@onerjs/core 8.41.6 → 8.41.8
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/Animations/animation.d.ts +6 -2
- package/Animations/animation.js +28 -4
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +2 -1
- package/Animations/animationGroup.js +3 -2
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +161 -0
- package/Animations/animatorAvatar.js +573 -0
- package/Animations/animatorAvatar.js.map +1 -0
- package/Animations/index.d.ts +1 -0
- package/Animations/index.js +1 -0
- package/Animations/index.js.map +1 -1
- package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -2
- package/AudioV2/webAudio/webAudioSoundSource.js +12 -2
- package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
- package/Bones/index.d.ts +1 -0
- package/Bones/index.js +1 -0
- package/Bones/index.js.map +1 -1
- package/Bones/skeleton.d.ts +13 -0
- package/Bones/skeleton.functions.d.ts +26 -0
- package/Bones/skeleton.functions.js +91 -0
- package/Bones/skeleton.functions.js.map +1 -0
- package/Bones/skeleton.js +26 -0
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/geospatialCamera.js +21 -20
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +8 -1
- package/Cameras/geospatialCameraMovement.js +29 -8
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +11 -0
- package/Collisions/gpuPicker.js +148 -19
- package/Collisions/gpuPicker.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +4 -8
- package/Debug/skeletonViewer.js +13 -22
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.views.js +5 -2
- package/Engines/AbstractEngine/abstractEngine.views.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +2 -0
- package/Engines/Extensions/engine.multiview.js +7 -3
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -0
- package/Engines/abstractEngine.js +11 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Instrumentation/engineInstrumentation.js +2 -1
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Layers/effectLayer.js +1 -3
- package/Layers/effectLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +2 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +37 -2
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +109 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +210 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +71 -15
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +86 -0
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +161 -0
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -0
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +0 -6
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +0 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +0 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +14 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +14 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +20 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +20 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +13 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js +13 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.d.ts +21 -0
- package/Materials/Node/Blocks/Dual/fogBlock.js +21 -0
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +21 -0
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +21 -0
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.d.ts +38 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js +38 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +29 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +29 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +5 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +16 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +16 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.d.ts +34 -0
- package/Materials/Node/Blocks/Dual/textureBlock.js +34 -0
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +17 -0
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +17 -2
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.d.ts +7 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js +7 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +21 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +21 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +10 -0
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +10 -0
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +28 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +28 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +30 -0
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +30 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +4 -0
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +3 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.d.ts +6 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +16 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js +5 -0
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +10 -0
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +10 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +23 -0
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +23 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +17 -0
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +17 -0
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +41 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +41 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +21 -0
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +21 -0
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +29 -0
- package/Materials/Node/Blocks/PBR/refractionBlock.js +29 -0
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +14 -0
- package/Materials/Node/Blocks/PBR/sheenBlock.js +14 -0
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.d.ts +7 -0
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +7 -0
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +23 -0
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +23 -0
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +17 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +17 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +22 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +22 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +13 -0
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +13 -0
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +20 -0
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +20 -0
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +27 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +27 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.d.ts +10 -0
- package/Materials/Node/Blocks/clampBlock.js +10 -0
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.d.ts +10 -0
- package/Materials/Node/Blocks/cloudBlock.js +10 -0
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.d.ts +10 -0
- package/Materials/Node/Blocks/colorMergerBlock.js +10 -0
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.d.ts +14 -0
- package/Materials/Node/Blocks/conditionalBlock.js +14 -0
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.d.ts +10 -0
- package/Materials/Node/Blocks/curveBlock.js +10 -0
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.d.ts +10 -0
- package/Materials/Node/Blocks/customBlock.js +10 -0
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/debugBlock.d.ts +10 -0
- package/Materials/Node/Blocks/debugBlock.js +10 -0
- package/Materials/Node/Blocks/debugBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.d.ts +4 -0
- package/Materials/Node/Blocks/fresnelBlock.js +4 -0
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.d.ts +10 -0
- package/Materials/Node/Blocks/gradientBlock.js +10 -0
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/loopBlock.d.ts +10 -0
- package/Materials/Node/Blocks/loopBlock.js +10 -0
- package/Materials/Node/Blocks/loopBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.d.ts +1 -0
- package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -0
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +10 -0
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +10 -0
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/pannerBlock.d.ts +5 -0
- package/Materials/Node/Blocks/pannerBlock.js +5 -0
- package/Materials/Node/Blocks/pannerBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.d.ts +10 -0
- package/Materials/Node/Blocks/remapBlock.js +10 -0
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.d.ts +1 -0
- package/Materials/Node/Blocks/rotate2dBlock.js +1 -0
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.d.ts +10 -0
- package/Materials/Node/Blocks/transformBlock.js +10 -0
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +22 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +22 -0
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.d.ts +10 -0
- package/Materials/Node/Blocks/trigonometryBlock.js +10 -0
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.d.ts +10 -0
- package/Materials/Node/Blocks/vectorMergerBlock.js +10 -0
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.d.ts +5 -0
- package/Materials/Node/Blocks/viewDirectionBlock.js +5 -0
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.d.ts +10 -0
- package/Materials/Node/Blocks/waveBlock.js +10 -0
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +13 -0
- package/Materials/Node/nodeMaterial.js +14 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +0 -3
- package/Materials/Node/nodeMaterialBlock.js +1 -6
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -2
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +1 -1
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/index.d.ts +2 -0
- package/Materials/index.js +2 -0
- package/Materials/index.js.map +1 -1
- package/Maths/math.constants.d.ts +2 -1
- package/Maths/math.constants.js +3 -2
- package/Maths/math.constants.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/instancedMesh.js +1 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +5 -0
- package/Meshes/mesh.js +39 -16
- package/Meshes/mesh.js.map +1 -1
- package/Misc/dataStorage.d.ts +13 -0
- package/Misc/dataStorage.js +25 -0
- package/Misc/dataStorage.js.map +1 -1
- package/Morph/morphTarget.d.ts +9 -5
- package/Morph/morphTarget.js +15 -7
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +3 -1
- package/Morph/morphTargetManager.js +5 -2
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/emitters.functions.js +3 -3
- package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +2 -2
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +7 -7
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleLocalVariableBlock.js +2 -2
- package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +7 -7
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +9 -4
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/particle.d.ts +73 -61
- package/Particles/particle.js +106 -91
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.js +5 -5
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.function.js +83 -83
- package/Particles/thinParticleSystem.function.js.map +1 -1
- package/Particles/thinParticleSystem.js +8 -8
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +14 -1
- package/Physics/v2/Plugins/havokPlugin.js +154 -10
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Probes/reflectionProbe.js +9 -6
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +3 -1
- package/Rendering/objectRenderer.js +28 -8
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/reflectiveShadowMap.js +1 -1
- package/Rendering/reflectiveShadowMap.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.js +8 -0
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.js +8 -2
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +8 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +7 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +8 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +22 -1
- package/scene.js +15 -15
- package/scene.js.map +1 -1
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@@ -50,9 +50,31 @@ export declare class BonesBlock extends NodeMaterialBlock {
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* Gets the output component
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*/
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get output(): NodeMaterialConnectionPoint;
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/**
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* Auto configure the block based on the material
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*/
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autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
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/**
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* Provides the fallbacks
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* @param fallbacks - the effect fallbacks
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* @param mesh - the mesh
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*/
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provideFallbacks(fallbacks: EffectFallbacks, mesh?: AbstractMesh): void;
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/**
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* Bind data to effect
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* @param mesh - the mesh
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*/
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bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
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/**
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* Prepare the list of defines
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* @param defines - the list of defines
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* @param nodeMaterial - the node material
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* @param mesh - the mesh
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*/
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prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh): void;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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@@ -88,6 +88,11 @@ export class BonesBlock extends NodeMaterialBlock {
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get output() {
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return this._outputs[0];
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}
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/**
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* Auto configure the block based on the material
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* @param additionalFilteringInfo - additional filtering info
|
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*/
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autoConfigure(material, additionalFilteringInfo = () => true) {
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if (!this.matricesIndices.isConnected) {
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let matricesIndicesInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === "matricesIndices" && additionalFilteringInfo(b));
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@@ -114,14 +119,31 @@ export class BonesBlock extends NodeMaterialBlock {
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worldInput.output.connectTo(this.world);
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}
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}
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/**
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* Provides the fallbacks
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*/
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provideFallbacks(fallbacks, mesh) {
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if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
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fallbacks.addCPUSkinningFallback(0, mesh);
|
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}
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*/
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bind(effect, nodeMaterial, mesh) {
|
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BindBonesParameters(mesh, effect);
|
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}
|
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/**
|
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* Prepare the list of defines
|
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|
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|
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|
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*/
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prepareDefines(defines, nodeMaterial, mesh) {
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if (!defines._areAttributesDirty || !mesh) {
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return;
|
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@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\nimport type { EffectFallbacks } from \"../../../effectFallbacks\";\r\nimport { BindBonesParameters, PrepareDefinesForBones } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add support for vertex skinning (bones)\r\n */\r\nexport class BonesBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new BonesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"matricesIndices\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"matricesWeights\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"matricesIndicesExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"matricesWeightsExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"boneSampler\");\r\n state._excludeVariableName(\"boneTextureWidth\");\r\n state._excludeVariableName(\"mBones\");\r\n state._excludeVariableName(\"BonesPerMesh\");\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../../ShadersWGSL/ShadersInclude/bonesDeclaration\"), import(\"../../../../ShadersWGSL/ShadersInclude/bonesVertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../../../Shaders/ShadersInclude/bonesDeclaration\"), import(\"../../../../Shaders/ShadersInclude/bonesVertex\")]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"BonesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the matrix indices input component\r\n */\r\n public get matricesIndices(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix weights input component\r\n */\r\n public get matricesWeights(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the extra matrix indices input component\r\n */\r\n public get matricesIndicesExtra(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the extra matrix weights input component\r\n */\r\n public get matricesWeightsExtra(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.matricesIndices.isConnected) {\r\n let matricesIndicesInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"matricesIndices\" && additionalFilteringInfo(b));\r\n\r\n if (!matricesIndicesInput) {\r\n matricesIndicesInput = new InputBlock(\"matricesIndices\");\r\n matricesIndicesInput.setAsAttribute(\"matricesIndices\");\r\n }\r\n matricesIndicesInput.output.connectTo(this.matricesIndices);\r\n }\r\n if (!this.matricesWeights.isConnected) {\r\n let matricesWeightsInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"matricesWeights\" && additionalFilteringInfo(b));\r\n\r\n if (!matricesWeightsInput) {\r\n matricesWeightsInput = new InputBlock(\"matricesWeights\");\r\n matricesWeightsInput.setAsAttribute(\"matricesWeights\");\r\n }\r\n matricesWeightsInput.output.connectTo(this.matricesWeights);\r\n }\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World && additionalFilteringInfo(b));\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n }\r\n\r\n public override provideFallbacks(fallbacks: EffectFallbacks, mesh?: AbstractMesh) {\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n BindBonesParameters(mesh, effect);\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!defines._areAttributesDirty || !mesh) {\r\n return;\r\n }\r\n PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for compilation fallbacks\r\n state.sharedData.blocksWithFallbacks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register internal uniforms and samplers\r\n state.uniforms.push(\"boneTextureWidth\");\r\n state.uniforms.push(\"mBones\");\r\n\r\n state.samplers.push(\"boneSampler\");\r\n\r\n // Emit code\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"bonesDeclaration\", comments, {\r\n removeAttributes: true,\r\n removeUniforms: false,\r\n removeVaryings: true,\r\n removeIfDef: false,\r\n });\r\n\r\n const influenceVariablename = state._getFreeVariableName(\"influence\");\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"bonesVertex\", comments, {\r\n replaceStrings: [\r\n {\r\n search: /finalWorld=finalWorld\\*influence;/,\r\n replace: \"\",\r\n },\r\n {\r\n search: /influence/gm,\r\n replace: influenceVariablename,\r\n },\r\n ],\r\n });\r\n\r\n const output = this._outputs[0];\r\n const worldInput = this.world;\r\n\r\n state.compilationString += `#if NUM_BONE_INFLUENCERS>0\\n`;\r\n state.compilationString += state._declareOutput(output) + ` = ${worldInput.associatedVariableName} * ${influenceVariablename};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(output) + ` = ${worldInput.associatedVariableName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BonesBlock\", BonesBlock);\r\n"]}
|
|
1
|
+
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d;gBACD;oBACI,MAAM,EAAE,aAAa;oBACrB,OAAO,EAAE,qBAAqB;iBACjC;aACJ;SACJ,CAAC,CAAC;QAEH,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC;QAE9B,KAAK,CAAC,iBAAiB,IAAI,8BAA8B,CAAC;QAC1D,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,GAAG,MAAM,UAAU,CAAC,sBAAsB,MAAM,qBAAqB,KAAK,CAAC;QAClI,KAAK,CAAC,iBAAiB,IAAI,SAAS,CAAC;QACrC,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,GAAG,MAAM,UAAU,CAAC,sBAAsB,KAAK,CAAC;QACvG,KAAK,CAAC,iBAAiB,IAAI,UAAU,CAAC;QAEtC,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\nimport type { EffectFallbacks } from \"../../../effectFallbacks\";\r\nimport { BindBonesParameters, PrepareDefinesForBones } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add support for vertex skinning (bones)\r\n */\r\nexport class BonesBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new BonesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"matricesIndices\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"matricesWeights\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"matricesIndicesExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"matricesWeightsExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"boneSampler\");\r\n state._excludeVariableName(\"boneTextureWidth\");\r\n state._excludeVariableName(\"mBones\");\r\n state._excludeVariableName(\"BonesPerMesh\");\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../../ShadersWGSL/ShadersInclude/bonesDeclaration\"), import(\"../../../../ShadersWGSL/ShadersInclude/bonesVertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../../../Shaders/ShadersInclude/bonesDeclaration\"), import(\"../../../../Shaders/ShadersInclude/bonesVertex\")]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"BonesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the matrix indices input component\r\n */\r\n public get matricesIndices(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix weights input component\r\n */\r\n public get matricesWeights(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the extra matrix indices input component\r\n */\r\n public get matricesIndicesExtra(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the extra matrix weights input component\r\n */\r\n public get matricesWeightsExtra(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Auto configure the block based on the material\r\n * @param material - the node material\r\n * @param additionalFilteringInfo - additional filtering info\r\n */\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.matricesIndices.isConnected) {\r\n let matricesIndicesInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"matricesIndices\" && additionalFilteringInfo(b));\r\n\r\n if (!matricesIndicesInput) {\r\n matricesIndicesInput = new InputBlock(\"matricesIndices\");\r\n matricesIndicesInput.setAsAttribute(\"matricesIndices\");\r\n }\r\n matricesIndicesInput.output.connectTo(this.matricesIndices);\r\n }\r\n if (!this.matricesWeights.isConnected) {\r\n let matricesWeightsInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"matricesWeights\" && additionalFilteringInfo(b));\r\n\r\n if (!matricesWeightsInput) {\r\n matricesWeightsInput = new InputBlock(\"matricesWeights\");\r\n matricesWeightsInput.setAsAttribute(\"matricesWeights\");\r\n }\r\n matricesWeightsInput.output.connectTo(this.matricesWeights);\r\n }\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World && additionalFilteringInfo(b));\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n }\r\n\r\n /**\r\n * Provides the fallbacks\r\n * @param fallbacks - the effect fallbacks\r\n * @param mesh - the mesh\r\n */\r\n public override provideFallbacks(fallbacks: EffectFallbacks, mesh?: AbstractMesh) {\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n BindBonesParameters(mesh, effect);\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the list of defines\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!defines._areAttributesDirty || !mesh) {\r\n return;\r\n }\r\n PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for compilation fallbacks\r\n state.sharedData.blocksWithFallbacks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register internal uniforms and samplers\r\n state.uniforms.push(\"boneTextureWidth\");\r\n state.uniforms.push(\"mBones\");\r\n\r\n state.samplers.push(\"boneSampler\");\r\n\r\n // Emit code\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"bonesDeclaration\", comments, {\r\n removeAttributes: true,\r\n removeUniforms: false,\r\n removeVaryings: true,\r\n removeIfDef: false,\r\n });\r\n\r\n const influenceVariablename = state._getFreeVariableName(\"influence\");\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"bonesVertex\", comments, {\r\n replaceStrings: [\r\n {\r\n search: /finalWorld=finalWorld\\*influence;/,\r\n replace: \"\",\r\n },\r\n {\r\n search: /influence/gm,\r\n replace: influenceVariablename,\r\n },\r\n ],\r\n });\r\n\r\n const output = this._outputs[0];\r\n const worldInput = this.world;\r\n\r\n state.compilationString += `#if NUM_BONE_INFLUENCERS>0\\n`;\r\n state.compilationString += state._declareOutput(output) + ` = ${worldInput.associatedVariableName} * ${influenceVariablename};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(output) + ` = ${worldInput.associatedVariableName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BonesBlock\", BonesBlock);\r\n"]}
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@@ -47,7 +47,20 @@ export declare class InstancesBlock extends NodeMaterialBlock {
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get instanceID(): NodeMaterialConnectionPoint;
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/**
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autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
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/**
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prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh, useInstances?: boolean, subMesh?: SubMesh): void;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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@@ -73,6 +73,11 @@ export class InstancesBlock extends NodeMaterialBlock {
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get instanceID() {
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return this._outputs[1];
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}
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/**
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* Auto configure the block based on the material
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*/
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autoConfigure(material, additionalFilteringInfo = () => true) {
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if (!this.world0.connectedPoint) {
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let world0Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === "world0" && additionalFilteringInfo(b));
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@@ -116,6 +121,14 @@ export class InstancesBlock extends NodeMaterialBlock {
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this.world.define = "!INSTANCES || THIN_INSTANCES";
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}
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/**
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* Prepare the list of defines
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prepareDefines(defines, nodeMaterial, mesh, useInstances = false, subMesh) {
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if (defines["INSTANCES"] !== useInstances) {
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@@ -1 +1 @@
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-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { SubMesh } from \"../../../../Meshes/subMesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add support for instances\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n */\r\nexport class InstancesBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new InstancesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"world0\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world1\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world2\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world3\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this.registerOutput(\"instanceID\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"InstancesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first world row input component\r\n */\r\n public get world0(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second world row input component\r\n */\r\n public get world1(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the third world row input component\r\n */\r\n public get world2(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the forth world row input component\r\n */\r\n public get world3(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instanceID component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get instanceID(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.world0.connectedPoint) {\r\n let world0Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world0\" && additionalFilteringInfo(b));\r\n\r\n if (!world0Input) {\r\n world0Input = new InputBlock(\"world0\");\r\n world0Input.setAsAttribute(\"world0\");\r\n }\r\n world0Input.output.connectTo(this.world0);\r\n }\r\n if (!this.world1.connectedPoint) {\r\n let world1Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world1\" && additionalFilteringInfo(b));\r\n\r\n if (!world1Input) {\r\n world1Input = new InputBlock(\"world1\");\r\n world1Input.setAsAttribute(\"world1\");\r\n }\r\n world1Input.output.connectTo(this.world1);\r\n }\r\n if (!this.world2.connectedPoint) {\r\n let world2Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world2\" && additionalFilteringInfo(b));\r\n\r\n if (!world2Input) {\r\n world2Input = new InputBlock(\"world2\");\r\n world2Input.setAsAttribute(\"world2\");\r\n }\r\n world2Input.output.connectTo(this.world2);\r\n }\r\n if (!this.world3.connectedPoint) {\r\n let world3Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world3\" && additionalFilteringInfo(b));\r\n\r\n if (!world3Input) {\r\n world3Input = new InputBlock(\"world3\");\r\n world3Input.setAsAttribute(\"world3\");\r\n }\r\n world3Input.output.connectTo(this.world3);\r\n }\r\n if (!this.world.connectedPoint) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world\" && additionalFilteringInfo(b));\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n this.world.define = \"!INSTANCES || THIN_INSTANCES\";\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh, useInstances: boolean = false, subMesh?: SubMesh) {\r\n let changed = false;\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines.setValue(\"INSTANCES\", useInstances);\r\n changed = true;\r\n }\r\n\r\n if (subMesh && defines[\"THIN_INSTANCES\"] !== !!subMesh?.getRenderingMesh().hasThinInstances) {\r\n defines.setValue(\"THIN_INSTANCES\", !!subMesh?.getRenderingMesh().hasThinInstances);\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const engine = state.sharedData.scene.getEngine();\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Emit code\r\n const output = this._outputs[0];\r\n const instanceID = this._outputs[1];\r\n const world0 = this.world0;\r\n const world1 = this.world1;\r\n const world2 = this.world2;\r\n const world3 = this.world3;\r\n\r\n let mat4 = \"mat4\";\r\n let instance = \"gl_InstanceID\";\r\n let floatCast = \"float\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n mat4 = \"mat4x4f\";\r\n instance = \"vertexInputs.instanceIndex\";\r\n floatCast = \"f32\";\r\n }\r\n\r\n state.compilationString += `#ifdef INSTANCES\\n`;\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${mat4}(${world0.associatedVariableName}, ${world1.associatedVariableName}, ${world2.associatedVariableName}, ${world3.associatedVariableName});\\n`;\r\n state.compilationString += `#ifdef THIN_INSTANCES\\n`;\r\n state.compilationString += `${output.associatedVariableName} = ${this.world.associatedVariableName} * ${output.associatedVariableName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n if (engine._caps.canUseGLInstanceID) {\r\n state.compilationString += state._declareOutput(instanceID) + ` = ${floatCast}(${instance});\\n`;\r\n } else {\r\n state.compilationString += state._declareOutput(instanceID) + ` = 0.0;\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(output) + ` = ${this.world.associatedVariableName};\\n`;\r\n state.compilationString += state._declareOutput(instanceID) + ` = 0.0;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstancesBlock\", InstancesBlock);\r\n"]}
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1
|
+
{"version":3,"file":"instancesBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Vertex/instancesBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAK1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAI3D;;;GAGG;AACH,MAAM,OAAO,cAAe,SAAQ,iBAAiB;IACjD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAE7C,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC5E,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC5E,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC5E,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC5E,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAEhF,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;QAC5E,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;IACnF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,gEAAgE;IAChE,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;;OAIG;IACa,aAAa,CAAC,QAAsB,EAAE,0BAAgE,GAAG,EAAE,CAAC,IAAI;QAC5H,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC9B,IAAI,WAAW,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC,IAAI,KAAK,QAAQ,IAAI,uBAAuB,CAAC,CAAC,CAAC,CAAC,CAAC;YAE/H,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,WAAW,GAAG,IAAI,UAAU,CAAC,QAAQ,CAAC,CAAC;gBACvC,WAAW,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;YACzC,CAAC;YACD,WAAW,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9C,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC9B,IAAI,WAAW,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC,IAAI,KAAK,QAAQ,IAAI,uBAAuB,CAAC,CAAC,CAAC,CAAC,CAAC;YAE/H,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,WAAW,GAAG,IAAI,UAAU,CAAC,QAAQ,CAAC,CAAC;gBACvC,WAAW,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;YACzC,CAAC;YACD,WAAW,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9C,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC9B,IAAI,WAAW,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC,IAAI,KAAK,QAAQ,IAAI,uBAAuB,CAAC,CAAC,CAAC,CAAC,CAAC;YAE/H,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,WAAW,GAAG,IAAI,UAAU,CAAC,QAAQ,CAAC,CAAC;gBACvC,WAAW,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;YACzC,CAAC;YACD,WAAW,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9C,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC9B,IAAI,WAAW,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC,IAAI,KAAK,QAAQ,IAAI,uBAAuB,CAAC,CAAC,CAAC,CAAC,CAAC;YAE/H,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,WAAW,GAAG,IAAI,UAAU,CAAC,QAAQ,CAAC,CAAC;gBACvC,WAAW,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;YACzC,CAAC;YACD,WAAW,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9C,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC7B,IAAI,UAAU,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC,IAAI,KAAK,OAAO,IAAI,uBAAuB,CAAC,CAAC,CAAC,CAAC,CAAC;YAE7H,IAAI,CAAC,UAAU,EAAE,CAAC;gBACd,UAAU,GAAG,IAAI,UAAU,CAAC,OAAO,CAAC,CAAC;gBACrC,UAAU,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC;YAChE,CAAC;YACD,UAAU,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAC5C,CAAC;QAED,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,8BAA8B,CAAC;IACvD,CAAC;IAED;;;;;;;OAOG;IACa,cAAc,CAAC,OAA4B,EAAE,YAA0B,EAAE,IAAmB,EAAE,eAAwB,KAAK,EAAE,OAAiB;QAC1J,IAAI,OAAO,GAAG,KAAK,CAAC;QACpB,IAAI,OAAO,CAAC,WAAW,CAAC,KAAK,YAAY,EAAE,CAAC;YACxC,OAAO,CAAC,QAAQ,CAAC,WAAW,EAAE,YAAY,CAAC,CAAC;YAC5C,OAAO,GAAG,IAAI,CAAC;QACnB,CAAC;QAED,IAAI,OAAO,IAAI,OAAO,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC,OAAO,EAAE,gBAAgB,EAAE,CAAC,gBAAgB,EAAE,CAAC;YAC1F,OAAO,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,CAAC,OAAO,EAAE,gBAAgB,EAAE,CAAC,gBAAgB,CAAC,CAAC;YACnF,OAAO,GAAG,IAAI,CAAC;QACnB,CAAC;QAED,IAAI,OAAO,EAAE,CAAC;YACV,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;QAElD,uBAAuB;QACvB,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE9C,YAAY;QACZ,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QACpC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAE3B,IAAI,IAAI,GAAG,MAAM,CAAC;QAClB,IAAI,QAAQ,GAAG,eAAe,CAAC;QAC/B,IAAI,SAAS,GAAG,OAAO,CAAC;QACxB,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAA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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { SubMesh } from \"../../../../Meshes/subMesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add support for instances\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n */\r\nexport class InstancesBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new InstancesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"world0\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world1\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world2\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world3\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this.registerOutput(\"instanceID\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"InstancesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first world row input component\r\n */\r\n public get world0(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second world row input component\r\n */\r\n public get world1(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the third world row input component\r\n */\r\n public get world2(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the forth world row input component\r\n */\r\n public get world3(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instanceID component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get instanceID(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Auto configure the block based on the material\r\n * @param material - the node material\r\n * @param additionalFilteringInfo - additional filtering info\r\n */\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.world0.connectedPoint) {\r\n let world0Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world0\" && additionalFilteringInfo(b));\r\n\r\n if (!world0Input) {\r\n world0Input = new InputBlock(\"world0\");\r\n world0Input.setAsAttribute(\"world0\");\r\n }\r\n world0Input.output.connectTo(this.world0);\r\n }\r\n if (!this.world1.connectedPoint) {\r\n let world1Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world1\" && additionalFilteringInfo(b));\r\n\r\n if (!world1Input) {\r\n world1Input = new InputBlock(\"world1\");\r\n world1Input.setAsAttribute(\"world1\");\r\n }\r\n world1Input.output.connectTo(this.world1);\r\n }\r\n if (!this.world2.connectedPoint) {\r\n let world2Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world2\" && additionalFilteringInfo(b));\r\n\r\n if (!world2Input) {\r\n world2Input = new InputBlock(\"world2\");\r\n world2Input.setAsAttribute(\"world2\");\r\n }\r\n world2Input.output.connectTo(this.world2);\r\n }\r\n if (!this.world3.connectedPoint) {\r\n let world3Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world3\" && additionalFilteringInfo(b));\r\n\r\n if (!world3Input) {\r\n world3Input = new InputBlock(\"world3\");\r\n world3Input.setAsAttribute(\"world3\");\r\n }\r\n world3Input.output.connectTo(this.world3);\r\n }\r\n if (!this.world.connectedPoint) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world\" && additionalFilteringInfo(b));\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n this.world.define = \"!INSTANCES || THIN_INSTANCES\";\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the list of defines\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh\r\n * @param useInstances - whether to use instances\r\n * @param subMesh - the sub mesh\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh, useInstances: boolean = false, subMesh?: SubMesh) {\r\n let changed = false;\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines.setValue(\"INSTANCES\", useInstances);\r\n changed = true;\r\n }\r\n\r\n if (subMesh && defines[\"THIN_INSTANCES\"] !== !!subMesh?.getRenderingMesh().hasThinInstances) {\r\n defines.setValue(\"THIN_INSTANCES\", !!subMesh?.getRenderingMesh().hasThinInstances);\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const engine = state.sharedData.scene.getEngine();\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Emit code\r\n const output = this._outputs[0];\r\n const instanceID = this._outputs[1];\r\n const world0 = this.world0;\r\n const world1 = this.world1;\r\n const world2 = this.world2;\r\n const world3 = this.world3;\r\n\r\n let mat4 = \"mat4\";\r\n let instance = \"gl_InstanceID\";\r\n let floatCast = \"float\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n mat4 = \"mat4x4f\";\r\n instance = \"vertexInputs.instanceIndex\";\r\n floatCast = \"f32\";\r\n }\r\n\r\n state.compilationString += `#ifdef INSTANCES\\n`;\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${mat4}(${world0.associatedVariableName}, ${world1.associatedVariableName}, ${world2.associatedVariableName}, ${world3.associatedVariableName});\\n`;\r\n state.compilationString += `#ifdef THIN_INSTANCES\\n`;\r\n state.compilationString += `${output.associatedVariableName} = ${this.world.associatedVariableName} * ${output.associatedVariableName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n if (engine._caps.canUseGLInstanceID) {\r\n state.compilationString += state._declareOutput(instanceID) + ` = ${floatCast}(${instance});\\n`;\r\n } else {\r\n state.compilationString += state._declareOutput(instanceID) + ` = 0.0;\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(output) + ` = ${this.world.associatedVariableName};\\n`;\r\n state.compilationString += state._declareOutput(instanceID) + ` = 0.0;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstancesBlock\", InstancesBlock);\r\n"]}
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@@ -63,9 +63,29 @@ export declare class LightInformationBlock extends NodeMaterialBlock {
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* Gets the shadow depth range component
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*/
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get shadowDepthRange(): NodeMaterialConnectionPoint;
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+
/**
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* Bind data to effect
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* @param effect - the effect to bind to
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* @param nodeMaterial - the node material
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* @param mesh - the mesh
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*/
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bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
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/**
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* Prepare the list of defines
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* @param defines - the list of defines
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+
*/
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prepareDefines(defines: NodeMaterialDefines): void;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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+
/**
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+
* Serializes the block
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* @returns the serialized object
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*/
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serialize(): any;
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/**
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* Deserializes the block
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* @param serializationObject - the serialization object
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* @param scene - the scene
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* @param rootUrl - the root URL
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+
*/
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_deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
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}
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@@ -77,6 +77,12 @@ export class LightInformationBlock extends NodeMaterialBlock {
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get shadowDepthRange() {
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return this._outputs[6];
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}
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+
/**
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+
* Bind data to effect
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* @param effect - the effect to bind to
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* @param nodeMaterial - the node material
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* @param mesh - the mesh
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*/
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bind(effect, nodeMaterial, mesh) {
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if (!mesh) {
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return;
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@@ -116,6 +122,10 @@ export class LightInformationBlock extends NodeMaterialBlock {
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}
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}
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}
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+
/**
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+
* Prepare the list of defines
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+
* @param defines - the list of defines
|
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+
*/
|
|
119
129
|
prepareDefines(defines) {
|
|
120
130
|
if (!defines._areLightsDirty && !this._forcePrepareDefines) {
|
|
121
131
|
return;
|
|
@@ -169,6 +179,10 @@ export class LightInformationBlock extends NodeMaterialBlock {
|
|
|
169
179
|
}
|
|
170
180
|
return this;
|
|
171
181
|
}
|
|
182
|
+
/**
|
|
183
|
+
* Serializes the block
|
|
184
|
+
* @returns the serialized object
|
|
185
|
+
*/
|
|
172
186
|
serialize() {
|
|
173
187
|
const serializationObject = super.serialize();
|
|
174
188
|
if (this.light) {
|
|
@@ -176,6 +190,12 @@ export class LightInformationBlock extends NodeMaterialBlock {
|
|
|
176
190
|
}
|
|
177
191
|
return serializationObject;
|
|
178
192
|
}
|
|
193
|
+
/**
|
|
194
|
+
* Deserializes the block
|
|
195
|
+
* @param serializationObject - the serialization object
|
|
196
|
+
* @param scene - the scene
|
|
197
|
+
* @param rootUrl - the root URL
|
|
198
|
+
*/
|
|
179
199
|
_deserialize(serializationObject, scene, rootUrl) {
|
|
180
200
|
super._deserialize(serializationObject, scene, rootUrl);
|
|
181
201
|
if (serializationObject.lightId) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport { PointLight } from \"../../../../Lights/pointLight\";\r\nimport type { ShadowGenerator } from \"../../../../Lights/Shadows/shadowGenerator\";\r\nimport type { ShadowLight } from \"../../../../Lights\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to get data information from a light\r\n */\r\nexport class LightInformationBlock extends NodeMaterialBlock {\r\n private _lightDataUniformName: string;\r\n private _lightColorUniformName: string;\r\n private _lightShadowUniformName: string;\r\n private _lightShadowExtraUniformName: string;\r\n private _lightTypeDefineName: string;\r\n private _forcePrepareDefines: boolean;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Creates a new LightInformationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowNormalBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthScale\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthRange\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightInformationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the shadow bias output component\r\n */\r\n public get shadowBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the shadow normal bias output component\r\n */\r\n public get shadowNormalBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth scale component\r\n */\r\n public get shadowDepthScale(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth range component\r\n */\r\n public get shadowDepthRange(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (this.light && this.light.isDisposed()) {\r\n this.light = null;\r\n }\r\n\r\n let light = this.light;\r\n const scene = nodeMaterial.getScene();\r\n\r\n if (!light && scene.lights.length) {\r\n light = this.light = scene.lights[0];\r\n this._forcePrepareDefines = true;\r\n }\r\n\r\n if (!light || !light.isEnabled) {\r\n effect.setFloat3(this._lightDataUniformName, 0, 0, 0);\r\n effect.setFloat4(this._lightColorUniformName, 0, 0, 0, 0);\r\n return;\r\n }\r\n\r\n light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);\r\n\r\n effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);\r\n\r\n const generator = light.getShadowGenerator() as ShadowGenerator;\r\n if (this.shadowBias.hasEndpoints || this.shadowNormalBias.hasEndpoints || this.shadowDepthScale.hasEndpoints) {\r\n if (generator) {\r\n effect.setFloat3(this._lightShadowUniformName, generator.bias, generator.normalBias, generator.depthScale);\r\n } else {\r\n effect.setFloat3(this._lightShadowUniformName, 0, 0, 0);\r\n }\r\n }\r\n\r\n if (this.shadowDepthRange) {\r\n if (generator && scene.activeCamera) {\r\n const shadowLight = light as ShadowLight;\r\n effect.setFloat2(\r\n this._lightShadowExtraUniformName,\r\n shadowLight.getDepthMinZ(scene.activeCamera),\r\n shadowLight.getDepthMinZ(scene.activeCamera) + shadowLight.getDepthMaxZ(scene.activeCamera)\r\n );\r\n } else {\r\n effect.setFloat2(this._lightShadowExtraUniformName, 0, 0);\r\n }\r\n }\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty && !this._forcePrepareDefines) {\r\n return;\r\n }\r\n\r\n this._forcePrepareDefines = false;\r\n\r\n const light = this.light;\r\n defines.setValue(this._lightTypeDefineName, light && light instanceof PointLight ? true : false, true);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const direction = this.direction;\r\n const color = this.color;\r\n const intensity = this.intensity;\r\n const shadowBias = this.shadowBias;\r\n const shadowNormalBias = this.shadowNormalBias;\r\n const shadowDepthScale = this.shadowDepthScale;\r\n const shadowDepthRange = this.shadowDepthRange;\r\n\r\n this._lightDataUniformName = state._getFreeVariableName(\"lightData\");\r\n this._lightColorUniformName = state._getFreeVariableName(\"lightColor\");\r\n this._lightShadowUniformName = state._getFreeVariableName(\"shadowData\");\r\n this._lightShadowExtraUniformName = state._getFreeVariableName(\"shadowExtraData\");\r\n this._lightTypeDefineName = state._getFreeDefineName(\"LIGHTPOINTTYPE\");\r\n\r\n const uniformAdd = state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\";\r\n\r\n state._emitUniformFromString(this._lightDataUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(this._lightColorUniformName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n state.compilationString += `#ifdef ${this._lightTypeDefineName}\\n`;\r\n state.compilationString +=\r\n state._declareOutput(direction) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${uniformAdd}${this._lightDataUniformName});\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(direction) + ` = ${uniformAdd}${this._lightDataUniformName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += state._declareOutput(color) + ` = ${uniformAdd}${this._lightColorUniformName}.rgb;\\n`;\r\n state.compilationString += state._declareOutput(intensity) + ` = ${uniformAdd}${this._lightColorUniformName}.a;\\n`;\r\n\r\n if (shadowBias.hasEndpoints || shadowNormalBias.hasEndpoints || shadowDepthScale.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n if (shadowBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.x;\\n`;\r\n }\r\n if (shadowNormalBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowNormalBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.y;\\n`;\r\n }\r\n if (shadowDepthScale.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowDepthScale) + ` = ${uniformAdd}${this._lightShadowUniformName}.z;\\n`;\r\n }\r\n }\r\n\r\n if (shadowDepthRange.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowExtraUniformName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state.compilationString += state._declareOutput(shadowDepthRange) + ` = ${this._lightShadowUniformName};\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightInformationBlock\", LightInformationBlock);\r\n"]}
|
|
1
|
+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport { PointLight } from \"../../../../Lights/pointLight\";\r\nimport type { ShadowGenerator } from \"../../../../Lights/Shadows/shadowGenerator\";\r\nimport type { ShadowLight } from \"../../../../Lights\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to get data information from a light\r\n */\r\nexport class LightInformationBlock extends NodeMaterialBlock {\r\n private _lightDataUniformName: string;\r\n private _lightColorUniformName: string;\r\n private _lightShadowUniformName: string;\r\n private _lightShadowExtraUniformName: string;\r\n private _lightTypeDefineName: string;\r\n private _forcePrepareDefines: boolean;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Creates a new LightInformationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowNormalBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthScale\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthRange\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightInformationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the shadow bias output component\r\n */\r\n public get shadowBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the shadow normal bias output component\r\n */\r\n public get shadowNormalBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth scale component\r\n */\r\n public get shadowDepthScale(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth range component\r\n */\r\n public get shadowDepthRange(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (this.light && this.light.isDisposed()) {\r\n this.light = null;\r\n }\r\n\r\n let light = this.light;\r\n const scene = nodeMaterial.getScene();\r\n\r\n if (!light && scene.lights.length) {\r\n light = this.light = scene.lights[0];\r\n this._forcePrepareDefines = true;\r\n }\r\n\r\n if (!light || !light.isEnabled) {\r\n effect.setFloat3(this._lightDataUniformName, 0, 0, 0);\r\n effect.setFloat4(this._lightColorUniformName, 0, 0, 0, 0);\r\n return;\r\n }\r\n\r\n light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);\r\n\r\n effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);\r\n\r\n const generator = light.getShadowGenerator() as ShadowGenerator;\r\n if (this.shadowBias.hasEndpoints || this.shadowNormalBias.hasEndpoints || this.shadowDepthScale.hasEndpoints) {\r\n if (generator) {\r\n effect.setFloat3(this._lightShadowUniformName, generator.bias, generator.normalBias, generator.depthScale);\r\n } else {\r\n effect.setFloat3(this._lightShadowUniformName, 0, 0, 0);\r\n }\r\n }\r\n\r\n if (this.shadowDepthRange) {\r\n if (generator && scene.activeCamera) {\r\n const shadowLight = light as ShadowLight;\r\n effect.setFloat2(\r\n this._lightShadowExtraUniformName,\r\n shadowLight.getDepthMinZ(scene.activeCamera),\r\n shadowLight.getDepthMinZ(scene.activeCamera) + shadowLight.getDepthMaxZ(scene.activeCamera)\r\n );\r\n } else {\r\n effect.setFloat2(this._lightShadowExtraUniformName, 0, 0);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the list of defines\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty && !this._forcePrepareDefines) {\r\n return;\r\n }\r\n\r\n this._forcePrepareDefines = false;\r\n\r\n const light = this.light;\r\n defines.setValue(this._lightTypeDefineName, light && light instanceof PointLight ? true : false, true);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const direction = this.direction;\r\n const color = this.color;\r\n const intensity = this.intensity;\r\n const shadowBias = this.shadowBias;\r\n const shadowNormalBias = this.shadowNormalBias;\r\n const shadowDepthScale = this.shadowDepthScale;\r\n const shadowDepthRange = this.shadowDepthRange;\r\n\r\n this._lightDataUniformName = state._getFreeVariableName(\"lightData\");\r\n this._lightColorUniformName = state._getFreeVariableName(\"lightColor\");\r\n this._lightShadowUniformName = state._getFreeVariableName(\"shadowData\");\r\n this._lightShadowExtraUniformName = state._getFreeVariableName(\"shadowExtraData\");\r\n this._lightTypeDefineName = state._getFreeDefineName(\"LIGHTPOINTTYPE\");\r\n\r\n const uniformAdd = state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\";\r\n\r\n state._emitUniformFromString(this._lightDataUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(this._lightColorUniformName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n state.compilationString += `#ifdef ${this._lightTypeDefineName}\\n`;\r\n state.compilationString +=\r\n state._declareOutput(direction) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${uniformAdd}${this._lightDataUniformName});\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(direction) + ` = ${uniformAdd}${this._lightDataUniformName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += state._declareOutput(color) + ` = ${uniformAdd}${this._lightColorUniformName}.rgb;\\n`;\r\n state.compilationString += state._declareOutput(intensity) + ` = ${uniformAdd}${this._lightColorUniformName}.a;\\n`;\r\n\r\n if (shadowBias.hasEndpoints || shadowNormalBias.hasEndpoints || shadowDepthScale.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n if (shadowBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.x;\\n`;\r\n }\r\n if (shadowNormalBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowNormalBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.y;\\n`;\r\n }\r\n if (shadowDepthScale.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowDepthScale) + ` = ${uniformAdd}${this._lightShadowUniformName}.z;\\n`;\r\n }\r\n }\r\n\r\n if (shadowDepthRange.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowExtraUniformName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state.compilationString += state._declareOutput(shadowDepthRange) + ` = ${this._lightShadowUniformName};\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root URL\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightInformationBlock\", LightInformationBlock);\r\n"]}
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initialize(state) {
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autoConfigure(material, additionalFilteringInfo = () => true) {
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if (!this.position.isConnected) {
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let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === "position" && additionalFilteringInfo(b));
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@@ -184,6 +193,12 @@ export class MorphTargetsBlock extends NodeMaterialBlock {
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prepareDefines(defines, nodeMaterial, mesh) {
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if (!mesh) {
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return;
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@@ -199,6 +214,12 @@ export class MorphTargetsBlock extends NodeMaterialBlock {
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PrepareDefinesForMorphTargets(mesh, defines);
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}
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/**
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* Bind data to effect
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* @param effect - the effect to bind to
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* @param nodeMaterial - the node material
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*/
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bind(effect, nodeMaterial, mesh) {
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if (mesh && mesh.morphTargetManager && mesh.morphTargetManager.numInfluencers > 0) {
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BindMorphTargetParameters(mesh, effect);
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@@ -207,6 +228,12 @@ export class MorphTargetsBlock extends NodeMaterialBlock {
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/**
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* Replace repeatable content
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* @param vertexShaderState - the vertex shader build state
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* @param mesh - the mesh
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*/
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replaceRepeatableContent(vertexShaderState, defines, mesh) {
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if (!mesh) {
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return;
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