAG,GAA0B,IAAI,CAAC;YACtC,IAAI,GAAG,GAA0B,IAAI,CAAC;YAEtC,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,QAAQ,EAAE,IAAI,CAAC,GAAG,QAAQ,CAAC;YAClE,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,QAAQ,EAAE,IAAI,CAAC,GAAG,QAAQ,CAAC;YACtE,MAAM,EAAE,GAAG,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,QAAQ,EAAE,IAAI,CAAC,GAAG,QAAQ,CAAC;YAEtE,MAAM,KAAK,GAAG,EAAE,GAAG,CAAC,CAAC;YACrB,MAAM,KAAK,GAAG,EAAE,GAAG,CAAC,CAAC;YACrB,MAAM,KAAK,GAAG,EAAE,GAAG,CAAC,CAAC;YAErB,KAAK,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE5D,QAAQ,KAAK,EAAE,CAAC;gBACZ,KAAK,CAAC;oBACF,IAAI,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;wBACtB,UAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;wBAClC,UAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBACtC,UAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;oBAC1C,CAAC;yBAAM,CAAC;wBACJ,UAAU,GAAG,QAAQ,CAAC;oBAC1B,CAAC;oBACD,MAAM;gBACV,KAAK,CAAC;oBACF,UAAU,GAAG,UAAU,IAAI,IAAI,KAAK,EAAe,CAAC;oBACpD,IAAI,KAAK,EAAE,CAAC;wBACR,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC1B,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC1B,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,CAAC;wBACzC,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,CAAC;oBAC7C,CAAC;oBAED,IAAI,KAAK,EAAE,CAAC;wBACR,GAAG,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC;wBACtB,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC1B,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;wBAC7C,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;wBAE7C,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAE7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,MAAM;oBACV,CAAC;oBACD,IAAI,KAAK,EAAE,CAAC;wBACR,GAAG,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC;wBACtB,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC1B,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;wBAC7C,GAAG,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;oBACjD,CAAC;oBAED,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,EAAE,CAAC;wBAC3B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBAErB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;wBAC7B,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC;oBACjC,CAAC;oBACD,MAAM;gBACV,KAAK,CAAC;oBACF,UAAU,GAAG,UAAU,IAAI,IAAI,KAAK,EAAe,CAAC;oBACpD,IAAI,CAAC,KAAK,EAAE,CAAC;wBACT,GAAG,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,KAAK,EAAE,CAAC;wBAC9B,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBAC7C,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBAC7C,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;oBACzB,CAAC;oBACD,IAAI,CAAC,KAAK,EAAE,CAAC;wBACT,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC;wBAClC,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBAC7C,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;wBACzC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;oBACzB,CAAC;oBACD,IAAI,CAAC,KAAK,EAAE,CAAC;wBACT,GAAG,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC;wBAClC,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;wBACzC,GAAG,GAAG,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;wBAC7C,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;wBACrB,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;oBACzB,CAAC;oBACD,MAAM;gBACV,KAAK,CAAC;oBACF,MAAM;YACd,CAAC;QACL,CAAC;QAED,OAAO,UAAU,CAAC;IACtB,CAAC,CAAC;IAEF,MAAM,gBAAgB,GAAG,UAAU,YAAY,IAAI,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC;IACxE,MAAM,UAAU,GAAG,gBAAgB,EAAE,wBAAwB,CAAC,UAAU,CAAC;IAEzE,MAAM,WAAW,GAAG,gBAAgB,EAAE,iBAAiB,IAAI,CAAC,CAAC;IAC7D,MAAM,kBAAkB,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;IAEhD,kBAAkB,CAAC,QAAQ,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC;IAErD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,EAAE,EAAE,CAAC,EAAE,CAAC;QACnC,IAAI,gBAAgB,EAAE,gBAAgB,IAAI,UAAU,EAAE,CAAC;YACnD,MAAM,IAAI,GAAG,CAAC,GAAG,EAAE,CAAC;YAEpB,kBAAkB,CAAC,gBAAgB,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC;YAC/H,kBAAkB,CAAC,gBAAgB,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC;YAC/H,kBAAkB,CAAC,gBAAgB,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC;YACjI,kBAAkB,CAAC,gBAAgB,CAAC,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,UAAU,CAAC,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC;QACvI,CAAC;QAED,SAAS;QACT,MAAM,gBAAgB,GAAG,MAAM,CAAC,oBAAoB,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;QACzI,MAAM,uBAAuB,GAAG,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC;QAChE,MAAM,eAAe,GAAG,UAAU,CAAC,cAAc,EAAE,CAAC;QACpD,MAAM,eAAe,GAAG,kBAAkB,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC,QAAQ,CAAC,uBAAuB,CAAC,CAAC;QAEvG,MAAM,eAAe,GAAG,IAAI,KAAK,CAAc,CAAC,CAAC,CAAC;QAElD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,MAAM,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YACrD,IAAI,YAAY,GAA4B,eAAe,CAAC;YAE5D,YAAY,CAAC,CAAC,CAAC,GAAG,mBAAmB,CAAC,KAAK,EAAE,eAAe,CAAC,CAAC;YAC9D,YAAY,CAAC,CAAC,CAAC,GAAG,mBAAmB,CAAC,KAAK,GAAG,CAAC,EAAE,eAAe,CAAC,CAAC;YAClE,YAAY,CAAC,CAAC,CAAC,GAAG,mBAAmB,CAAC,KAAK,GAAG,CAAC,EAAE,eAAe,CAAC,CAAC;YAElE,IAAI,OAAO,CAAC,aAAa,EAAE,CAAC;gBACxB,gHAAgH;gBAChH,4JAA4J;gBAC5J,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC;oBACrG,SAAS;gBACb,CAAC;YACL,CAAC;YAED,OAAO;YACP,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YACD,YAAY,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC1C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,SAAS;YACb,CAAC;YAED,gCAAgC;YAChC,KAAK,IAAI,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,YAAY,CAAC,MAAM,EAAE,MAAM,EAAE,EAAE,CAAC;gBAC1D,MAAM,MAAM,GAAG,YAAY,CAAC,MAAM,CAAC,CAAC;gBAEpC,uDAAuD;gBACvD,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;gBAChD,IAAI,mBAAmB,EAAE,CAAC;oBACtB,IAAI,MAAM,CAAC,qBAAqB,EAAE,CAAC;wBAC/B,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBACnF,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBACvF,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;oBAC3F,CAAC;yBAAM,IAAI,cAAc,EAAE,CAAC;wBACxB,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;wBACpF,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;wBAC5F,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;oBAChG,CAAC;oBACD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;wBAC7B,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;wBAC/E,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;wBACnF,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;oBACvF,CAAC;yBAAM,IAAI,YAAY,EAAE,CAAC;wBACtB,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;wBAChF,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;wBACxF,UAAU,CAAC,OAAO,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;oBAC5F,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,SAAS,EAAE,sBAAsB,GAAG,CAAC,CAAC,CAAC;oBAC1E,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,OAAO,EAAE,sBAAsB,GAAG,CAAC,CAAC,CAAC;gBAC1E,CAAC;gBACD,IAAI,UAAU,CAAC,eAAe,IAAI,UAAU,CAAC,eAAe,EAAE,CAAC;oBAC3D,IAAI,MAAM,CAAC,qBAAqB,EAAE,CAAC;wBAC/B,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBACzF,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBAC7F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBAC7F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;oBACjG,CAAC;yBAAM,CAAC;wBACJ,IAAI,UAAU,EAAE,CAAC;4BACb,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC;4BAC9F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BACtG,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BACtG,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;wBAC1G,CAAC;wBACD,IAAI,eAAe,IAAI,UAAU,CAAC,oBAAoB,EAAE,CAAC;4BACrD,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC;4BACxG,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BAChH,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BAChH,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;wBACpH,CAAC;oBACL,CAAC;oBACD,IAAI,MAAM,CAAC,qBAAqB,EAAE,CAAC;wBAC/B,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBACzF,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBAC7F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;wBAC7F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;oBACjG,CAAC;yBAAM,CAAC;wBACJ,IAAI,UAAU,EAAE,CAAC;4BACb,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC;4BAC9F,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BACtG,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BACtG,UAAU,CAAC,eAAe,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;wBAC1G,CAAC;wBACD,IAAI,eAAe,IAAI,UAAU,CAAC,oBAAoB,EAAE,CAAC;4BACrD,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC;4BACxG,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BAChH,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;4BAChH,UAAU,CAAC,oBAAoB,CAAC,sBAAsB,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;wBACpH,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC;oBACtB,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;oBACtD,MAAM,CAAC,GAAG,GAAG,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;oBAC3C,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/D,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,UAAU,CAAC,GAAG,EAAE,sBAAsB,GAAG,CAAC,CAAC,CAAC;gBAClE,CAAC;gBACD,sBAAsB,EAAE,CAAC;YAC7B,CAAC;QACL,CAAC;IACL,CAAC;IAED,6GAA6G;IAC7G,IAAI,UAAU,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QAClC,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC;IAC9B,CAAC;IACD,IAAI,UAAU,CAAC,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QACpC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC;IAChC,CAAC;IACD,IAAI,UAAU,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QAClC,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC;IAC9B,CAAC;IACD,IAAI,UAAU,CAAC,GAAG,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QAC9B,UAAU,CAAC,GAAG,GAAG,IAAI,CAAC;IAC1B,CAAC;IACD,IAAI,UAAU,CAAC,eAAe,EAAE,MAAM,KAAK,CAAC,EAAE,CAAC;QAC3C,UAAU,CAAC,eAAe,GAAG,IAAI,CAAC;IACtC,CAAC;IACD,IAAI,UAAU,CAAC,eAAe,EAAE,MAAM,KAAK,CAAC,EAAE,CAAC;QAC3C,UAAU,CAAC,eAAe,GAAG,IAAI,CAAC;IACtC,CAAC;IACD,IAAI,UAAU,CAAC,oBAAoB,EAAE,MAAM,KAAK,CAAC,EAAE,CAAC;QAChD,UAAU,CAAC,oBAAoB,GAAG,IAAI,CAAC;IAC3C,CAAC;IACD,IAAI,UAAU,CAAC,oBAAoB,EAAE,MAAM,KAAK,CAAC,EAAE,CAAC;QAChD,UAAU,CAAC,oBAAoB,GAAG,IAAI,CAAC;IAC3C,CAAC;IAED,cAAc;IACd,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC;IACpD,UAAU,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAE9B,IAAI,mBAAmB,EAAE,CAAC;QACtB,KAAK,CAAC,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;QACrC,KAAK,CAAC,MAAM,GAAG,UAAU,CAAC;IAC9B,CAAC;SAAM,CAAC;QACJ,KAAK,CAAC,QAAQ,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;QAClC,KAAK,CAAC,QAAQ,GAAG,IAAI,OAAO,CAAC,KAAK,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC;IACpD,CAAC;IAED,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAC/B,KAAK,CAAC,mBAAmB,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;IAEtC,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IACxB,gEAAgE;IAChE,WAAW;CACd,CAAC;AAEF,IAAI,CAAC,WAAW,GAAG,CAAC,IAAY,EAAE,UAAwB,EAAE,QAAiB,EAAE,MAAe,EAAE,IAAa,EAAE,KAAa,EAAQ,EAAE;IAClI,MAAM,OAAO,GAAG;QACZ,QAAQ;QACR,MAAM;QACN,IAAI;QACJ,KAAK;KACR,CAAC;IAEF,OAAO,WAAW,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;AAClD,CAAC,CAAC","sourcesContent":["import type { Nullable, IndicesArray, FloatArray } from \"../../types\";\r\nimport { Vector3, Matrix, Vector2, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Lerp } from \"../../Maths/math.scalar.functions\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { AbstractMesh } from \"../abstractMesh\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\nconst XpAxis = new Vector3(1, 0, 0);\r\nconst XnAxis = new Vector3(-1, 0, 0);\r\nconst YpAxis = new Vector3(0, 1, 0);\r\nconst YnAxis = new Vector3(0, -1, 0);\r\nconst ZpAxis = new Vector3(0, 0, 1);\r\nconst ZnAxis = new Vector3(0, 0, -1);\r\n\r\n/** @internal */\r\nclass DecalVertex {\r\n /** @internal */\r\n constructor(\r\n public position: Vector3 = Vector3.Zero(),\r\n public normal: Vector3 = Vector3.Up(),\r\n public uv: Vector2 = Vector2.Zero(),\r\n public vertexIdx: number = 0,\r\n public vertexIdxForBones: number = 0,\r\n public localPositionOverride: Nullable<number[]> = null,\r\n public localNormalOverride: Nullable<number[]> = null,\r\n public matrixIndicesOverride: Nullable<number[]> = null,\r\n public matrixWeightsOverride: Nullable<number[]> = null\r\n ) {}\r\n /** @internal */\r\n public clone(): DecalVertex {\r\n return new DecalVertex(\r\n this.position.clone(),\r\n this.normal.clone(),\r\n this.uv.clone(),\r\n this.vertexIdx,\r\n this.vertexIdxForBones,\r\n this.localPositionOverride?.slice(),\r\n this.localNormalOverride?.slice(),\r\n this.matrixIndicesOverride?.slice(),\r\n this.matrixWeightsOverride?.slice()\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Creates a decal mesh.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal\r\n * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates\r\n * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates\r\n * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling\r\n * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal\r\n * * The parameter `captureUVS` defines if we need to capture the uvs or compute them\r\n * * The parameter `cullBackFaces` defines if the back faces should be removed from the decal mesh\r\n * * The parameter `localMode` defines that the computations should be done with the local mesh coordinates instead of the world space coordinates.\r\n * * Use this mode if you want the decal to be parented to the sourceMesh and move/rotate with it.\r\n * Note: Meshes with morph targets are not supported!\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh where the decal must be applied\r\n * @param options defines the options used to create the mesh\r\n * @returns the decal mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/decals\r\n */\r\nexport function CreateDecal(\r\n name: string,\r\n sourceMesh: AbstractMesh,\r\n options: { position?: Vector3; normal?: Vector3; size?: Vector3; angle?: number; captureUVS?: boolean; cullBackFaces?: boolean; localMode?: boolean }\r\n): Mesh {\r\n const hasSkeleton = !!sourceMesh.skeleton;\r\n const hasMorphTargets = !!sourceMesh.morphTargetManager?.numTargets;\r\n const useLocalComputation = options.localMode || hasSkeleton;\r\n\r\n const indices = <IndicesArray>sourceMesh.getIndices();\r\n const positions = hasSkeleton || hasMorphTargets ? sourceMesh.getPositionData(true, true) : sourceMesh.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = hasSkeleton || hasMorphTargets ? sourceMesh.getNormalsData(true, true) : sourceMesh.getVerticesData(VertexBuffer.NormalKind);\r\n const localPositions = useLocalComputation ? (hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.PositionKind) : positions) : null;\r\n const localNormals = useLocalComputation ? (hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.NormalKind) : normals) : null;\r\n const uvs = sourceMesh.getVerticesData(VertexBuffer.UVKind);\r\n const matIndices = hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.MatricesIndicesKind) : null;\r\n const matWeights = hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.MatricesWeightsKind) : null;\r\n const matIndicesExtra = hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n const matWeightsExtra = hasSkeleton ? sourceMesh.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n\r\n const position = options.position || Vector3.Zero();\r\n let normal = options.normal || Vector3.Up();\r\n const size = options.size || Vector3.One();\r\n const angle = options.angle || 0;\r\n\r\n // Getting correct rotation\r\n if (!normal) {\r\n const target = new Vector3(0, 0, 1);\r\n const camera = <Camera>sourceMesh.getScene().activeCamera;\r\n const cameraWorldTarget = Vector3.TransformCoordinates(target, camera.getWorldMatrix());\r\n\r\n normal = camera.globalPosition.subtract(cameraWorldTarget);\r\n }\r\n\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const vertexData = new VertexData();\r\n vertexData.indices = [];\r\n vertexData.positions = [];\r\n vertexData.normals = [];\r\n vertexData.uvs = [];\r\n vertexData.matricesIndices = hasSkeleton ? [] : null;\r\n vertexData.matricesWeights = hasSkeleton ? [] : null;\r\n vertexData.matricesIndicesExtra = matIndicesExtra ? [] : null;\r\n vertexData.matricesWeightsExtra = matWeightsExtra ? [] : null;\r\n\r\n let currentVertexDataIndex = 0;\r\n\r\n const extractDecalVector3 = (indexId: number, transformMatrix: Matrix): DecalVertex => {\r\n const result = new DecalVertex();\r\n if (!indices || !positions || !normals) {\r\n return result;\r\n }\r\n\r\n const vertexId = indices[indexId];\r\n\r\n result.vertexIdx = vertexId * 3;\r\n result.vertexIdxForBones = vertexId * 4;\r\n\r\n // Send vector to decal local world\r\n result.position = new Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);\r\n Vector3.TransformCoordinatesToRef(result.position, transformMatrix, result.position);\r\n\r\n // Get normal\r\n result.normal = new Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);\r\n Vector3.TransformNormalToRef(result.normal, transformMatrix, result.normal);\r\n\r\n if (options.captureUVS && uvs) {\r\n const v = uvs[vertexId * 2 + 1];\r\n result.uv = new Vector2(uvs[vertexId * 2], useOpenGLOrientationForUV ? 1 - v : v);\r\n }\r\n\r\n return result;\r\n };\r\n\r\n const emptyArray = [0, 0, 0, 0];\r\n\r\n // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js\r\n const clip = (vertices: DecalVertex[], axis: Vector3): Nullable<DecalVertex[]> => {\r\n if (vertices.length === 0) {\r\n return vertices;\r\n }\r\n\r\n const clipSize = 0.5 * Math.abs(Vector3.Dot(size, axis));\r\n\r\n const indexOf = (arr: FloatArray | number[], val: number, start: number, num: number) => {\r\n for (let i = 0; i < num; ++i) {\r\n if (arr[start + i] === val) {\r\n return start + i;\r\n }\r\n }\r\n return -1;\r\n };\r\n\r\n const clipVertices = (v0: DecalVertex, v1: DecalVertex): DecalVertex => {\r\n const clipFactor = Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);\r\n\r\n let indices = emptyArray;\r\n let weights = emptyArray;\r\n\r\n if (matIndices && matWeights) {\r\n const mat0Index = v0.matrixIndicesOverride ? 0 : v0.vertexIdxForBones;\r\n const v0Indices = v0.matrixIndicesOverride ?? matIndices;\r\n const v0Weights = v0.matrixWeightsOverride ?? matWeights;\r\n\r\n const mat1Index = v1.matrixIndicesOverride ? 0 : v1.vertexIdxForBones;\r\n const v1Indices = v1.matrixIndicesOverride ?? matIndices;\r\n const v1Weights = v1.matrixWeightsOverride ?? matWeights;\r\n\r\n indices = [0, 0, 0, 0];\r\n weights = [0, 0, 0, 0];\r\n\r\n let index = 0;\r\n for (let i = 0; i < 4; ++i) {\r\n if (v0Weights[mat0Index + i] > 0) {\r\n const idx = indexOf(v1Indices, v0Indices[mat0Index + i], mat1Index, 4);\r\n indices[index] = v0Indices[mat0Index + i];\r\n weights[index] = Lerp(v0Weights[mat0Index + i], idx >= 0 ? v1Weights[idx] : 0, clipFactor);\r\n index++;\r\n }\r\n }\r\n\r\n for (let i = 0; i < 4 && index < 4; ++i) {\r\n const ind = v1Indices[mat1Index + i];\r\n if (indexOf(v0Indices, ind, mat0Index, 4) !== -1) {\r\n continue;\r\n }\r\n\r\n indices[index] = ind;\r\n weights[index] = Lerp(0, v1Weights[mat1Index + i], clipFactor);\r\n index++;\r\n }\r\n\r\n const sumw = weights[0] + weights[1] + weights[2] + weights[3];\r\n\r\n weights[0] /= sumw;\r\n weights[1] /= sumw;\r\n weights[2] /= sumw;\r\n weights[3] /= sumw;\r\n }\r\n\r\n const v0LocalPositionX = v0.localPositionOverride ? v0.localPositionOverride[0] : (localPositions?.[v0.vertexIdx] ?? 0);\r\n const v0LocalPositionY = v0.localPositionOverride ? v0.localPositionOverride[1] : (localPositions?.[v0.vertexIdx + 1] ?? 0);\r\n const v0LocalPositionZ = v0.localPositionOverride ? v0.localPositionOverride[2] : (localPositions?.[v0.vertexIdx + 2] ?? 0);\r\n\r\n const v1LocalPositionX = v1.localPositionOverride ? v1.localPositionOverride[0] : (localPositions?.[v1.vertexIdx] ?? 0);\r\n const v1LocalPositionY = v1.localPositionOverride ? v1.localPositionOverride[1] : (localPositions?.[v1.vertexIdx + 1] ?? 0);\r\n const v1LocalPositionZ = v1.localPositionOverride ? v1.localPositionOverride[2] : (localPositions?.[v1.vertexIdx + 2] ?? 0);\r\n\r\n const v0LocalNormalX = v0.localNormalOverride ? v0.localNormalOverride[0] : (localNormals?.[v0.vertexIdx] ?? 0);\r\n const v0LocalNormalY = v0.localNormalOverride ? v0.localNormalOverride[1] : (localNormals?.[v0.vertexIdx + 1] ?? 0);\r\n const v0LocalNormalZ = v0.localNormalOverride ? v0.localNormalOverride[2] : (localNormals?.[v0.vertexIdx + 2] ?? 0);\r\n\r\n const v1LocalNormalX = v1.localNormalOverride ? v1.localNormalOverride[0] : (localNormals?.[v1.vertexIdx] ?? 0);\r\n const v1LocalNormalY = v1.localNormalOverride ? v1.localNormalOverride[1] : (localNormals?.[v1.vertexIdx + 1] ?? 0);\r\n const v1LocalNormalZ = v1.localNormalOverride ? v1.localNormalOverride[2] : (localNormals?.[v1.vertexIdx + 2] ?? 0);\r\n\r\n const interpNormalX = v0LocalNormalX + (v1LocalNormalX - v0LocalNormalX) * clipFactor;\r\n const interpNormalY = v0LocalNormalY + (v1LocalNormalY - v0LocalNormalY) * clipFactor;\r\n const interpNormalZ = v0LocalNormalZ + (v1LocalNormalZ - v0LocalNormalZ) * clipFactor;\r\n\r\n const norm = Math.sqrt(interpNormalX * interpNormalX + interpNormalY * interpNormalY + interpNormalZ * interpNormalZ);\r\n\r\n return new DecalVertex(\r\n Vector3.Lerp(v0.position, v1.position, clipFactor),\r\n Vector3.Lerp(v0.normal, v1.normal, clipFactor).normalize(),\r\n Vector2.Lerp(v0.uv, v1.uv, clipFactor),\r\n -1,\r\n -1,\r\n localPositions\r\n ? [\r\n v0LocalPositionX + (v1LocalPositionX - v0LocalPositionX) * clipFactor,\r\n v0LocalPositionY + (v1LocalPositionY - v0LocalPositionY) * clipFactor,\r\n v0LocalPositionZ + (v1LocalPositionZ - v0LocalPositionZ) * clipFactor,\r\n ]\r\n : null,\r\n localNormals ? [interpNormalX / norm, interpNormalY / norm, interpNormalZ / norm] : null,\r\n indices,\r\n weights\r\n );\r\n };\r\n\r\n let clipResult: Nullable<DecalVertex[]> = null;\r\n\r\n if (vertices.length > 3) {\r\n clipResult = [] as DecalVertex[];\r\n }\r\n\r\n for (let index = 0; index < vertices.length; index += 3) {\r\n let total = 0;\r\n let nV1: Nullable<DecalVertex> = null;\r\n let nV2: Nullable<DecalVertex> = null;\r\n let nV3: Nullable<DecalVertex> = null;\r\n let nV4: Nullable<DecalVertex> = null;\r\n\r\n const d1 = Vector3.Dot(vertices[index].position, axis) - clipSize;\r\n const d2 = Vector3.Dot(vertices[index + 1].position, axis) - clipSize;\r\n const d3 = Vector3.Dot(vertices[index + 2].position, axis) - clipSize;\r\n\r\n const v1Out = d1 > 0;\r\n const v2Out = d2 > 0;\r\n const v3Out = d3 > 0;\r\n\r\n total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);\r\n\r\n switch (total) {\r\n case 0:\r\n if (vertices.length > 3) {\r\n clipResult!.push(vertices[index]);\r\n clipResult!.push(vertices[index + 1]);\r\n clipResult!.push(vertices[index + 2]);\r\n } else {\r\n clipResult = vertices;\r\n }\r\n break;\r\n case 1:\r\n clipResult = clipResult ?? new Array<DecalVertex>();\r\n if (v1Out) {\r\n nV1 = vertices[index + 1];\r\n nV2 = vertices[index + 2];\r\n nV3 = clipVertices(vertices[index], nV1);\r\n nV4 = clipVertices(vertices[index], nV2);\r\n }\r\n\r\n if (v2Out) {\r\n nV1 = vertices[index];\r\n nV2 = vertices[index + 2];\r\n nV3 = clipVertices(vertices[index + 1], nV1);\r\n nV4 = clipVertices(vertices[index + 1], nV2);\r\n\r\n clipResult.push(nV3);\r\n clipResult.push(nV2.clone());\r\n clipResult.push(nV1.clone());\r\n\r\n clipResult.push(nV2.clone());\r\n clipResult.push(nV3.clone());\r\n clipResult.push(nV4);\r\n break;\r\n }\r\n if (v3Out) {\r\n nV1 = vertices[index];\r\n nV2 = vertices[index + 1];\r\n nV3 = clipVertices(vertices[index + 2], nV1);\r\n nV4 = clipVertices(vertices[index + 2], nV2);\r\n }\r\n\r\n if (nV1 && nV2 && nV3 && nV4) {\r\n clipResult.push(nV1.clone());\r\n clipResult.push(nV2.clone());\r\n clipResult.push(nV3);\r\n\r\n clipResult.push(nV4);\r\n clipResult.push(nV3.clone());\r\n clipResult.push(nV2.clone());\r\n }\r\n break;\r\n case 2:\r\n clipResult = clipResult ?? new Array<DecalVertex>();\r\n if (!v1Out) {\r\n nV1 = vertices[index].clone();\r\n nV2 = clipVertices(nV1, vertices[index + 1]);\r\n nV3 = clipVertices(nV1, vertices[index + 2]);\r\n clipResult.push(nV1);\r\n clipResult.push(nV2);\r\n clipResult.push(nV3);\r\n }\r\n if (!v2Out) {\r\n nV1 = vertices[index + 1].clone();\r\n nV2 = clipVertices(nV1, vertices[index + 2]);\r\n nV3 = clipVertices(nV1, vertices[index]);\r\n clipResult.push(nV1);\r\n clipResult.push(nV2);\r\n clipResult.push(nV3);\r\n }\r\n if (!v3Out) {\r\n nV1 = vertices[index + 2].clone();\r\n nV2 = clipVertices(nV1, vertices[index]);\r\n nV3 = clipVertices(nV1, vertices[index + 1]);\r\n clipResult.push(nV1);\r\n clipResult.push(nV2);\r\n clipResult.push(nV3);\r\n }\r\n break;\r\n case 3:\r\n break;\r\n }\r\n }\r\n\r\n return clipResult;\r\n };\r\n\r\n const sourceMeshAsMesh = sourceMesh instanceof Mesh ? sourceMesh : null;\r\n const matrixData = sourceMeshAsMesh?._thinInstanceDataStorage.matrixData;\r\n\r\n const numMatrices = sourceMeshAsMesh?.thinInstanceCount || 1;\r\n const thinInstanceMatrix = TmpVectors.Matrix[0];\r\n\r\n thinInstanceMatrix.copyFrom(Matrix.IdentityReadOnly);\r\n\r\n for (let m = 0; m < numMatrices; ++m) {\r\n if (sourceMeshAsMesh?.hasThinInstances && matrixData) {\r\n const ofst = m * 16;\r\n\r\n thinInstanceMatrix.setRowFromFloats(0, matrixData[ofst + 0], matrixData[ofst + 1], matrixData[ofst + 2], matrixData[ofst + 3]);\r\n thinInstanceMatrix.setRowFromFloats(1, matrixData[ofst + 4], matrixData[ofst + 5], matrixData[ofst + 6], matrixData[ofst + 7]);\r\n thinInstanceMatrix.setRowFromFloats(2, matrixData[ofst + 8], matrixData[ofst + 9], matrixData[ofst + 10], matrixData[ofst + 11]);\r\n thinInstanceMatrix.setRowFromFloats(3, matrixData[ofst + 12], matrixData[ofst + 13], matrixData[ofst + 14], matrixData[ofst + 15]);\r\n }\r\n\r\n // Matrix\r\n const decalWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(position.x, position.y, position.z));\r\n const inverseDecalWorldMatrix = Matrix.Invert(decalWorldMatrix);\r\n const meshWorldMatrix = sourceMesh.getWorldMatrix();\r\n const transformMatrix = thinInstanceMatrix.multiply(meshWorldMatrix).multiply(inverseDecalWorldMatrix);\r\n\r\n const oneFaceVertices = new Array<DecalVertex>(3);\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceVertices: Nullable<DecalVertex[]> = oneFaceVertices;\r\n\r\n faceVertices[0] = extractDecalVector3(index, transformMatrix);\r\n faceVertices[1] = extractDecalVector3(index + 1, transformMatrix);\r\n faceVertices[2] = extractDecalVector3(index + 2, transformMatrix);\r\n\r\n if (options.cullBackFaces) {\r\n // If all the normals of the vertices of the face are pointing away from the view direction we discard the face.\r\n // As computations are done in the decal coordinate space, the viewDirection is (0,0,1), so when dot(vertexNormal, -viewDirection) <= 0 the vertex is culled\r\n if (-faceVertices[0].normal.z <= 0 && -faceVertices[1].normal.z <= 0 && -faceVertices[2].normal.z <= 0) {\r\n continue;\r\n }\r\n }\r\n\r\n // Clip\r\n faceVertices = clip(faceVertices, XpAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, XnAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, YpAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, YnAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, ZpAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n faceVertices = clip(faceVertices, ZnAxis);\r\n if (!faceVertices) {\r\n continue;\r\n }\r\n\r\n // Add UVs and get back to world\r\n for (let vIndex = 0; vIndex < faceVertices.length; vIndex++) {\r\n const vertex = faceVertices[vIndex];\r\n\r\n //TODO check for Int32Array | Uint32Array | Uint16Array\r\n vertexData.indices.push(currentVertexDataIndex);\r\n if (useLocalComputation) {\r\n if (vertex.localPositionOverride) {\r\n vertexData.positions[currentVertexDataIndex * 3] = vertex.localPositionOverride[0];\r\n vertexData.positions[currentVertexDataIndex * 3 + 1] = vertex.localPositionOverride[1];\r\n vertexData.positions[currentVertexDataIndex * 3 + 2] = vertex.localPositionOverride[2];\r\n } else if (localPositions) {\r\n vertexData.positions[currentVertexDataIndex * 3] = localPositions[vertex.vertexIdx];\r\n vertexData.positions[currentVertexDataIndex * 3 + 1] = localPositions[vertex.vertexIdx + 1];\r\n vertexData.positions[currentVertexDataIndex * 3 + 2] = localPositions[vertex.vertexIdx + 2];\r\n }\r\n if (vertex.localNormalOverride) {\r\n vertexData.normals[currentVertexDataIndex * 3] = vertex.localNormalOverride[0];\r\n vertexData.normals[currentVertexDataIndex * 3 + 1] = vertex.localNormalOverride[1];\r\n vertexData.normals[currentVertexDataIndex * 3 + 2] = vertex.localNormalOverride[2];\r\n } else if (localNormals) {\r\n vertexData.normals[currentVertexDataIndex * 3] = localNormals[vertex.vertexIdx];\r\n vertexData.normals[currentVertexDataIndex * 3 + 1] = localNormals[vertex.vertexIdx + 1];\r\n vertexData.normals[currentVertexDataIndex * 3 + 2] = localNormals[vertex.vertexIdx + 2];\r\n }\r\n } else {\r\n vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);\r\n vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);\r\n }\r\n if (vertexData.matricesIndices && vertexData.matricesWeights) {\r\n if (vertex.matrixIndicesOverride) {\r\n vertexData.matricesIndices[currentVertexDataIndex * 4] = vertex.matrixIndicesOverride[0];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 1] = vertex.matrixIndicesOverride[1];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 2] = vertex.matrixIndicesOverride[2];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 3] = vertex.matrixIndicesOverride[3];\r\n } else {\r\n if (matIndices) {\r\n vertexData.matricesIndices[currentVertexDataIndex * 4] = matIndices[vertex.vertexIdxForBones];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 1] = matIndices[vertex.vertexIdxForBones + 1];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 2] = matIndices[vertex.vertexIdxForBones + 2];\r\n vertexData.matricesIndices[currentVertexDataIndex * 4 + 3] = matIndices[vertex.vertexIdxForBones + 3];\r\n }\r\n if (matIndicesExtra && vertexData.matricesIndicesExtra) {\r\n vertexData.matricesIndicesExtra[currentVertexDataIndex * 4] = matIndicesExtra[vertex.vertexIdxForBones];\r\n vertexData.matricesIndicesExtra[currentVertexDataIndex * 4 + 1] = matIndicesExtra[vertex.vertexIdxForBones + 1];\r\n vertexData.matricesIndicesExtra[currentVertexDataIndex * 4 + 2] = matIndicesExtra[vertex.vertexIdxForBones + 2];\r\n vertexData.matricesIndicesExtra[currentVertexDataIndex * 4 + 3] = matIndicesExtra[vertex.vertexIdxForBones + 3];\r\n }\r\n }\r\n if (vertex.matrixWeightsOverride) {\r\n vertexData.matricesWeights[currentVertexDataIndex * 4] = vertex.matrixWeightsOverride[0];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 1] = vertex.matrixWeightsOverride[1];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 2] = vertex.matrixWeightsOverride[2];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 3] = vertex.matrixWeightsOverride[3];\r\n } else {\r\n if (matWeights) {\r\n vertexData.matricesWeights[currentVertexDataIndex * 4] = matWeights[vertex.vertexIdxForBones];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 1] = matWeights[vertex.vertexIdxForBones + 1];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 2] = matWeights[vertex.vertexIdxForBones + 2];\r\n vertexData.matricesWeights[currentVertexDataIndex * 4 + 3] = matWeights[vertex.vertexIdxForBones + 3];\r\n }\r\n if (matWeightsExtra && vertexData.matricesWeightsExtra) {\r\n vertexData.matricesWeightsExtra[currentVertexDataIndex * 4] = matWeightsExtra[vertex.vertexIdxForBones];\r\n vertexData.matricesWeightsExtra[currentVertexDataIndex * 4 + 1] = matWeightsExtra[vertex.vertexIdxForBones + 1];\r\n vertexData.matricesWeightsExtra[currentVertexDataIndex * 4 + 2] = matWeightsExtra[vertex.vertexIdxForBones + 2];\r\n vertexData.matricesWeightsExtra[currentVertexDataIndex * 4 + 3] = matWeightsExtra[vertex.vertexIdxForBones + 3];\r\n }\r\n }\r\n }\r\n\r\n if (!options.captureUVS) {\r\n vertexData.uvs.push(0.5 + vertex.position.x / size.x);\r\n const v = 0.5 + vertex.position.y / size.y;\r\n vertexData.uvs.push(useOpenGLOrientationForUV ? 1 - v : v);\r\n } else {\r\n vertex.uv.toArray(vertexData.uvs, currentVertexDataIndex * 2);\r\n }\r\n currentVertexDataIndex++;\r\n }\r\n }\r\n }\r\n\r\n // Avoid the \"Setting vertex data kind 'XXX' with an empty array\" warning when calling vertexData.applyToMesh\r\n if (vertexData.indices.length === 0) {\r\n vertexData.indices = null;\r\n }\r\n if (vertexData.positions.length === 0) {\r\n vertexData.positions = null;\r\n }\r\n if (vertexData.normals.length === 0) {\r\n vertexData.normals = null;\r\n }\r\n if (vertexData.uvs.length === 0) {\r\n vertexData.uvs = null;\r\n }\r\n if (vertexData.matricesIndices?.length === 0) {\r\n vertexData.matricesIndices = null;\r\n }\r\n if (vertexData.matricesWeights?.length === 0) {\r\n vertexData.matricesWeights = null;\r\n }\r\n if (vertexData.matricesIndicesExtra?.length === 0) {\r\n vertexData.matricesIndicesExtra = null;\r\n }\r\n if (vertexData.matricesWeightsExtra?.length === 0) {\r\n vertexData.matricesWeightsExtra = null;\r\n }\r\n\r\n // Return mesh\r\n const decal = new Mesh(name, sourceMesh.getScene());\r\n vertexData.applyToMesh(decal);\r\n\r\n if (useLocalComputation) {\r\n decal.skeleton = sourceMesh.skeleton;\r\n decal.parent = sourceMesh;\r\n } else {\r\n decal.position = position.clone();\r\n decal.rotation = new Vector3(pitch, yaw, angle);\r\n }\r\n\r\n decal.computeWorldMatrix(true);\r\n decal.refreshBoundingInfo(true, true);\r\n\r\n return decal;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const DecalBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateDecal,\r\n};\r\n\r\nMesh.CreateDecal = (name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh => {\r\n const options = {\r\n position,\r\n normal,\r\n size,\r\n angle,\r\n };\r\n\r\n return CreateDecal(name, sourceMesh, options);\r\n};\r\n"]}
|
|
@@ -12,7 +12,6 @@ import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js"
|
|
|
12
12
|
* * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
|
|
13
13
|
* @returns the VertexData of the box
|
|
14
14
|
*/
|
|
15
|
-
// eslint-disable-next-line @typescript-eslint/naming-convention
|
|
16
15
|
export function CreateDiscVertexData(options) {
|
|
17
16
|
const positions = [];
|
|
18
17
|
const indices = [];
|