@onerjs/core 8.42.2 → 8.42.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (162) hide show
  1. package/Animations/animatorAvatar.d.ts +31 -16
  2. package/Animations/animatorAvatar.js +138 -86
  3. package/Animations/animatorAvatar.js.map +1 -1
  4. package/AudioV2/abstractAudio/abstractSound.js +3 -4
  5. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  6. package/AudioV2/abstractAudio/audioBus.js +3 -0
  7. package/AudioV2/abstractAudio/audioBus.js.map +1 -1
  8. package/AudioV2/abstractAudio/streamingSoundInstance.d.ts +1 -1
  9. package/AudioV2/abstractAudio/streamingSoundInstance.js +2 -2
  10. package/AudioV2/abstractAudio/streamingSoundInstance.js.map +1 -1
  11. package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.d.ts +4 -1
  12. package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js +5 -2
  13. package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js.map +1 -1
  14. package/AudioV2/webAudio/webAudioStaticSound.js +3 -3
  15. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  16. package/AudioV2/webAudio/webAudioStreamingSound.js +2 -4
  17. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  18. package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -1
  19. package/Behaviors/Meshes/pointerDragBehavior.js +4 -0
  20. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  21. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +6 -3
  22. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  23. package/Cameras/geospatialCamera.d.ts +4 -2
  24. package/Cameras/geospatialCamera.js +10 -8
  25. package/Cameras/geospatialCamera.js.map +1 -1
  26. package/Cameras/geospatialCameraMovement.d.ts +11 -1
  27. package/Cameras/geospatialCameraMovement.js +26 -6
  28. package/Cameras/geospatialCameraMovement.js.map +1 -1
  29. package/Debug/physicsViewer.d.ts +1 -0
  30. package/Debug/physicsViewer.js +1 -0
  31. package/Debug/physicsViewer.js.map +1 -1
  32. package/Engines/WebGPU/webgpuBufferManager.js +3 -1
  33. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  34. package/Engines/abstractEngine.js +2 -2
  35. package/Engines/abstractEngine.js.map +1 -1
  36. package/Engines/nullEngine.js +4 -0
  37. package/Engines/nullEngine.js.map +1 -1
  38. package/Engines/webgpuEngine.js +2 -2
  39. package/Engines/webgpuEngine.js.map +1 -1
  40. package/Gizmos/axisDragGizmo.d.ts +1 -1
  41. package/Gizmos/axisDragGizmo.js +13 -5
  42. package/Gizmos/axisDragGizmo.js.map +1 -1
  43. package/Gizmos/gizmo.js +8 -2
  44. package/Gizmos/gizmo.js.map +1 -1
  45. package/Gizmos/planeDragGizmo.js +10 -3
  46. package/Gizmos/planeDragGizmo.js.map +1 -1
  47. package/Gizmos/planeRotationGizmo.js +10 -0
  48. package/Gizmos/planeRotationGizmo.js.map +1 -1
  49. package/Layers/highlightLayer.d.ts +14 -0
  50. package/Layers/highlightLayer.js +20 -0
  51. package/Layers/highlightLayer.js.map +1 -1
  52. package/Layers/selectionOutlineLayer.d.ts +1 -0
  53. package/Layers/selectionOutlineLayer.js +1 -0
  54. package/Layers/selectionOutlineLayer.js.map +1 -1
  55. package/Layers/thinEffectLayer.js +25 -1
  56. package/Layers/thinEffectLayer.js.map +1 -1
  57. package/Layers/thinHighlightLayer.d.ts +9 -0
  58. package/Layers/thinHighlightLayer.js +19 -3
  59. package/Layers/thinHighlightLayer.js.map +1 -1
  60. package/Lights/Clustered/clusteredLightContainer.js +4 -0
  61. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  62. package/Loading/Plugins/babylonFileLoader.d.ts +2 -0
  63. package/Loading/Plugins/babylonFileLoader.js +2 -0
  64. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  65. package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +1 -0
  66. package/Materials/Node/Blocks/Dual/depthSourceBlock.js +1 -0
  67. package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
  68. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -0
  69. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -0
  70. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  71. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +10 -4
  72. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  73. package/Materials/Textures/renderTargetTexture.js +6 -4
  74. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  75. package/Materials/effect.functions.js +29 -21
  76. package/Materials/effect.functions.js.map +1 -1
  77. package/Meshes/abstractMesh.d.ts +9 -0
  78. package/Meshes/abstractMesh.js +16 -0
  79. package/Meshes/abstractMesh.js.map +1 -1
  80. package/Meshes/mesh.js +2 -0
  81. package/Meshes/mesh.js.map +1 -1
  82. package/Meshes/subMesh.d.ts +2 -1
  83. package/Meshes/subMesh.js +3 -2
  84. package/Meshes/subMesh.js.map +1 -1
  85. package/Meshes/thinInstanceMesh.d.ts +7 -3
  86. package/Meshes/thinInstanceMesh.js +15 -3
  87. package/Meshes/thinInstanceMesh.js.map +1 -1
  88. package/Misc/snapshotRenderingHelper.d.ts +5 -3
  89. package/Misc/snapshotRenderingHelper.js +9 -5
  90. package/Misc/snapshotRenderingHelper.js.map +1 -1
  91. package/Particles/EmitterTypes/coneParticleEmitter.js +3 -3
  92. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  93. package/Particles/EmitterTypes/sphereParticleEmitter.js +2 -2
  94. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  95. package/Particles/Node/Blocks/index.d.ts +0 -2
  96. package/Particles/Node/Blocks/index.js +0 -2
  97. package/Particles/Node/Blocks/index.js.map +1 -1
  98. package/Particles/Node/Blocks/particleNumberMathBlock.js +16 -0
  99. package/Particles/Node/Blocks/particleNumberMathBlock.js.map +1 -1
  100. package/Particles/Node/Blocks/systemBlock.d.ts +0 -4
  101. package/Particles/Node/Blocks/systemBlock.js +1 -32
  102. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  103. package/Particles/Node/nodeParticleSystemSet.helper.js +2 -89
  104. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  105. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -0
  106. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -0
  107. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  108. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.d.ts +1 -0
  109. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +1 -0
  110. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  111. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +6 -0
  112. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -0
  113. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  114. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +1 -0
  115. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -0
  116. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  117. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +6 -0
  118. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +8 -0
  119. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  120. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -0
  121. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
  122. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  123. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +1 -0
  124. package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -0
  125. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  126. package/Rendering/GlobalIllumination/giRSMManager.d.ts +1 -0
  127. package/Rendering/GlobalIllumination/giRSMManager.js +1 -0
  128. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  129. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +7 -3
  130. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  131. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +3 -1
  132. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  133. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -1
  134. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  135. package/Rendering/geometryBufferRenderer.js +3 -0
  136. package/Rendering/geometryBufferRenderer.js.map +1 -1
  137. package/Rendering/prePassRenderer.d.ts +1 -0
  138. package/Rendering/prePassRenderer.js +1 -0
  139. package/Rendering/prePassRenderer.js.map +1 -1
  140. package/Shaders/gpuUpdateParticles.vertex.js +1 -1
  141. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  142. package/ShadersWGSL/ShadersInclude/depthPrePass.js +4 -1
  143. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  144. package/ShadersWGSL/background.fragment.js +1 -1
  145. package/ShadersWGSL/background.fragment.js.map +1 -1
  146. package/ShadersWGSL/default.fragment.js +1 -1
  147. package/ShadersWGSL/default.fragment.js.map +1 -1
  148. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  149. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  150. package/XR/features/WebXRControllerPhysics.d.ts +1 -0
  151. package/XR/features/WebXRControllerPhysics.js +1 -0
  152. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  153. package/XR/features/WebXRHandTracking.d.ts +1 -0
  154. package/XR/features/WebXRHandTracking.js +1 -0
  155. package/XR/features/WebXRHandTracking.js.map +1 -1
  156. package/package.json +1 -1
  157. package/Particles/Node/Blocks/Update/updateRemapBlock.d.ts +0 -39
  158. package/Particles/Node/Blocks/Update/updateRemapBlock.js +0 -93
  159. package/Particles/Node/Blocks/Update/updateRemapBlock.js.map +0 -1
  160. package/Particles/Node/Blocks/particleFresnelBlock.d.ts +0 -34
  161. package/Particles/Node/Blocks/particleFresnelBlock.js +0 -74
  162. package/Particles/Node/Blocks/particleFresnelBlock.js.map +0 -1
@@ -174,9 +174,10 @@ export declare class SubMesh implements ICullable {
174
174
  /**
175
175
  * Returns the submesh material
176
176
  * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.
177
+ * @param doNotCheck Defines if should check material render for camera
177
178
  * @returns null or the current material
178
179
  */
179
- getMaterial(getDefaultMaterial?: boolean): Nullable<Material>;
180
+ getMaterial(getDefaultMaterial?: boolean, doNotCheck?: boolean): Nullable<Material>;
180
181
  private _isMultiMaterial;
181
182
  /**
182
183
  * Sets a new updated BoundingInfo object to the submesh
package/Meshes/subMesh.js CHANGED
@@ -231,14 +231,15 @@ export class SubMesh {
231
231
  /**
232
232
  * Returns the submesh material
233
233
  * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.
234
+ * @param doNotCheck Defines if should check material render for camera
234
235
  * @returns null or the current material
235
236
  */
236
- getMaterial(getDefaultMaterial = true) {
237
+ getMaterial(getDefaultMaterial = true, doNotCheck = false) {
237
238
  const scene = this._mesh.getScene();
238
239
  const camera = scene._activeCamera;
239
240
  const shouldCameraNotRenderMaterial = camera ? (this._renderingMesh.doNotRenderMaterialCameraUniqueIds || []).includes(camera.uniqueId) : false;
240
241
  const rootMaterial = this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ??
241
- (this._renderingMesh.materialEnabled ? (!shouldCameraNotRenderMaterial ? this._renderingMesh.material : null) : null);
242
+ (this._renderingMesh.materialEnabled ? (!shouldCameraNotRenderMaterial || doNotCheck ? this._renderingMesh.material : null) : null);
242
243
  if (!rootMaterial) {
243
244
  return getDefaultMaterial && this._mesh.getScene()._hasDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;
244
245
  }
@@ -1 +1 @@
1
- {"version":3,"file":"subMesh.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/subMesh.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,gBAAgB,EAAE,MAAM,gCAAgC,CAAC;AAElE,OAAO,EAAE,YAAY,EAAE,MAAM,yBAAyB,CAAC;AAEvD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,uBAAuB,EAAE,MAAM,yBAAyB,CAAC;AAElE,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAavD;;GAEG;AACH,MAAM,OAAO,OAAO;IAMhB;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAE,IAAI,CAAC,wBAAwB,CAAC,OAA2B,CAAC,CAAC,CAAE,IAAI,CAAC,eAAe,EAAE,EAAE,OAAqC,CAAC;IACvK,CAAC;IAED;;OAEG;IACH,IAAW,eAAe,CAAC,OAAkC;QACzD,MAAM,WAAW,GAAG,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC5F,WAAW,CAAC,OAAO,GAAG,OAAO,CAAC;IAClC,CAAC;IAED;;OAEG;IACI,eAAe,CAAC,MAAe,EAAE,mBAAmB,GAAG,KAAK;QAC/D,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACpD,IAAI,WAAW,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;QAC7C,IAAI,CAAC,WAAW,IAAI,mBAAmB,EAAE,CAAC;YACtC,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,GAAG,WAAW,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,CAAC;QAClG,CAAC;QACD,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,kBAAkB,CAAC,MAAc,EAAE,cAAc,GAAG,IAAI,EAAE,SAAS,GAAG,KAAK;QAC9E,IAAI,cAAc,EAAE,CAAC;YACjB,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;QACnD,CAAC;QACD,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,GAAG,SAAgB,CAAC;IAClD,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,IAAI,CAAC,wBAAwB,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,eAAe,EAAE,EAAE,MAAM,IAAI,IAAI,CAAC,CAAC;IAC3H,CAAC;IAED,gBAAgB;IAChB,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;IACnF,CAAC;IAED,gBAAgB;IAChB,IAAW,oBAAoB;QAC3B,OAAO,IAAI,CAAC,wBAAwB,CAAC;IACzC,CAAC;IAED;;OAEG;IACI,2BAA2B,CAAC,OAA8B;QAC7D,IAAI,CAAC,wBAAwB,GAAG,OAAO,CAAC;IAC5C,CAAC;IAED;;;;;;OAMG;IACI,SAAS,CAAC,MAAwB,EAAE,UAA8C,IAAI,EAAE,eAAkC,EAAE,YAAY,GAAG,IAAI;QAClJ,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QACtC,WAAW,CAAC,SAAS,CAAC,MAAM,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QACrD,IAAI,eAAe,KAAK,SAAS,EAAE,CAAC;YAChC,WAAW,CAAC,eAAe,GAAG,eAAe,CAAC;QAClD,CAAC;QACD,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,WAAW,CAAC,OAAO,GAAG,IAAI,CAAC;YAC3B,WAAW,CAAC,eAAe,GAAG,SAAS,CAAC;QAC5C,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,cAAc,CAAC,MAAe,EAAE,SAAS,GAAG,KAAK;QACpD,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,MAAM,KAAK,SAAS,EAAE,CAAC;gBACvB,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,IAAI,EAAE,SAAS,CAAC,CAAC;gBACjD,OAAO;YACX,CAAC;iBAAM,CAAC;gBACJ,KAAK,MAAM,WAAW,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;oBAC3C,WAAW,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;gBACpC,CAAC;YACL,CAAC;QACL,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;IAC5B,CAAC;IA4BD;;;;;;;;;;;OAWG;IACI,MAAM,CAAC,SAAS,CACnB,aAAqB,EACrB,aAAqB,EACrB,aAAqB,EACrB,UAAkB,EAClB,UAAkB,EAClB,IAAkB,EAClB,aAAoB,EACpB,oBAA6B,IAAI;QAEjC,OAAO,IAAI,OAAO,CAAC,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,EAAE,iBAAiB,CAAC,CAAC;IACpI,CAAC;IAED;;;;;;;;;;;OAWG;IACH;IACI,gCAAgC;IACzB,aAAqB;IAC5B,yBAAyB;IAClB,aAAqB;IAC5B,qBAAqB;IACd,aAAqB;IAC5B,kBAAkB;IACX,UAAkB;IACzB,oBAAoB;IACb,UAAkB,EACzB,IAAkB,EAClB,aAAoB,EACpB,oBAA6B,IAAI,EACjC,SAAS,GAAG,IAAI;QAZT,kBAAa,GAAb,aAAa,CAAQ;QAErB,kBAAa,GAAb,aAAa,CAAQ;QAErB,kBAAa,GAAb,aAAa,CAAQ;QAErB,eAAU,GAAV,UAAU,CAAQ;QAElB,eAAU,GAAV,UAAU,CAAQ;QA9KrB,6BAAwB,GAA0B,IAAI,CAAC;QAqG/D,gBAAgB;QACT,qBAAgB,GAAW,CAAC,CAAC;QAI5B,sBAAiB,GAAyB,IAAI,CAAC;QACvD,gBAAgB;QACT,+BAA0B,GAAwB,IAAI,CAAC;QAG9D,gBAAgB;QACT,iCAA4B,GAAqB,IAAI,CAAC;QAC7D,gBAAgB;QACT,mBAAc,GAAG,KAAK,CAAC;QAE9B,gBAAgB;QACT,cAAS,GAAG,CAAC,CAAC;QACrB,gBAAgB;QACT,gBAAW,GAAW,CAAC,CAAC;QAC/B,gBAAgB;QACT,sBAAiB,GAAW,CAAC,CAAC;QAI7B,qBAAgB,GAAuB,IAAI,CAAC;QAuDhD,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,cAAc,GAAG,aAAa,IAAU,IAAI,CAAC;QAClD,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC9B,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;QACjD,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAE1B,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;QAErC,IAAI,iBAAiB,EAAE,CAAC;YACpB,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAClC,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,gEAAgE;IAChE,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,aAAa,KAAK,CAAC,IAAI,IAAI,CAAC,aAAa,KAAK,IAAI,CAAC,KAAK,CAAC,gBAAgB,EAAE,IAAI,IAAI,CAAC,UAAU,KAAK,CAAC,IAAI,IAAI,CAAC,UAAU,KAAK,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC;IACzK,CAAC;IAED;;;OAGG;IACI,eAAe;QAClB,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,KAAK,CAAC,gBAAgB,EAAE,CAAC;YAC/C,OAAO,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC;QACxC,CAAC;QAED,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,YAA0B;QAC7C,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;QAClC,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,kBAAkB;QACrB,OAAO,IAAI,CAAC,KAAK,CAAC,6BAA6B,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC;IAC1F,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,MAAM,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,6BAA6B,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC;QAEvG,OAAO,eAAe,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC;IACnE,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,kBAAkB,GAAG,IAAI;QACxC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpC,MAAM,MAAM,GAAG,KAAK,CAAC,aAAa,CAAC;QACnC,MAAM,6BAA6B,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,kCAAkC,IAAI,EAAE,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QAChJ,MAAM,YAAY,GACd,IAAI,CAAC,cAAc,CAAC,wBAAwB,CAAC,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;YAC9E,CAAC,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,6BAA6B,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QAE1H,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO,kBAAkB,IAAI,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC;QAC1H,CAAC;aAAM,IAAI,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,EAAE,CAAC;YAC7C,MAAM,iBAAiB,GAAG,YAAY,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAE1E,IAAI,IAAI,CAAC,gBAAgB,KAAK,iBAAiB,EAAE,CAAC;gBAC9C,IAAI,CAAC,gBAAgB,GAAG,iBAAiB,CAAC;gBAC1C,IAAI,CAAC,cAAc,EAAE,CAAC;YAC1B,CAAC;YAED,OAAO,iBAAiB,CAAC;QAC7B,CAAC;QAED,OAAO,YAAY,CAAC;IACxB,CAAC;IAEO,gBAAgB,CAAC,QAAkB;QACvC,OAAQ,QAA0B,CAAC,cAAc,KAAK,SAAS,CAAC;IACpE,CAAC;IAED,UAAU;IAEV;;;;OAIG;IACI,mBAAmB,CAAC,OAA6B,IAAI;QACxD,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;QAEvC,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;YACzE,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC1E,CAAC;QAED,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC;YAClD,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,OAAO,GAAiB,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;QAC/D,IAAI,MAA8C,CAAC;QAEnD,2BAA2B;QAC3B,IAAI,IAAI,CAAC,UAAU,KAAK,CAAC,IAAI,IAAI,CAAC,UAAU,KAAK,OAAO,CAAC,MAAM,EAAE,CAAC;YAC9D,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,EAAE,CAAC;YAE3D,6FAA6F;YAC7F,MAAM,GAAG,EAAE,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;QAC9F,CAAC;aAAM,CAAC;YACJ,MAAM,GAAG,uBAAuB,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;QACjI,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,MAAM,CAAC,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,aAAa,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,CAAC;QAC1E,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,eAAe,CAAC,QAAkB;QACrC,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE5C,OAAO,YAAY,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;IAClD,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,KAA4B;QAClD,IAAI,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE1C,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAC1C,CAAC;QACD,IAAI,YAAY,EAAE,CAAC;YACf,YAAY,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QAC/B,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,aAAsB;QACrC,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE5C,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,YAAY,CAAC,WAAW,CAAC,aAAa,EAAE,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,CAAC;IAC/E,CAAC;IAED;;;;OAIG;IACI,qBAAqB,CAAC,aAAsB;QAC/C,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE5C,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,YAAY,CAAC,qBAAqB,CAAC,aAAa,CAAC,CAAC;IAC7D,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAwB;QAClC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,IAAI,CAAC,KAAK,CAAC,6BAA6B,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QACvI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,oBAAoB,CAAC,OAAqB,EAAE,MAAsB;QACrE,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC1B,MAAM,kBAAkB,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC/D,MAAM,eAAe,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;YACxE,MAAM,YAAY,GAAG,eAAe,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,kBAAkB,CAAC,CAAC;YAEjH,IAAI,MAAM,GAAG,CAAC,CAAC;YACf,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBACvB,iBAAiB;gBACjB,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;oBACtF,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,CAAC;oBAC/B,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;oBACnC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;oBACnC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;oBACnC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;oBACnC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,CAAC;gBACnC,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;oBACtF,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;oBACxC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;oBAC5C,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;oBAC5C,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;oBAC5C,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;oBAC5C,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;gBAC5C,CAAC;YACL,CAAC;YAED,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC,YAAY,CAAC,CAAC;YAChE,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC,MAAM,CAAC;QAChD,CAAC;QACD,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,GAAQ;QACzB,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE5C,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,GAAG,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;IACvD,CAAC;IAED;;;;;;;;OAQG;IACI,UAAU,CAAC,GAAQ,EAAE,SAAoB,EAAE,OAAqB,EAAE,SAAmB,EAAE,iBAA4C;QACtI,MAAM,QAAQ,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QACpC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO,IAAI,CAAC;QAChB,CAAC;QACD,IAAI,IAAI,GAAG,CAAC,CAAC;QACb,IAAI,YAAY,GAAG,KAAK,CAAC;QAEzB,QAAQ,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACxB,KAAK,SAAS,CAAC,0BAA0B,CAAC;YAC1C,KAAK,SAAS,CAAC,yBAAyB,CAAC;YACzC,KAAK,SAAS,CAAC,0BAA0B,CAAC;YAC1C,KAAK,SAAS,CAAC,4BAA4B;gBACvC,OAAO,IAAI,CAAC;YAChB,KAAK,SAAS,CAAC,8BAA8B;gBACzC,IAAI,GAAG,CAAC,CAAC;gBACT,YAAY,GAAG,IAAI,CAAC;gBACpB,MAAM;YACV;gBACI,MAAM;QACd,CAAC;QAED,wCAAwC;QACxC,IAAI,QAAQ,CAAC,QAAQ,KAAK,SAAS,CAAC,yBAAyB,EAAE,CAAC;YAC5D,6BAA6B;YAC7B,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;gBAClB,OAAO,IAAI,CAAC,wBAAwB,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAG,IAAI,CAAC,KAAa,CAAC,qBAAqB,EAAE,SAAS,CAAC,CAAC;YACxH,CAAC;YACD,OAAO,IAAI,CAAC,eAAe,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAG,IAAI,CAAC,KAAa,CAAC,qBAAqB,EAAE,SAAS,CAAC,CAAC;QAC/G,CAAC;aAAM,CAAC;YACJ,6BAA6B;YAC7B,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,CAAC;gBAC3C,OAAO,IAAI,CAAC,4BAA4B,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAE,SAAS,EAAE,iBAAiB,CAAC,CAAC;YACpG,CAAC;YAED,OAAO,IAAI,CAAC,mBAAmB,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAE,IAAI,EAAE,YAAY,EAAE,SAAS,EAAE,iBAAiB,CAAC,CAAC;QAC/G,CAAC;IACL,CAAC;IAED;;OAEG;IACK,eAAe,CAAC,GAAQ,EAAE,SAAoB,EAAE,OAAqB,EAAE,qBAA6B,EAAE,SAAmB;QAC7H,IAAI,aAAa,GAA+B,IAAI,CAAC;QAErD,YAAY;QACZ,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YACtF,MAAM,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC;YACrC,MAAM,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;YAEzC,MAAM,MAAM,GAAG,GAAG,CAAC,mBAAmB,CAAC,EAAE,EAAE,EAAE,EAAE,qBAAqB,CAAC,CAAC;YACtE,IAAI,MAAM,GAAG,CAAC,EAAE,CAAC;gBACb,SAAS;YACb,CAAC;YAED,IAAI,SAAS,IAAI,CAAC,aAAa,IAAI,MAAM,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;gBACjE,aAAa,GAAG,IAAI,gBAAgB,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;gBACzD,aAAa,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;gBACjC,IAAI,SAAS,EAAE,CAAC;oBACZ,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QACD,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACK,wBAAwB,CAAC,GAAQ,EAAE,SAAoB,EAAE,OAAqB,EAAE,qBAA6B,EAAE,SAAmB;QACtI,IAAI,aAAa,GAA+B,IAAI,CAAC;QAErD,YAAY;QACZ,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YAC/F,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC;YAC5B,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAEhC,MAAM,MAAM,GAAG,GAAG,CAAC,mBAAmB,CAAC,EAAE,EAAE,EAAE,EAAE,qBAAqB,CAAC,CAAC;YACtE,IAAI,MAAM,GAAG,CAAC,EAAE,CAAC;gBACb,SAAS;YACb,CAAC;YAED,IAAI,SAAS,IAAI,CAAC,aAAa,IAAI,MAAM,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;gBACjE,aAAa,GAAG,IAAI,gBAAgB,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;gBACzD,aAAa,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;gBACjC,IAAI,SAAS,EAAE,CAAC;oBACZ,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACK,mBAAmB,CACvB,GAAQ,EACR,SAAoB,EACpB,OAAqB,EACrB,IAAY,EACZ,YAAqB,EACrB,SAAmB,EACnB,iBAA4C;QAE5C,IAAI,aAAa,GAA+B,IAAI,CAAC;QAErD,iBAAiB;QACjB,IAAI,MAAM,GAAG,CAAC,CAAC,CAAC;QAChB,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,KAAK,IAAI,IAAI,EAAE,CAAC;YACtG,MAAM,EAAE,CAAC;YACT,MAAM,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YAC9B,MAAM,MAAM,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAClC,MAAM,MAAM,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAElC,IAAI,YAAY,IAAI,MAAM,KAAK,UAAU,EAAE,CAAC;gBACxC,KAAK,IAAI,CAAC,CAAC;gBACX,SAAS;YACb,CAAC;YAED,MAAM,EAAE,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAC7B,MAAM,EAAE,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAC7B,MAAM,EAAE,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAE7B,8DAA8D;YAC9D,IAAI,CAAC,EAAE,IAAI,CAAC,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;gBACpB,SAAS;YACb,CAAC;YAED,IAAI,iBAAiB,IAAI,CAAC,iBAAiB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;gBACnF,SAAS;YACb,CAAC;YAED,MAAM,oBAAoB,GAAG,GAAG,CAAC,kBAAkB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;YAEhE,IAAI,oBAAoB,EAAE,CAAC;gBACvB,IAAI,oBAAoB,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;oBACpC,SAAS;gBACb,CAAC;gBAED,IAAI,SAAS,IAAI,CAAC,aAAa,IAAI,oBAAoB,CAAC,QAAQ,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;oBACxF,aAAa,GAAG,oBAAoB,CAAC;oBACrC,aAAa,CAAC,MAAM,GAAG,MAAM,CAAC;oBAE9B,IAAI,SAAS,EAAE,CAAC;wBACZ,MAAM;oBACV,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QACD,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACK,4BAA4B,CAChC,GAAQ,EACR,SAAoB,EACpB,OAAqB,EACrB,SAAmB,EACnB,iBAA4C;QAE5C,IAAI,aAAa,GAA+B,IAAI,CAAC;QACrD,iBAAiB;QACjB,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YAC/F,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC;YAC5B,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAChC,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAEhC,IAAI,iBAAiB,IAAI,CAAC,iBAAiB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;gBACvE,SAAS;YACb,CAAC;YAED,MAAM,oBAAoB,GAAG,GAAG,CAAC,kBAAkB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;YAEhE,IAAI,oBAAoB,EAAE,CAAC;gBACvB,IAAI,oBAAoB,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;oBACpC,SAAS;gBACb,CAAC;gBAED,IAAI,SAAS,IAAI,CAAC,aAAa,IAAI,oBAAoB,CAAC,QAAQ,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;oBACxF,aAAa,GAAG,oBAAoB,CAAC;oBACrC,aAAa,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;oBAEjC,IAAI,SAAS,EAAE,CAAC;wBACZ,MAAM;oBACV,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QACD,OAAO,aAAa,CAAC;IACzB,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAClC,CAAC;IACL,CAAC;IAED,QAAQ;IACR;;;;;OAKG;IACI,KAAK,CAAC,OAAqB,EAAE,gBAAuB;QACvD,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,EAAE,OAAO,EAAE,gBAAgB,EAAE,KAAK,CAAC,CAAC;QAE3J,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjB,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;YAE5C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,OAAO,MAAM,CAAC;YAClB,CAAC;YAED,MAAM,CAAC,aAAa,GAAG,IAAI,YAAY,CAAC,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,CAAC;QACxF,CAAC;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;IAED,UAAU;IAEV;;;OAGG;IACI,OAAO,CAAC,SAAS,GAAG,KAAK;QAC5B,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACzE,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAClC,CAAC;QAED,mBAAmB;QACnB,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACjD,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAEtC,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,SAAS,CAAC;IACrB,CAAC;IAED,UAAU;IACV;;;;;;;;;OASG;IACI,MAAM,CAAC,iBAAiB,CAC3B,aAAqB,EACrB,UAAkB,EAClB,UAAkB,EAClB,IAAkB,EAClB,aAAoB,EACpB,oBAA6B,IAAI;QAEjC,IAAI,cAAc,GAAG,MAAM,CAAC,SAAS,CAAC;QACtC,IAAI,cAAc,GAAG,CAAC,MAAM,CAAC,SAAS,CAAC;QAEvC,MAAM,cAAc,GAAG,aAAa,IAAI,IAAI,CAAC;QAC7C,MAAM,OAAO,GAAG,cAAc,CAAC,UAAU,EAAG,CAAC;QAE7C,KAAK,IAAI,KAAK,GAAG,UAAU,EAAE,KAAK,GAAG,UAAU,GAAG,UAAU,EAAE,KAAK,EAAE,EAAE,CAAC;YACpE,MAAM,WAAW,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,WAAW,GAAG,cAAc,EAAE,CAAC;gBAC/B,cAAc,GAAG,WAAW,CAAC;YACjC,CAAC;YACD,IAAI,WAAW,GAAG,cAAc,EAAE,CAAC;gBAC/B,cAAc,GAAG,WAAW,CAAC;YACjC,CAAC;QACL,CAAC;QAED,OAAO,IAAI,OAAO,CAAC,aAAa,EAAE,cAAc,EAAE,cAAc,GAAG,cAAc,GAAG,CAAC,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,EAAE,iBAAiB,CAAC,CAAC;IAC3J,CAAC;CACJ","sourcesContent":["import type { Nullable, IndicesArray, DeepImmutable, FloatArray } from \"../types\";\r\nimport type { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { ICullable } from \"../Culling/boundingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\nimport type { Collider } from \"../Collisions/collider\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport type { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { Mesh } from \"./mesh\";\r\nimport type { Ray } from \"../Culling/ray\";\r\nimport type { TrianglePickingPredicate } from \"../Culling/ray\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: AbstractEngine;\r\n /** @internal */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n return this._mainDrawWrapperOverride ? (this._mainDrawWrapperOverride.defines as MaterialDefines) : (this._getDrawWrapper()?.defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true, immediate = false): void {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose(immediate);\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : (this._getDrawWrapper()?.effect ?? null);\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n * @param immediate If true, the draw wrapper will dispose the effect immediately (false by default)\r\n */\r\n public resetDrawCache(passId?: number, immediate = false): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId, true, immediate);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose(immediate);\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @internal */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @internal */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @internal */\r\n public _trianglePlanes: Plane[];\r\n /** @internal */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /** @internal */\r\n public _renderId = 0;\r\n /** @internal */\r\n public _alphaIndex: number = 0;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable<Material> = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal || this._mesh.hasThinInstances) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @returns the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\r\n * @returns null or the current material\r\n */\r\n public getMaterial(getDefaultMaterial = true): Nullable<Material> {\r\n const scene = this._mesh.getScene();\r\n const camera = scene._activeCamera;\r\n const shouldCameraNotRenderMaterial = camera ? (this._renderingMesh.doNotRenderMaterialCameraUniqueIds || []).includes(camera.uniqueId) : false;\r\n const rootMaterial =\r\n this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ??\r\n (this._renderingMesh.materialEnabled ? (!shouldCameraNotRenderMaterial ? this._renderingMesh.material : null) : null);\r\n\r\n if (!rootMaterial) {\r\n return getDefaultMaterial && this._mesh.getScene()._hasDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this.resetDrawCache();\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n boundingInfo.update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: AbstractEngine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const adjustedIndexCount = Math.floor(this.indexCount / 3) * 6;\r\n const shouldUseUint32 = this.verticesStart + this.verticesCount > 65535;\r\n const linesIndices = shouldUseUint32 ? new Uint32Array(adjustedIndexCount) : new Uint16Array(adjustedIndexCount);\r\n\r\n let offset = 0;\r\n if (indices.length === 0) {\r\n // Unindexed mesh\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices[offset++] = index;\r\n linesIndices[offset++] = index + 1;\r\n linesIndices[offset++] = index + 1;\r\n linesIndices[offset++] = index + 2;\r\n linesIndices[offset++] = index + 2;\r\n linesIndices[offset++] = index;\r\n }\r\n } else {\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices[offset++] = indices[index];\r\n linesIndices[offset++] = indices[index + 1];\r\n linesIndices[offset++] = indices[index + 1];\r\n linesIndices[offset++] = indices[index + 2];\r\n linesIndices[offset++] = indices[index + 2];\r\n linesIndices[offset++] = indices[index];\r\n }\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, indexA, indexB, indexC)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, -1, -1, -1)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n * @param immediate If true, the effect will be disposed immediately (false by default)\r\n */\r\n public dispose(immediate = false): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n\r\n this.resetDrawCache(undefined, immediate);\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"subMesh.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/subMesh.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,gBAAgB,EAAE,MAAM,gCAAgC,CAAC;AAElE,OAAO,EAAE,YAAY,EAAE,MAAM,yBAAyB,CAAC;AAEvD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,uBAAuB,EAAE,MAAM,yBAAyB,CAAC;AAElE,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAavD;;GAEG;AACH,MAAM,OAAO,OAAO;IAMhB;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAE,IAAI,CAAC,wBAAwB,CAAC,OAA2B,CAAC,CAAC,CAAE,IAAI,CAAC,eAAe,EAAE,EAAE,OAAqC,CAAC;IACvK,CAAC;IAED;;OAEG;IACH,IAAW,eAAe,CAAC,OAAkC;QACzD,MAAM,WAAW,GAAG,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC5F,WAAW,CAAC,OAAO,GAAG,OAAO,CAAC;IAClC,CAAC;IAED;;OAEG;IACI,eAAe,CAAC,MAAe,EAAE,mBAAmB,GAAG,KAAK;QAC/D,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACpD,IAAI,WAAW,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;QAC7C,IAAI,CAAC,WAAW,IAAI,mBAAmB,EAAE,CAAC;YACtC,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,GAAG,WAAW,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,CAAC;QAClG,CAAC;QACD,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,kBAAkB,CAAC,MAAc,EAAE,cAAc,GAAG,IAAI,EAAE,SAAS,GAAG,KAAK;QAC9E,IAAI,cAAc,EAAE,CAAC;YACjB,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;QACnD,CAAC;QACD,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,GAAG,SAAgB,CAAC;IAClD,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,IAAI,CAAC,wBAAwB,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,eAAe,EAAE,EAAE,MAAM,IAAI,IAAI,CAAC,CAAC;IAC3H,CAAC;IAED,gBAAgB;IAChB,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;IACnF,CAAC;IAED,gBAAgB;IAChB,IAAW,oBAAoB;QAC3B,OAAO,IAAI,CAAC,wBAAwB,CAAC;IACzC,CAAC;IAED;;OAEG;IACI,2BAA2B,CAAC,OAA8B;QAC7D,IAAI,CAAC,wBAAwB,GAAG,OAAO,CAAC;IAC5C,CAAC;IAED;;;;;;OAMG;IACI,SAAS,CAAC,MAAwB,EAAE,UAA8C,IAAI,EAAE,eAAkC,EAAE,YAAY,GAAG,IAAI;QAClJ,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QACtC,WAAW,CAAC,SAAS,CAAC,MAAM,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QACrD,IAAI,eAAe,KAAK,SAAS,EAAE,CAAC;YAChC,WAAW,CAAC,eAAe,GAAG,eAAe,CAAC;QAClD,CAAC;QACD,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,WAAW,CAAC,OAAO,GAAG,IAAI,CAAC;YAC3B,WAAW,CAAC,eAAe,GAAG,SAAS,CAAC;QAC5C,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,cAAc,CAAC,MAAe,EAAE,SAAS,GAAG,KAAK;QACpD,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,MAAM,KAAK,SAAS,EAAE,CAAC;gBACvB,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,IAAI,EAAE,SAAS,CAAC,CAAC;gBACjD,OAAO;YACX,CAAC;iBAAM,CAAC;gBACJ,KAAK,MAAM,WAAW,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;oBAC3C,WAAW,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;gBACpC,CAAC;YACL,CAAC;QACL,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;IAC5B,CAAC;IA4BD;;;;;;;;;;;OAWG;IACI,MAAM,CAAC,SAAS,CACnB,aAAqB,EACrB,aAAqB,EACrB,aAAqB,EACrB,UAAkB,EAClB,UAAkB,EAClB,IAAkB,EAClB,aAAoB,EACpB,oBAA6B,IAAI;QAEjC,OAAO,IAAI,OAAO,CAAC,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,EAAE,iBAAiB,CAAC,CAAC;IACpI,CAAC;IAED;;;;;;;;;;;OAWG;IACH;IACI,gCAAgC;IACzB,aAAqB;IAC5B,yBAAyB;IAClB,aAAqB;IAC5B,qBAAqB;IACd,aAAqB;IAC5B,kBAAkB;IACX,UAAkB;IACzB,oBAAoB;IACb,UAAkB,EACzB,IAAkB,EAClB,aAAoB,EACpB,oBAA6B,IAAI,EACjC,SAAS,GAAG,IAAI;QAZT,kBAAa,GAAb,aAAa,CAAQ;QAErB,kBAAa,GAAb,aAAa,CAAQ;QAErB,kBAAa,GAAb,aAAa,CAAQ;QAErB,eAAU,GAAV,UAAU,CAAQ;QAElB,eAAU,GAAV,UAAU,CAAQ;QA9KrB,6BAAwB,GAA0B,IAAI,CAAC;QAqG/D,gBAAgB;QACT,qBAAgB,GAAW,CAAC,CAAC;QAI5B,sBAAiB,GAAyB,IAAI,CAAC;QACvD,gBAAgB;QACT,+BAA0B,GAAwB,IAAI,CAAC;QAG9D,gBAAgB;QACT,iCAA4B,GAAqB,IAAI,CAAC;QAC7D,gBAAgB;QACT,mBAAc,GAAG,KAAK,CAAC;QAE9B,gBAAgB;QACT,cAAS,GAAG,CAAC,CAAC;QACrB,gBAAgB;QACT,gBAAW,GAAW,CAAC,CAAC;QAC/B,gBAAgB;QACT,sBAAiB,GAAW,CAAC,CAAC;QAI7B,qBAAgB,GAAuB,IAAI,CAAC;QAuDhD,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,cAAc,GAAG,aAAa,IAAU,IAAI,CAAC;QAClD,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC9B,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;QACjD,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAE1B,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;QAErC,IAAI,iBAAiB,EAAE,CAAC;YACpB,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAClC,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,gEAAgE;IAChE,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,aAAa,KAAK,CAAC,IAAI,IAAI,CAAC,aAAa,KAAK,IAAI,CAAC,KAAK,CAAC,gBAAgB,EAAE,IAAI,IAAI,CAAC,UAAU,KAAK,CAAC,IAAI,IAAI,CAAC,UAAU,KAAK,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC;IACzK,CAAC;IAED;;;OAGG;IACI,eAAe;QAClB,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,KAAK,CAAC,gBAAgB,EAAE,CAAC;YAC/C,OAAO,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC;QACxC,CAAC;QAED,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,YAA0B;QAC7C,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;QAClC,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,kBAAkB;QACrB,OAAO,IAAI,CAAC,KAAK,CAAC,6BAA6B,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC;IAC1F,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,MAAM,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,6BAA6B,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC;QAEvG,OAAO,eAAe,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC;IACnE,CAAC;IAED;;;;;OAKG;IACI,WAAW,CAAC,kBAAkB,GAAG,IAAI,EAAE,UAAU,GAAG,KAAK;QAC5D,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpC,MAAM,MAAM,GAAG,KAAK,CAAC,aAAa,CAAC;QACnC,MAAM,6BAA6B,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,kCAAkC,IAAI,EAAE,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QAChJ,MAAM,YAAY,GACd,IAAI,CAAC,cAAc,CAAC,wBAAwB,CAAC,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;YAC9E,CAAC,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,6BAA6B,IAAI,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QAExI,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO,kBAAkB,IAAI,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,mBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC;QAC1H,CAAC;aAAM,IAAI,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,EAAE,CAAC;YAC7C,MAAM,iBAAiB,GAAG,YAAY,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAE1E,IAAI,IAAI,CAAC,gBAAgB,KAAK,iBAAiB,EAAE,CAAC;gBAC9C,IAAI,CAAC,gBAAgB,GAAG,iBAAiB,CAAC;gBAC1C,IAAI,CAAC,cAAc,EAAE,CAAC;YAC1B,CAAC;YAED,OAAO,iBAAiB,CAAC;QAC7B,CAAC;QAED,OAAO,YAAY,CAAC;IACxB,CAAC;IAEO,gBAAgB,CAAC,QAAkB;QACvC,OAAQ,QAA0B,CAAC,cAAc,KAAK,SAAS,CAAC;IACpE,CAAC;IAED,UAAU;IAEV;;;;OAIG;IACI,mBAAmB,CAAC,OAA6B,IAAI;QACxD,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;QAEvC,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;YACzE,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC1E,CAAC;QAED,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC;YAClD,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,OAAO,GAAiB,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;QAC/D,IAAI,MAA8C,CAAC;QAEnD,2BAA2B;QAC3B,IAAI,IAAI,CAAC,UAAU,KAAK,CAAC,IAAI,IAAI,CAAC,UAAU,KAAK,OAAO,CAAC,MAAM,EAAE,CAAC;YAC9D,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,EAAE,CAAC;YAE3D,6FAA6F;YAC7F,MAAM,GAAG,EAAE,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;QAC9F,CAAC;aAAM,CAAC;YACJ,MAAM,GAAG,uBAAuB,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;QACjI,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,MAAM,CAAC,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,aAAa,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,CAAC;QAC1E,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,eAAe,CAAC,QAAkB;QACrC,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE5C,OAAO,YAAY,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;IAClD,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,KAA4B;QAClD,IAAI,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE1C,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAC1C,CAAC;QACD,IAAI,YAAY,EAAE,CAAC;YACf,YAAY,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QAC/B,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,aAAsB;QACrC,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE5C,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,YAAY,CAAC,WAAW,CAAC,aAAa,EAAE,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,CAAC;IAC/E,CAAC;IAED;;;;OAIG;IACI,qBAAqB,CAAC,aAAsB;QAC/C,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE5C,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,YAAY,CAAC,qBAAqB,CAAC,aAAa,CAAC,CAAC;IAC7D,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAwB;QAClC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,IAAI,CAAC,KAAK,CAAC,6BAA6B,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QACvI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,oBAAoB,CAAC,OAAqB,EAAE,MAAsB;QACrE,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC1B,MAAM,kBAAkB,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC/D,MAAM,eAAe,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;YACxE,MAAM,YAAY,GAAG,eAAe,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,kBAAkB,CAAC,CAAC;YAEjH,IAAI,MAAM,GAAG,CAAC,CAAC;YACf,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBACvB,iBAAiB;gBACjB,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;oBACtF,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,CAAC;oBAC/B,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;oBACnC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;oBACnC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;oBACnC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,GAAG,CAAC,CAAC;oBACnC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,CAAC;gBACnC,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;oBACtF,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;oBACxC,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;oBAC5C,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;oBAC5C,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;oBAC5C,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;oBAC5C,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;gBAC5C,CAAC;YACL,CAAC;YAED,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC,YAAY,CAAC,CAAC;YAChE,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC,MAAM,CAAC;QAChD,CAAC;QACD,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,GAAQ;QACzB,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAE5C,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,GAAG,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;IACvD,CAAC;IAED;;;;;;;;OAQG;IACI,UAAU,CAAC,GAAQ,EAAE,SAAoB,EAAE,OAAqB,EAAE,SAAmB,EAAE,iBAA4C;QACtI,MAAM,QAAQ,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QACpC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO,IAAI,CAAC;QAChB,CAAC;QACD,IAAI,IAAI,GAAG,CAAC,CAAC;QACb,IAAI,YAAY,GAAG,KAAK,CAAC;QAEzB,QAAQ,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACxB,KAAK,SAAS,CAAC,0BAA0B,CAAC;YAC1C,KAAK,SAAS,CAAC,yBAAyB,CAAC;YACzC,KAAK,SAAS,CAAC,0BAA0B,CAAC;YAC1C,KAAK,SAAS,CAAC,4BAA4B;gBACvC,OAAO,IAAI,CAAC;YAChB,KAAK,SAAS,CAAC,8BAA8B;gBACzC,IAAI,GAAG,CAAC,CAAC;gBACT,YAAY,GAAG,IAAI,CAAC;gBACpB,MAAM;YACV;gBACI,MAAM;QACd,CAAC;QAED,wCAAwC;QACxC,IAAI,QAAQ,CAAC,QAAQ,KAAK,SAAS,CAAC,yBAAyB,EAAE,CAAC;YAC5D,6BAA6B;YAC7B,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;gBAClB,OAAO,IAAI,CAAC,wBAAwB,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAG,IAAI,CAAC,KAAa,CAAC,qBAAqB,EAAE,SAAS,CAAC,CAAC;YACxH,CAAC;YACD,OAAO,IAAI,CAAC,eAAe,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAG,IAAI,CAAC,KAAa,CAAC,qBAAqB,EAAE,SAAS,CAAC,CAAC;QAC/G,CAAC;aAAM,CAAC;YACJ,6BAA6B;YAC7B,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,CAAC;gBAC3C,OAAO,IAAI,CAAC,4BAA4B,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAE,SAAS,EAAE,iBAAiB,CAAC,CAAC;YACpG,CAAC;YAED,OAAO,IAAI,CAAC,mBAAmB,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAE,IAAI,EAAE,YAAY,EAAE,SAAS,EAAE,iBAAiB,CAAC,CAAC;QAC/G,CAAC;IACL,CAAC;IAED;;OAEG;IACK,eAAe,CAAC,GAAQ,EAAE,SAAoB,EAAE,OAAqB,EAAE,qBAA6B,EAAE,SAAmB;QAC7H,IAAI,aAAa,GAA+B,IAAI,CAAC;QAErD,YAAY;QACZ,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YACtF,MAAM,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC;YACrC,MAAM,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC;YAEzC,MAAM,MAAM,GAAG,GAAG,CAAC,mBAAmB,CAAC,EAAE,EAAE,EAAE,EAAE,qBAAqB,CAAC,CAAC;YACtE,IAAI,MAAM,GAAG,CAAC,EAAE,CAAC;gBACb,SAAS;YACb,CAAC;YAED,IAAI,SAAS,IAAI,CAAC,aAAa,IAAI,MAAM,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;gBACjE,aAAa,GAAG,IAAI,gBAAgB,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;gBACzD,aAAa,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;gBACjC,IAAI,SAAS,EAAE,CAAC;oBACZ,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QACD,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACK,wBAAwB,CAAC,GAAQ,EAAE,SAAoB,EAAE,OAAqB,EAAE,qBAA6B,EAAE,SAAmB;QACtI,IAAI,aAAa,GAA+B,IAAI,CAAC;QAErD,YAAY;QACZ,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YAC/F,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC;YAC5B,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAEhC,MAAM,MAAM,GAAG,GAAG,CAAC,mBAAmB,CAAC,EAAE,EAAE,EAAE,EAAE,qBAAqB,CAAC,CAAC;YACtE,IAAI,MAAM,GAAG,CAAC,EAAE,CAAC;gBACb,SAAS;YACb,CAAC;YAED,IAAI,SAAS,IAAI,CAAC,aAAa,IAAI,MAAM,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;gBACjE,aAAa,GAAG,IAAI,gBAAgB,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;gBACzD,aAAa,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;gBACjC,IAAI,SAAS,EAAE,CAAC;oBACZ,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACK,mBAAmB,CACvB,GAAQ,EACR,SAAoB,EACpB,OAAqB,EACrB,IAAY,EACZ,YAAqB,EACrB,SAAmB,EACnB,iBAA4C;QAE5C,IAAI,aAAa,GAA+B,IAAI,CAAC;QAErD,iBAAiB;QACjB,IAAI,MAAM,GAAG,CAAC,CAAC,CAAC;QAChB,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,KAAK,IAAI,IAAI,EAAE,CAAC;YACtG,MAAM,EAAE,CAAC;YACT,MAAM,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YAC9B,MAAM,MAAM,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAClC,MAAM,MAAM,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAElC,IAAI,YAAY,IAAI,MAAM,KAAK,UAAU,EAAE,CAAC;gBACxC,KAAK,IAAI,CAAC,CAAC;gBACX,SAAS;YACb,CAAC;YAED,MAAM,EAAE,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAC7B,MAAM,EAAE,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAC7B,MAAM,EAAE,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;YAE7B,8DAA8D;YAC9D,IAAI,CAAC,EAAE,IAAI,CAAC,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;gBACpB,SAAS;YACb,CAAC;YAED,IAAI,iBAAiB,IAAI,CAAC,iBAAiB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;gBACnF,SAAS;YACb,CAAC;YAED,MAAM,oBAAoB,GAAG,GAAG,CAAC,kBAAkB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;YAEhE,IAAI,oBAAoB,EAAE,CAAC;gBACvB,IAAI,oBAAoB,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;oBACpC,SAAS;gBACb,CAAC;gBAED,IAAI,SAAS,IAAI,CAAC,aAAa,IAAI,oBAAoB,CAAC,QAAQ,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;oBACxF,aAAa,GAAG,oBAAoB,CAAC;oBACrC,aAAa,CAAC,MAAM,GAAG,MAAM,CAAC;oBAE9B,IAAI,SAAS,EAAE,CAAC;wBACZ,MAAM;oBACV,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QACD,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACK,4BAA4B,CAChC,GAAQ,EACR,SAAoB,EACpB,OAAqB,EACrB,SAAmB,EACnB,iBAA4C;QAE5C,IAAI,aAAa,GAA+B,IAAI,CAAC;QACrD,iBAAiB;QACjB,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,EAAE,KAAK,IAAI,CAAC,EAAE,CAAC;YAC/F,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC;YAC5B,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAChC,MAAM,EAAE,GAAG,SAAS,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAEhC,IAAI,iBAAiB,IAAI,CAAC,iBAAiB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;gBACvE,SAAS;YACb,CAAC;YAED,MAAM,oBAAoB,GAAG,GAAG,CAAC,kBAAkB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;YAEhE,IAAI,oBAAoB,EAAE,CAAC;gBACvB,IAAI,oBAAoB,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;oBACpC,SAAS;gBACb,CAAC;gBAED,IAAI,SAAS,IAAI,CAAC,aAAa,IAAI,oBAAoB,CAAC,QAAQ,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;oBACxF,aAAa,GAAG,oBAAoB,CAAC;oBACrC,aAAa,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;oBAEjC,IAAI,SAAS,EAAE,CAAC;wBACZ,MAAM;oBACV,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QACD,OAAO,aAAa,CAAC;IACzB,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAClC,CAAC;IACL,CAAC;IAED,QAAQ;IACR;;;;;OAKG;IACI,KAAK,CAAC,OAAqB,EAAE,gBAAuB;QACvD,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,EAAE,OAAO,EAAE,gBAAgB,EAAE,KAAK,CAAC,CAAC;QAE3J,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjB,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;YAE5C,IAAI,CAAC,YAAY,EAAE,CAAC;gBAChB,OAAO,MAAM,CAAC;YAClB,CAAC;YAED,MAAM,CAAC,aAAa,GAAG,IAAI,YAAY,CAAC,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,CAAC;QACxF,CAAC;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;IAED,UAAU;IAEV;;;OAGG;IACI,OAAO,CAAC,SAAS,GAAG,KAAK;QAC5B,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACzE,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAClC,CAAC;QAED,mBAAmB;QACnB,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACjD,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAEtC,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,SAAS,CAAC;IACrB,CAAC;IAED,UAAU;IACV;;;;;;;;;OASG;IACI,MAAM,CAAC,iBAAiB,CAC3B,aAAqB,EACrB,UAAkB,EAClB,UAAkB,EAClB,IAAkB,EAClB,aAAoB,EACpB,oBAA6B,IAAI;QAEjC,IAAI,cAAc,GAAG,MAAM,CAAC,SAAS,CAAC;QACtC,IAAI,cAAc,GAAG,CAAC,MAAM,CAAC,SAAS,CAAC;QAEvC,MAAM,cAAc,GAAG,aAAa,IAAI,IAAI,CAAC;QAC7C,MAAM,OAAO,GAAG,cAAc,CAAC,UAAU,EAAG,CAAC;QAE7C,KAAK,IAAI,KAAK,GAAG,UAAU,EAAE,KAAK,GAAG,UAAU,GAAG,UAAU,EAAE,KAAK,EAAE,EAAE,CAAC;YACpE,MAAM,WAAW,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,WAAW,GAAG,cAAc,EAAE,CAAC;gBAC/B,cAAc,GAAG,WAAW,CAAC;YACjC,CAAC;YACD,IAAI,WAAW,GAAG,cAAc,EAAE,CAAC;gBAC/B,cAAc,GAAG,WAAW,CAAC;YACjC,CAAC;QACL,CAAC;QAED,OAAO,IAAI,OAAO,CAAC,aAAa,EAAE,cAAc,EAAE,cAAc,GAAG,cAAc,GAAG,CAAC,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,EAAE,iBAAiB,CAAC,CAAC;IAC3J,CAAC;CACJ","sourcesContent":["import type { Nullable, IndicesArray, DeepImmutable, FloatArray } from \"../types\";\r\nimport type { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { ICullable } from \"../Culling/boundingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\nimport type { Collider } from \"../Collisions/collider\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport type { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { Mesh } from \"./mesh\";\r\nimport type { Ray } from \"../Culling/ray\";\r\nimport type { TrianglePickingPredicate } from \"../Culling/ray\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: AbstractEngine;\r\n /** @internal */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n return this._mainDrawWrapperOverride ? (this._mainDrawWrapperOverride.defines as MaterialDefines) : (this._getDrawWrapper()?.defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true, immediate = false): void {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose(immediate);\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : (this._getDrawWrapper()?.effect ?? null);\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n * @param immediate If true, the draw wrapper will dispose the effect immediately (false by default)\r\n */\r\n public resetDrawCache(passId?: number, immediate = false): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId, true, immediate);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose(immediate);\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @internal */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @internal */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @internal */\r\n public _trianglePlanes: Plane[];\r\n /** @internal */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /** @internal */\r\n public _renderId = 0;\r\n /** @internal */\r\n public _alphaIndex: number = 0;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable<Material> = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal || this._mesh.hasThinInstances) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @returns the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\r\n * @param doNotCheck Defines if should check material render for camera\r\n * @returns null or the current material\r\n */\r\n public getMaterial(getDefaultMaterial = true, doNotCheck = false): Nullable<Material> {\r\n const scene = this._mesh.getScene();\r\n const camera = scene._activeCamera;\r\n const shouldCameraNotRenderMaterial = camera ? (this._renderingMesh.doNotRenderMaterialCameraUniqueIds || []).includes(camera.uniqueId) : false;\r\n const rootMaterial =\r\n this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ??\r\n (this._renderingMesh.materialEnabled ? (!shouldCameraNotRenderMaterial || doNotCheck ? this._renderingMesh.material : null) : null);\r\n\r\n if (!rootMaterial) {\r\n return getDefaultMaterial && this._mesh.getScene()._hasDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this.resetDrawCache();\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n boundingInfo.update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: AbstractEngine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const adjustedIndexCount = Math.floor(this.indexCount / 3) * 6;\r\n const shouldUseUint32 = this.verticesStart + this.verticesCount > 65535;\r\n const linesIndices = shouldUseUint32 ? new Uint32Array(adjustedIndexCount) : new Uint16Array(adjustedIndexCount);\r\n\r\n let offset = 0;\r\n if (indices.length === 0) {\r\n // Unindexed mesh\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices[offset++] = index;\r\n linesIndices[offset++] = index + 1;\r\n linesIndices[offset++] = index + 1;\r\n linesIndices[offset++] = index + 2;\r\n linesIndices[offset++] = index + 2;\r\n linesIndices[offset++] = index;\r\n }\r\n } else {\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices[offset++] = indices[index];\r\n linesIndices[offset++] = indices[index + 1];\r\n linesIndices[offset++] = indices[index + 1];\r\n linesIndices[offset++] = indices[index + 2];\r\n linesIndices[offset++] = indices[index + 2];\r\n linesIndices[offset++] = indices[index];\r\n }\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, indexA, indexB, indexC)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, -1, -1, -1)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n * @param immediate If true, the effect will be disposed immediately (false by default)\r\n */\r\n public dispose(immediate = false): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n\r\n this.resetDrawCache(undefined, immediate);\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n"]}
@@ -75,10 +75,14 @@ declare module "./mesh.js" {
75
75
  * Applies a partial update to a buffer directly on the GPU
76
76
  * Note that the buffer located on the CPU is NOT updated! It's up to you to update it (or not) with the same data you pass to this method
77
77
  * @param kind name of the attribute to update. Use "matrix" to update the buffer of matrices
78
- * @param data the data to set in the GPU buffer
79
- * @param offset the offset in the GPU buffer where to update the data
78
+ * @param dataOrLength the data to set in the GPU buffer, or the length (in elements) of data to update starting from the offset.
79
+ * If you pass a length (number), it is the number of elements to update. For example, if kind is "matrix" and you pass 2 as length, it will update 2 matrices (2*16 floats) in the GPU buffer starting from the offset; in this case {@link offset} should also be expressed as a number of elements.
80
+ * If you pass a Float32Array, {@link offset} is interpreted in floats in the underlying GPU buffer, consistent with low-level buffer update methods such as updateDirectly.
81
+ * @param offset the offset in the GPU buffer where to update the data:
82
+ * - when {@link dataOrLength} is a number, this is an element offset (for example, a matrix index);
83
+ * - when {@link dataOrLength} is a Float32Array, this is a float offset in the underlying buffer.
80
84
  */
81
- thinInstancePartialBufferUpdate(kind: string, data: Float32Array, offset: number): void;
85
+ thinInstancePartialBufferUpdate(kind: string, dataOrLength: Float32Array | number, offset: number): void;
82
86
  /**
83
87
  * Refreshes the bounding info, taking into account all the thin instances defined
84
88
  * @param forceRefreshParentInfo true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info
@@ -188,10 +188,15 @@ Mesh.prototype.thinInstanceBufferUpdated = function (kind) {
188
188
  }
189
189
  }
190
190
  };
191
- Mesh.prototype.thinInstancePartialBufferUpdate = function (kind, data, offset) {
191
+ Mesh.prototype.thinInstancePartialBufferUpdate = function (kind, dataOrLength, offset) {
192
192
  if (kind === "matrix") {
193
193
  if (this._thinInstanceDataStorage.matrixBuffer) {
194
- this._thinInstanceDataStorage.matrixBuffer.updateDirectly(data, offset);
194
+ if (typeof dataOrLength === "number") {
195
+ this._thinInstanceDataStorage.matrixBuffer.updateDirectly(new Float32Array(this._thinInstanceDataStorage.matrixData.buffer, this._thinInstanceDataStorage.matrixData.byteOffset + offset * 16 * Float32Array.BYTES_PER_ELEMENT, dataOrLength * 16), offset * 16);
196
+ }
197
+ else {
198
+ this._thinInstanceDataStorage.matrixBuffer.updateDirectly(dataOrLength, offset);
199
+ }
195
200
  }
196
201
  }
197
202
  else {
@@ -200,7 +205,14 @@ Mesh.prototype.thinInstancePartialBufferUpdate = function (kind, data, offset) {
200
205
  kind = VertexBuffer.ColorInstanceKind;
201
206
  }
202
207
  if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {
203
- this._userThinInstanceBuffersStorage.vertexBuffers[kind].updateDirectly(data, offset);
208
+ const buffer = this._userThinInstanceBuffersStorage.vertexBuffers[kind];
209
+ if (typeof dataOrLength === "number") {
210
+ const data = new Float32Array(this._userThinInstanceBuffersStorage.data[kind].buffer, this._userThinInstanceBuffersStorage.data[kind].byteOffset + offset * this._userThinInstanceBuffersStorage.strides[kind] * Float32Array.BYTES_PER_ELEMENT, dataOrLength * this._userThinInstanceBuffersStorage.strides[kind]);
211
+ this._userThinInstanceBuffersStorage.vertexBuffers[kind].updateDirectly(data, offset * this._userThinInstanceBuffersStorage.strides[kind]);
212
+ }
213
+ else {
214
+ buffer.updateDirectly(dataOrLength, offset);
215
+ }
204
216
  }
205
217
  }
206
218
  };
@@ -1 +1 @@
1
- {"version":3,"file":"thinInstanceMesh.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/thinInstanceMesh.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AACzD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AACnE,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,YAAY,EAAE,mCAAkC;AA+HzD,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,UAAU,MAAwE,EAAE,UAAmB,IAAI;IACxI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,eAAe,EAAE,CAAC;QACzD,MAAM,CAAC,KAAK,CAAC,4FAA4F,CAAC,CAAC;QAC3G,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED,IAAI,CAAC,6BAA6B,CAAC,QAAQ,EAAE,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAExF,MAAM,KAAK,GAAG,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC;IAE3D,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,CAAC;QACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACrC,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,OAAO,CAAC,CAAC;QAChI,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC;IAClG,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,UAAmB,IAAI;IAClE,OAAO,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,gBAAgB,EAAE,OAAO,CAAC,CAAC;AAClE,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,IAAY,EAAE,MAAc;IACjF,kCAAkC;IAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;IAC1C,CAAC;IAED,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAE9B,IAAI,CAAC,kCAAkC,EAAE,CAAC;IAE1C,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;IAC5D,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC,CAAC,eAAe;IACvI,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC;IACrH,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;IAEhL,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,CAAC;AACtF,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,uBAAuB,GAAG,UAAU,KAAa,EAAE,MAAmC,EAAE,UAAmB,IAAI;IAC1H,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAU,IAAI,KAAK,IAAI,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,CAAC;QACrG,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,MAAM,UAAU,GAAG,IAAI,CAAC,wBAAwB,CAAC,UAAU,CAAC;IAE5D,MAAM,CAAC,WAAW,CAAC,UAAU,EAAE,KAAK,GAAG,EAAE,CAAC,CAAC;IAE3C,IAAI,IAAI,CAAC,wBAAwB,CAAC,aAAa,EAAE,CAAC;QAC9C,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC,KAAK,CAAC,GAAG,MAAgB,CAAC;IAC1E,CAAC;IAED,IAAI,OAAO,EAAE,CAAC;QACV,IAAI,CAAC,yBAAyB,CAAC,QAAQ,CAAC,CAAC;QAEzC,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC;YAC9B,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,CAAC;QAChD,CAAC;IACL,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,0BAA0B,GAAG,UAAU,IAAY,EAAE,KAAa,EAAE,KAAoB,EAAE,UAAmB,IAAI;IAC5H,kCAAkC;IAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;IAC1C,CAAC;IAED,IAAI,CAAC,IAAI,CAAC,+BAA+B,IAAI,CAAC,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,CAAC;QACrJ,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,IAAI,CAAC,6BAA6B,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC,2DAA2D;IAExG,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;IAEvH,IAAI,OAAO,EAAE,CAAC;QACV,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;IACzC,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,SAAS,EAAE,mBAAmB,EAAE;IACvD,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC;IACxD,CAAC;IACD,GAAG,EAAE,UAAsB,KAAa;QACpC,MAAM,UAAU,GAAG,IAAI,CAAC,wBAAwB,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,EAAE,wBAAwB,CAAC,UAAU,CAAC;QAChH,MAAM,eAAe,GAAG,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,MAAM,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;QAEhE,IAAI,KAAK,IAAI,eAAe,EAAE,CAAC;YAC3B,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,KAAK,CAAC;QACzD,CAAC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,IAAI,CAAC,SAAS,CAAC,+BAA+B,GAAG,UAAU,IAAY,EAAE,MAAoB,EAAE,eAAwB,IAAI;IACvH,MAAM,YAAY,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;IAE1F,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;QACzB,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,kBAAkB,CAAC,IAAI,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAChF,CAAC;IAED,OAAO,YAAY,CAAC;AACxB,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,IAAY,EAAE,MAA8B,EAAE,SAAiB,CAAC,EAAE,eAAwB,IAAI;IAC3I,MAAM,GAAG,MAAM,IAAI,EAAE,CAAC;IAEtB,IAAI,IAAI,KAAK,QAAQ,EAAE,CAAC;QACpB,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;QACtD,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC;QAClD,IAAI,CAAC,wBAAwB,CAAC,gBAAgB,GAAG,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,GAAG,MAAM,CAAC;QACtF,IAAI,CAAC,wBAAwB,CAAC,UAAU,GAAG,MAAM,CAAC;QAClD,IAAI,CAAC,wBAAwB,CAAC,aAAa,GAAG,IAAI,CAAC;QAEnD,IAAI,MAAM,KAAK,IAAI,EAAE,CAAC;YAClB,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;YACtE,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC;YAEjH,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC;gBAC9B,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,CAAC;YAChD,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC;gBAC9B,kIAAkI;gBAClI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC/B,CAAC;QACL,CAAC;IACL,CAAC;SAAM,IAAI,IAAI,KAAK,gBAAgB,EAAE,CAAC;QACnC,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,EAAE,OAAO,EAAE,CAAC;QAC9D,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAC1D,IAAI,CAAC,wBAAwB,CAAC,kBAAkB,GAAG,MAAM,CAAC;QAC1D,IAAI,MAAM,KAAK,IAAI,EAAE,CAAC;YAClB,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC,+BAA+B,CAAC,eAAe,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC;QACrI,CAAC;IACL,CAAC;SAAM,IAAI,IAAI,KAAK,YAAY,IAAI,MAAM,EAAE,CAAC;QACzC,IAAI,CAAC,kCAAkC,EAAE,CAAC;QAC1C,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;QACtE,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;QACzD,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;QAC5D,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC;QACjE,MAAM,oBAAoB,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QACzF,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,oBAAoB,CAAC;QAClE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACzB,IAAI,CAAC,iBAAiB,CAAC,oBAAoB,CAAC,kBAAkB,CAAC,IAAI,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACxF,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,yHAAyH;QACzH,6DAA6D;QAC7D,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;YAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAC1C,CAAC;QAED,IAAI,MAAM,KAAK,IAAI,EAAE,CAAC;YAClB,IAAI,IAAI,CAAC,+BAA+B,EAAE,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;gBACnD,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;gBAC9B,OAAO,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACvD,OAAO,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBAC1D,OAAO,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;gBACxD,OAAO,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YACpE,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,kCAAkC,EAAE,CAAC;YAE1C,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;YACzD,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;YAC5D,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC;YACjE,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;YAEhJ,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,CAAC;QACtF,CAAC;IACL,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,IAAY;IAC7D,IAAI,IAAI,KAAK,QAAQ,EAAE,CAAC;QACpB,IAAI,IAAI,CAAC,gDAAgD,IAAI,IAAI,CAAC,wBAAwB,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,YAAY,CAAC,WAAW,EAAE,EAAE,CAAC;YACnK,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;QAC3C,CAAC;QACD,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,cAAc,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAW,EAAE,CAAC,EAAE,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;IAC3J,CAAC;SAAM,IAAI,IAAI,KAAK,gBAAgB,EAAE,CAAC;QACnC,IACI,IAAI,CAAC,gDAAgD;YACrD,IAAI,CAAC,wBAAwB,CAAC,oBAAoB;YAClD,CAAC,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,CAAC,WAAW,EAAE,EACnE,CAAC;YACC,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;QAC3C,CAAC;QACD,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,EAAE,cAAc,CAAC,IAAI,CAAC,wBAAwB,CAAC,kBAAmB,EAAE,CAAC,EAAE,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;IAC3K,CAAC;SAAM,IAAI,IAAI,KAAK,YAAY,EAAE,CAAC;QAC/B,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,cAAc,CAAC,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;IACjK,CAAC;SAAM,CAAC;QACJ,kCAAkC;QAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;YAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAC1C,CAAC;QAED,IAAI,IAAI,CAAC,+BAA+B,EAAE,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC;YAC5D,IAAI,IAAI,CAAC,gDAAgD,IAAI,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,WAAW,EAAE,EAAE,CAAC;gBACpI,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;YAC3C,CAAC;YACD,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,cAAc,CAAC,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;QACjI,CAAC;IACL,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,+BAA+B,GAAG,UAAU,IAAY,EAAE,IAAkB,EAAE,MAAc;IACvG,IAAI,IAAI,KAAK,QAAQ,EAAE,CAAC;QACpB,IAAI,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,CAAC;YAC7C,IAAI,CAAC,wBAAwB,CAAC,YAAY,CAAC,cAAc,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAC5E,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,kCAAkC;QAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;YAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAC1C,CAAC;QAED,IAAI,IAAI,CAAC,+BAA+B,EAAE,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC;YAC5D,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,cAAc,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAC3F,CAAC;IACL,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,4BAA4B,GAAG;IAC1C,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,CAAC;QAC3F,OAAO,EAAE,CAAC;IACd,CAAC;IACD,MAAM,UAAU,GAAG,IAAI,CAAC,wBAAwB,CAAC,UAAU,CAAC;IAE5D,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,aAAa,EAAE,CAAC;QAC/C,IAAI,CAAC,wBAAwB,CAAC,aAAa,GAAG,EAAc,CAAC;QAE7D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,EAAE,CAAC,EAAE,CAAC;YACpE,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC,UAAU,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;QAC1F,CAAC;IACL,CAAC;IAED,OAAO,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC;AACvD,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,+BAA+B,GAAG,UAAU,yBAAkC,KAAK,EAAE,gBAAyB,KAAK,EAAE,aAAsB,KAAK;IAC3J,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,CAAC;QAC3F,OAAO;IACX,CAAC;IAED,MAAM,OAAO,GAAG,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC;IAE9D,IAAI,sBAAsB,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;QAClD,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;QACnB,IAAI,CAAC,mBAAmB,CAAC,aAAa,EAAE,UAAU,CAAC,CAAC;QACpD,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAC5C,IAAI,CAAC,eAAe,GAAG,IAAI,YAAY,CAAC,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,CAAC;IACxF,CAAC;IAED,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;IAC5C,MAAM,UAAU,GAAG,IAAI,CAAC,wBAAwB,CAAC,UAAU,CAAC;IAE5D,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QACvB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,WAAW,CAAC,OAAO,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAC/D,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAED,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,MAAM;IAC9D,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,MAAM;IAE9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,EAAE,CAAC,EAAE,CAAC;QACpE,MAAM,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC,GAAG,EAAE,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAEhE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACtC,OAAO,CAAC,yBAAyB,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC3F,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC7D,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QACjE,CAAC;IACL,CAAC;IAED,YAAY,CAAC,WAAW,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IAEvE,IAAI,CAAC,mBAAmB,EAAE,CAAC;AAC/B,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,2BAA2B,GAAG,UAAU,IAAY,EAAE,eAAwB,IAAI;IAC7F,IAAI,IAAI,KAAK,QAAQ,EAAE,CAAC;QACpB,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;QACtD,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,EAAE,IAAI,CAAC,wBAAwB,CAAC,UAAU,EAAE,YAAY,CAAC,CAAC;IACvJ,CAAC;SAAM,IAAI,IAAI,KAAK,gBAAgB,EAAE,CAAC;QACnC,IAAI,IAAI,CAAC,MAAM,CAAC,0BAA0B,EAAE,CAAC;YACzC,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,EAAE,OAAO,EAAE,CAAC;YAC9D,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC,+BAA+B,CACrF,eAAe,EACf,IAAI,CAAC,wBAAwB,CAAC,kBAAkB,IAAI,IAAI,CAAC,wBAAwB,CAAC,UAAU,EAC5F,YAAY,CACf,CAAC;QACN,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;YAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAC1C,CAAC;QAED,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,OAAO,EAAE,CAAC;QACpE,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CACvE,IAAI,CAAC,SAAS,EAAE,EAChB,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,EAC/C,IAAI,EACJ,CAAC,YAAY,EACb,KAAK,EACL,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,EAClD,IAAI,CACP,CAAC;QACF,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,CAAC;IACtF,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,IAAY,EAAE,eAAuB,CAAC;IAC3F,kCAAkC;IAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;IAC1C,CAAC;IAED,MAAM,YAAY,GAAG,IAAI,KAAK,QAAQ,CAAC;IAEvC,IAAI,CAAC,YAAY,IAAI,CAAC,CAAC,IAAI,CAAC,+BAA+B,IAAI,CAAC,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC;QAClH,OAAO;IACX,CAAC;IAED,MAAM,MAAM,GAAG,YAAY,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IACtF,MAAM,WAAW,GAAG,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,wBAAwB,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;IACrI,IAAI,IAAI,GAAG,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAErH,MAAM,UAAU,GAAG,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,YAAY,CAAC,GAAG,MAAM,CAAC;IAE1F,IAAI,OAAO,GAAG,WAAW,CAAC;IAE1B,OAAO,OAAO,GAAG,UAAU,EAAE,CAAC;QAC1B,OAAO,IAAI,CAAC,CAAC;IACjB,CAAC;IAED,IAAI,CAAC,IAAI,IAAI,WAAW,IAAI,OAAO,EAAE,CAAC;QAClC,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,IAAI,GAAG,IAAI,YAAY,CAAC,OAAO,CAAC,CAAC;QACrC,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,GAAG,IAAI,YAAY,CAAC,OAAO,CAAC,CAAC;YAC1C,OAAO,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;YACrB,IAAI,GAAG,OAAO,CAAC;QACnB,CAAC;QAED,IAAI,YAAY,EAAE,CAAC;YACf,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;YACtD,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YACxG,IAAI,CAAC,wBAAwB,CAAC,UAAU,GAAG,IAAI,CAAC;YAChD,IAAI,CAAC,wBAAwB,CAAC,gBAAgB,GAAG,OAAO,CAAC;YACzD,IAAI,IAAI,CAAC,MAAM,CAAC,0BAA0B,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,kBAAkB,EAAE,CAAC;gBAC9F,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,EAAE,OAAO,EAAE,CAAC;gBAC9D,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC,+BAA+B,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAC5H,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,OAAO,EAAE,CAAC;YAEpE,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;YACvD,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,OAAO,CAAC;YAC3D,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;YAErI,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,CAAC;QACtF,CAAC;IACL,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,kCAAkC,GAAG;IAChD,IAAI,CAAC,IAAI,CAAC,+BAA+B,EAAE,CAAC;QACxC,IAAI,CAAC,+BAA+B,GAAG;YACnC,IAAI,EAAE,EAAE;YACR,KAAK,EAAE,EAAE;YACT,aAAa,EAAE,EAAE;YACjB,OAAO,EAAE,EAAE;SACd,CAAC;IACN,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,gCAAgC,GAAG;IAC9C,IAAI,IAAI,CAAC,wBAAwB,EAAE,YAAY,EAAE,CAAC;QAC9C,IAAI,CAAC,wBAAwB,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;QACrD,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC;IACtD,CAAC;IACD,IAAI,IAAI,CAAC,wBAAwB,EAAE,oBAAoB,EAAE,CAAC;QACtD,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,CAAC,OAAO,EAAE,CAAC;QAC7D,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC;IAC9D,CAAC;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable, DeepImmutableObject } from \"../types\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BoundingInfo } from \"core/Culling/boundingInfo\";\r\n\r\ndeclare module \"./mesh\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Mesh {\r\n /**\r\n * Gets or sets a boolean defining if we want picking to pick thin instances as well\r\n */\r\n thinInstanceEnablePicking: boolean;\r\n\r\n /**\r\n * Indicates that a buffer created as static should be recreated if the buffer is updated (by calling thinInstanceSetMatrixAt or thinInstanceSetAttributeAt, for eg.)\r\n * If this flag is false (the default behavior), a buffer created as \"static\" won't show any update done to it, and will stay the same as it was created.\r\n * Note however that recreating a buffer each time there's a change will have some performance cost, that's why it is set to false by default.\r\n * You should set this flag to true only if your static buffers should change infrequently. If they change frequently, you should create your buffers as \"dynamic\" instead.\r\n */\r\n thinInstanceAllowAutomaticStaticBufferRecreation: boolean;\r\n\r\n /**\r\n * Creates a new thin instance\r\n * @param matrix the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc\r\n */\r\n thinInstanceAdd(matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh?: boolean): number;\r\n\r\n /**\r\n * Adds the transformation (matrix) of the current mesh as a thin instance\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number\r\n */\r\n thinInstanceAddSelf(refresh?: boolean): number;\r\n\r\n /**\r\n * Registers a custom attribute to be used with thin instances\r\n * @param kind name of the attribute\r\n * @param stride size in floats of the attribute\r\n */\r\n thinInstanceRegisterAttribute(kind: string, stride: number): void;\r\n\r\n /**\r\n * Sets the matrix of a thin instance\r\n * @param index index of the thin instance\r\n * @param matrix matrix to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetMatrixAt(index: number, matrix: DeepImmutableObject<Matrix>, refresh?: boolean): void;\r\n\r\n /**\r\n * Sets the value of a custom attribute for a thin instance\r\n * @param kind name of the attribute\r\n * @param index index of the thin instance\r\n * @param value value to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetAttributeAt(kind: string, index: number, value: Array<number>, refresh?: boolean): void;\r\n\r\n /**\r\n * Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.\r\n */\r\n thinInstanceCount: number;\r\n\r\n /**\r\n * Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly\r\n * @param kind name of the attribute. Use \"matrix\" to setup the buffer of matrices\r\n * @param buffer buffer to set\r\n * @param stride size in floats of each value of the buffer\r\n * @param staticBuffer indicates that the buffer is static, so that you won't change it after it is set (better performances - true by default)\r\n */\r\n thinInstanceSetBuffer(kind: string, buffer: Nullable<Float32Array>, stride?: number, staticBuffer?: boolean): void;\r\n\r\n /**\r\n * Gets the list of world matrices\r\n * @returns an array containing all the world matrices from the thin instances\r\n */\r\n thinInstanceGetWorldMatrices(): Matrix[];\r\n\r\n /**\r\n * Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n */\r\n thinInstanceBufferUpdated(kind: string): void;\r\n\r\n /**\r\n * Applies a partial update to a buffer directly on the GPU\r\n * Note that the buffer located on the CPU is NOT updated! It's up to you to update it (or not) with the same data you pass to this method\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n * @param data the data to set in the GPU buffer\r\n * @param offset the offset in the GPU buffer where to update the data\r\n */\r\n thinInstancePartialBufferUpdate(kind: string, data: Float32Array, offset: number): void;\r\n\r\n /**\r\n * Refreshes the bounding info, taking into account all the thin instances defined\r\n * @param forceRefreshParentInfo true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n */\r\n thinInstanceRefreshBoundingInfo(forceRefreshParentInfo?: boolean, applySkeleton?: boolean, applyMorph?: boolean): void;\r\n\r\n /** @internal */\r\n _thinInstanceInitializeUserStorage(): void;\r\n\r\n /** @internal */\r\n _thinInstanceUpdateBufferSize(kind: string, numInstances?: number): void;\r\n\r\n /** @internal */\r\n _thinInstanceCreateMatrixBuffer(kind: string, buffer: Nullable<Float32Array>, staticBuffer: boolean): Buffer;\r\n\r\n /** @internal */\r\n _thinInstanceRecreateBuffer(kind: string, staticBuffer?: boolean): void;\r\n\r\n /** @internal */\r\n _userThinInstanceBuffersStorage: {\r\n /** @internal */\r\n data: { [key: string]: Float32Array };\r\n /** @internal */\r\n sizes: { [key: string]: number };\r\n /** @internal */\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n /** @internal */\r\n strides: { [key: string]: number };\r\n };\r\n }\r\n}\r\n\r\nMesh.prototype.thinInstanceAdd = function (matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh: boolean = true): number {\r\n if (!this.getScene().getEngine().getCaps().instancedArrays) {\r\n Logger.Error(\"Thin Instances are not supported on this device as Instanced Array extension not supported\");\r\n return -1;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(\"matrix\", Array.isArray(matrix) ? matrix.length : 1);\r\n\r\n const index = this._thinInstanceDataStorage.instancesCount;\r\n\r\n if (Array.isArray(matrix)) {\r\n for (let i = 0; i < matrix.length; ++i) {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix[i], i === matrix.length - 1 && refresh);\r\n }\r\n } else {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix, refresh);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nMesh.prototype.thinInstanceAddSelf = function (refresh: boolean = true): number {\r\n return this.thinInstanceAdd(Matrix.IdentityReadOnly, refresh);\r\n};\r\n\r\nMesh.prototype.thinInstanceRegisterAttribute = function (kind: string, stride: number): void {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this.removeVerticesData(kind);\r\n\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = stride * Math.max(32, this._thinInstanceDataStorage.instancesCount); // Initial size\r\n this._userThinInstanceBuffersStorage.data[kind] = new Float32Array(this._userThinInstanceBuffersStorage.sizes[kind]);\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userThinInstanceBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n};\r\n\r\nMesh.prototype.thinInstanceSetMatrixAt = function (index: number, matrix: DeepImmutableObject<Matrix>, refresh: boolean = true): boolean {\r\n if (!this._thinInstanceDataStorage.matrixData || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n matrix.copyToArray(matrixData, index * 16);\r\n\r\n if (this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices[index] = matrix as Matrix;\r\n }\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(\"matrix\");\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetAttributeAt = function (kind: string, index: number, value: Array<number>, refresh: boolean = true): boolean {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.data[kind] || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(kind, 0); // make sur the buffer for the kind attribute is big enough\r\n\r\n this._userThinInstanceBuffersStorage.data[kind].set(value, index * this._userThinInstanceBuffersStorage.strides[kind]);\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(kind);\r\n }\r\n\r\n return true;\r\n};\r\n\r\nObject.defineProperty(Mesh.prototype, \"thinInstanceCount\", {\r\n get: function (this: Mesh) {\r\n return this._thinInstanceDataStorage.instancesCount;\r\n },\r\n set: function (this: Mesh, value: number) {\r\n const matrixData = this._thinInstanceDataStorage.matrixData ?? this.source?._thinInstanceDataStorage.matrixData;\r\n const numMaxInstances = matrixData ? matrixData.length / 16 : 0;\r\n\r\n if (value <= numMaxInstances) {\r\n this._thinInstanceDataStorage.instancesCount = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nMesh.prototype._thinInstanceCreateMatrixBuffer = function (kind: string, buffer: Float32Array, staticBuffer: boolean = true): Buffer {\r\n const matrixBuffer = new Buffer(this.getEngine(), buffer, !staticBuffer, 16, false, true);\r\n\r\n for (let i = 0; i < 4; i++) {\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(kind + i, i * 4, 4));\r\n }\r\n\r\n return matrixBuffer;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetBuffer = function (kind: string, buffer: Nullable<Float32Array>, stride: number = 0, staticBuffer: boolean = true): void {\r\n stride = stride || 16;\r\n\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n this._thinInstanceDataStorage.matrixBufferSize = buffer ? buffer.length : 32 * stride;\r\n this._thinInstanceDataStorage.matrixData = buffer;\r\n this._thinInstanceDataStorage.worldMatrices = null;\r\n\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.instancesCount = buffer.length / stride;\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", buffer, staticBuffer);\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n } else {\r\n this._thinInstanceDataStorage.instancesCount = 0;\r\n if (!this.doNotSyncBoundingInfo) {\r\n // mesh has no more thin instances, so need to recompute the bounding box because it's the regular mesh that will now be displayed\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n } else if (kind === \"previousMatrix\") {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = null;\r\n this._thinInstanceDataStorage.previousMatrixData = buffer;\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", buffer, staticBuffer);\r\n }\r\n } else if (kind === \"splatIndex\" && buffer) {\r\n this._thinInstanceInitializeUserStorage();\r\n this._thinInstanceDataStorage.instancesCount = buffer.length / stride;\r\n this._userThinInstanceBuffersStorage.data[kind] = buffer;\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;\r\n const splatInstancesBuffer = new Buffer(this.getEngine(), buffer, true, 16, false, true);\r\n this._thinInstanceDataStorage.matrixBuffer = splatInstancesBuffer;\r\n for (let i = 0; i < 4; i++) {\r\n this.setVerticesBuffer(splatInstancesBuffer.createVertexBuffer(kind + i, i * 4, 4));\r\n }\r\n } else {\r\n // color for instanced mesh is ColorInstanceKind and not ColorKind because of native that needs to do the differenciation\r\n // hot switching kind here to preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (buffer === null) {\r\n if (this._userThinInstanceBuffersStorage?.data[kind]) {\r\n this.removeVerticesData(kind);\r\n delete this._userThinInstanceBuffersStorage.data[kind];\r\n delete this._userThinInstanceBuffersStorage.strides[kind];\r\n delete this._userThinInstanceBuffersStorage.sizes[kind];\r\n delete this._userThinInstanceBuffersStorage.vertexBuffers[kind];\r\n }\r\n } else {\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = buffer;\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), buffer, kind, !staticBuffer, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceBufferUpdated = function (kind: string): void {\r\n if (kind === \"matrix\") {\r\n if (this.thinInstanceAllowAutomaticStaticBufferRecreation && this._thinInstanceDataStorage.matrixBuffer && !this._thinInstanceDataStorage.matrixBuffer.isUpdatable()) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._thinInstanceDataStorage.matrixBuffer?.updateDirectly(this._thinInstanceDataStorage.matrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else if (kind === \"previousMatrix\") {\r\n if (\r\n this.thinInstanceAllowAutomaticStaticBufferRecreation &&\r\n this._thinInstanceDataStorage.previousMatrixBuffer &&\r\n !this._thinInstanceDataStorage.previousMatrixBuffer.isUpdatable()\r\n ) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.updateDirectly(this._thinInstanceDataStorage.previousMatrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else if (kind === \"splatIndex\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0, this._thinInstanceDataStorage.instancesCount);\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n if (this.thinInstanceAllowAutomaticStaticBufferRecreation && !this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.isUpdatable()) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstancePartialBufferUpdate = function (kind: string, data: Float32Array, offset: number): void {\r\n if (kind === \"matrix\") {\r\n if (this._thinInstanceDataStorage.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.updateDirectly(data, offset);\r\n }\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, offset);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceGetWorldMatrices = function (): Matrix[] {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return [];\r\n }\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (!this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices = [] as Matrix[];\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n this._thinInstanceDataStorage.worldMatrices[i] = Matrix.FromArray(matrixData, i * 16);\r\n }\r\n }\r\n\r\n return this._thinInstanceDataStorage.worldMatrices;\r\n};\r\n\r\nMesh.prototype.thinInstanceRefreshBoundingInfo = function (forceRefreshParentInfo: boolean = false, applySkeleton: boolean = false, applyMorph: boolean = false) {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return;\r\n }\r\n\r\n const vectors = this._thinInstanceDataStorage.boundingVectors;\r\n\r\n if (forceRefreshParentInfo || !this.rawBoundingInfo) {\r\n vectors.length = 0;\r\n this.refreshBoundingInfo(applySkeleton, applyMorph);\r\n const boundingInfo = this.getBoundingInfo();\r\n this.rawBoundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n const boundingInfo = this.getBoundingInfo();\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (vectors.length === 0) {\r\n for (let v = 0; v < boundingInfo.boundingBox.vectors.length; ++v) {\r\n vectors.push(boundingInfo.boundingBox.vectors[v].clone());\r\n }\r\n }\r\n\r\n TmpVectors.Vector3[0].setAll(Number.POSITIVE_INFINITY); // min\r\n TmpVectors.Vector3[1].setAll(Number.NEGATIVE_INFINITY); // max\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n Matrix.FromArrayToRef(matrixData, i * 16, TmpVectors.Matrix[0]);\r\n\r\n for (let v = 0; v < vectors.length; ++v) {\r\n Vector3.TransformCoordinatesToRef(vectors[v], TmpVectors.Matrix[0], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[0].minimizeInPlace(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[1].maximizeInPlace(TmpVectors.Vector3[2]);\r\n }\r\n }\r\n\r\n boundingInfo.reConstruct(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);\r\n\r\n this._updateBoundingInfo();\r\n};\r\n\r\nMesh.prototype._thinInstanceRecreateBuffer = function (kind: string, staticBuffer: boolean = true) {\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", this._thinInstanceDataStorage.matrixData, staticBuffer);\r\n } else if (kind === \"previousMatrix\") {\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\r\n \"previousWorld\",\r\n this._thinInstanceDataStorage.previousMatrixData ?? this._thinInstanceDataStorage.matrixData,\r\n staticBuffer\r\n );\r\n }\r\n } else {\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userThinInstanceBuffersStorage.data[kind],\r\n kind,\r\n !staticBuffer,\r\n false,\r\n this._userThinInstanceBuffersStorage.strides[kind],\r\n true\r\n );\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceUpdateBufferSize = function (kind: string, numInstances: number = 1) {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n const kindIsMatrix = kind === \"matrix\";\r\n\r\n if (!kindIsMatrix && (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.strides[kind])) {\r\n return;\r\n }\r\n\r\n const stride = kindIsMatrix ? 16 : this._userThinInstanceBuffersStorage.strides[kind];\r\n const currentSize = kindIsMatrix ? this._thinInstanceDataStorage.matrixBufferSize : this._userThinInstanceBuffersStorage.sizes[kind];\r\n let data = kindIsMatrix ? this._thinInstanceDataStorage.matrixData : this._userThinInstanceBuffersStorage.data[kind];\r\n\r\n const bufferSize = (this._thinInstanceDataStorage.instancesCount + numInstances) * stride;\r\n\r\n let newSize = currentSize;\r\n\r\n while (newSize < bufferSize) {\r\n newSize *= 2;\r\n }\r\n\r\n if (!data || currentSize != newSize) {\r\n if (!data) {\r\n data = new Float32Array(newSize);\r\n } else {\r\n const newData = new Float32Array(newSize);\r\n newData.set(data, 0);\r\n data = newData;\r\n }\r\n\r\n if (kindIsMatrix) {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", data, false);\r\n this._thinInstanceDataStorage.matrixData = data;\r\n this._thinInstanceDataStorage.matrixBufferSize = newSize;\r\n if (this._scene.needsPreviousWorldMatrices && !this._thinInstanceDataStorage.previousMatrixData) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", data, false);\r\n }\r\n } else {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = data;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = newSize;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceInitializeUserStorage = function () {\r\n if (!this._userThinInstanceBuffersStorage) {\r\n this._userThinInstanceBuffersStorage = {\r\n data: {},\r\n sizes: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n };\r\n }\r\n};\r\n\r\nMesh.prototype._disposeThinInstanceSpecificData = function () {\r\n if (this._thinInstanceDataStorage?.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n }\r\n if (this._thinInstanceDataStorage?.previousMatrixBuffer) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = null;\r\n }\r\n};\r\n"]}
1
+ {"version":3,"file":"thinInstanceMesh.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/thinInstanceMesh.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AACzD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AACnE,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,YAAY,EAAE,mCAAkC;AAmIzD,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,UAAU,MAAwE,EAAE,UAAmB,IAAI;IACxI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,eAAe,EAAE,CAAC;QACzD,MAAM,CAAC,KAAK,CAAC,4FAA4F,CAAC,CAAC;QAC3G,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED,IAAI,CAAC,6BAA6B,CAAC,QAAQ,EAAE,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAExF,MAAM,KAAK,GAAG,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC;IAE3D,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,CAAC;QACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACrC,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,OAAO,CAAC,CAAC;QAChI,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC;IAClG,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,UAAmB,IAAI;IAClE,OAAO,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,gBAAgB,EAAE,OAAO,CAAC,CAAC;AAClE,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,IAAY,EAAE,MAAc;IACjF,kCAAkC;IAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;IAC1C,CAAC;IAED,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAE9B,IAAI,CAAC,kCAAkC,EAAE,CAAC;IAE1C,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;IAC5D,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC,CAAC,eAAe;IACvI,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC;IACrH,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;IAEhL,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,CAAC;AACtF,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,uBAAuB,GAAG,UAAU,KAAa,EAAE,MAAmC,EAAE,UAAmB,IAAI;IAC1H,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAU,IAAI,KAAK,IAAI,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,CAAC;QACrG,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,MAAM,UAAU,GAAG,IAAI,CAAC,wBAAwB,CAAC,UAAU,CAAC;IAE5D,MAAM,CAAC,WAAW,CAAC,UAAU,EAAE,KAAK,GAAG,EAAE,CAAC,CAAC;IAE3C,IAAI,IAAI,CAAC,wBAAwB,CAAC,aAAa,EAAE,CAAC;QAC9C,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC,KAAK,CAAC,GAAG,MAAgB,CAAC;IAC1E,CAAC;IAED,IAAI,OAAO,EAAE,CAAC;QACV,IAAI,CAAC,yBAAyB,CAAC,QAAQ,CAAC,CAAC;QAEzC,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC;YAC9B,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,CAAC;QAChD,CAAC;IACL,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,0BAA0B,GAAG,UAAU,IAAY,EAAE,KAAa,EAAE,KAAoB,EAAE,UAAmB,IAAI;IAC5H,kCAAkC;IAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;IAC1C,CAAC;IAED,IAAI,CAAC,IAAI,CAAC,+BAA+B,IAAI,CAAC,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,CAAC;QACrJ,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,IAAI,CAAC,6BAA6B,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC,2DAA2D;IAExG,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;IAEvH,IAAI,OAAO,EAAE,CAAC;QACV,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;IACzC,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,SAAS,EAAE,mBAAmB,EAAE;IACvD,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC;IACxD,CAAC;IACD,GAAG,EAAE,UAAsB,KAAa;QACpC,MAAM,UAAU,GAAG,IAAI,CAAC,wBAAwB,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,EAAE,wBAAwB,CAAC,UAAU,CAAC;QAChH,MAAM,eAAe,GAAG,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,MAAM,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;QAEhE,IAAI,KAAK,IAAI,eAAe,EAAE,CAAC;YAC3B,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,KAAK,CAAC;QACzD,CAAC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,IAAI,CAAC,SAAS,CAAC,+BAA+B,GAAG,UAAU,IAAY,EAAE,MAAoB,EAAE,eAAwB,IAAI;IACvH,MAAM,YAAY,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;IAE1F,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;QACzB,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,kBAAkB,CAAC,IAAI,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAChF,CAAC;IAED,OAAO,YAAY,CAAC;AACxB,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,IAAY,EAAE,MAA8B,EAAE,SAAiB,CAAC,EAAE,eAAwB,IAAI;IAC3I,MAAM,GAAG,MAAM,IAAI,EAAE,CAAC;IAEtB,IAAI,IAAI,KAAK,QAAQ,EAAE,CAAC;QACpB,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;QACtD,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC;QAClD,IAAI,CAAC,wBAAwB,CAAC,gBAAgB,GAAG,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,GAAG,MAAM,CAAC;QACtF,IAAI,CAAC,wBAAwB,CAAC,UAAU,GAAG,MAAM,CAAC;QAClD,IAAI,CAAC,wBAAwB,CAAC,aAAa,GAAG,IAAI,CAAC;QAEnD,IAAI,MAAM,KAAK,IAAI,EAAE,CAAC;YAClB,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;YACtE,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC;YAEjH,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC;gBAC9B,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,CAAC;YAChD,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC;gBAC9B,kIAAkI;gBAClI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC/B,CAAC;QACL,CAAC;IACL,CAAC;SAAM,IAAI,IAAI,KAAK,gBAAgB,EAAE,CAAC;QACnC,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,EAAE,OAAO,EAAE,CAAC;QAC9D,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAC1D,IAAI,CAAC,wBAAwB,CAAC,kBAAkB,GAAG,MAAM,CAAC;QAC1D,IAAI,MAAM,KAAK,IAAI,EAAE,CAAC;YAClB,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC,+BAA+B,CAAC,eAAe,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC;QACrI,CAAC;IACL,CAAC;SAAM,IAAI,IAAI,KAAK,YAAY,IAAI,MAAM,EAAE,CAAC;QACzC,IAAI,CAAC,kCAAkC,EAAE,CAAC;QAC1C,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;QACtE,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;QACzD,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;QAC5D,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC;QACjE,MAAM,oBAAoB,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QACzF,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,oBAAoB,CAAC;QAClE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACzB,IAAI,CAAC,iBAAiB,CAAC,oBAAoB,CAAC,kBAAkB,CAAC,IAAI,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACxF,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,yHAAyH;QACzH,6DAA6D;QAC7D,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;YAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAC1C,CAAC;QAED,IAAI,MAAM,KAAK,IAAI,EAAE,CAAC;YAClB,IAAI,IAAI,CAAC,+BAA+B,EAAE,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;gBACnD,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;gBAC9B,OAAO,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACvD,OAAO,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBAC1D,OAAO,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;gBACxD,OAAO,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YACpE,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,kCAAkC,EAAE,CAAC;YAE1C,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;YACzD,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;YAC5D,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC;YACjE,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;YAEhJ,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,CAAC;QACtF,CAAC;IACL,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,IAAY;IAC7D,IAAI,IAAI,KAAK,QAAQ,EAAE,CAAC;QACpB,IAAI,IAAI,CAAC,gDAAgD,IAAI,IAAI,CAAC,wBAAwB,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,YAAY,CAAC,WAAW,EAAE,EAAE,CAAC;YACnK,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;QAC3C,CAAC;QACD,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,cAAc,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAW,EAAE,CAAC,EAAE,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;IAC3J,CAAC;SAAM,IAAI,IAAI,KAAK,gBAAgB,EAAE,CAAC;QACnC,IACI,IAAI,CAAC,gDAAgD;YACrD,IAAI,CAAC,wBAAwB,CAAC,oBAAoB;YAClD,CAAC,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,CAAC,WAAW,EAAE,EACnE,CAAC;YACC,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;QAC3C,CAAC;QACD,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,EAAE,cAAc,CAAC,IAAI,CAAC,wBAAwB,CAAC,kBAAmB,EAAE,CAAC,EAAE,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;IAC3K,CAAC;SAAM,IAAI,IAAI,KAAK,YAAY,EAAE,CAAC;QAC/B,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,cAAc,CAAC,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;IACjK,CAAC;SAAM,CAAC;QACJ,kCAAkC;QAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;YAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAC1C,CAAC;QAED,IAAI,IAAI,CAAC,+BAA+B,EAAE,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC;YAC5D,IAAI,IAAI,CAAC,gDAAgD,IAAI,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,WAAW,EAAE,EAAE,CAAC;gBACpI,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;YAC3C,CAAC;YACD,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,cAAc,CAAC,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;QACjI,CAAC;IACL,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,+BAA+B,GAAG,UAAU,IAAY,EAAE,YAAmC,EAAE,MAAc;IACxH,IAAI,IAAI,KAAK,QAAQ,EAAE,CAAC;QACpB,IAAI,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,CAAC;YAC7C,IAAI,OAAO,YAAY,KAAK,QAAQ,EAAE,CAAC;gBACnC,IAAI,CAAC,wBAAwB,CAAC,YAAY,CAAC,cAAc,CACrD,IAAI,YAAY,CACZ,IAAI,CAAC,wBAAwB,CAAC,UAAW,CAAC,MAAM,EAChD,IAAI,CAAC,wBAAwB,CAAC,UAAW,CAAC,UAAU,GAAG,MAAM,GAAG,EAAE,GAAG,YAAY,CAAC,iBAAiB,EACnG,YAAY,GAAG,EAAE,CACpB,EACD,MAAM,GAAG,EAAE,CACd,CAAC;YACN,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,wBAAwB,CAAC,YAAY,CAAC,cAAc,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YACpF,CAAC;QACL,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,kCAAkC;QAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;YAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAC1C,CAAC;QAED,IAAI,IAAI,CAAC,+BAA+B,EAAE,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC;YAC5D,MAAM,MAAM,GAAG,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC;YACzE,IAAI,OAAO,YAAY,KAAK,QAAQ,EAAE,CAAC;gBACnC,MAAM,IAAI,GAAG,IAAI,YAAY,CACzB,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,MAAM,EACtD,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,UAAU,GAAG,MAAM,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,YAAY,CAAC,iBAAiB,EACzJ,YAAY,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CACpE,CAAC;gBACF,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,cAAc,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;YAChJ,CAAC;iBAAM,CAAC;gBACJ,MAAM,CAAC,cAAc,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAChD,CAAC;QACL,CAAC;IACL,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,4BAA4B,GAAG;IAC1C,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,CAAC;QAC3F,OAAO,EAAE,CAAC;IACd,CAAC;IACD,MAAM,UAAU,GAAG,IAAI,CAAC,wBAAwB,CAAC,UAAU,CAAC;IAE5D,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,aAAa,EAAE,CAAC;QAC/C,IAAI,CAAC,wBAAwB,CAAC,aAAa,GAAG,EAAc,CAAC;QAE7D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,EAAE,CAAC,EAAE,CAAC;YACpE,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC,UAAU,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;QAC1F,CAAC;IACL,CAAC;IAED,OAAO,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC;AACvD,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,+BAA+B,GAAG,UAAU,yBAAkC,KAAK,EAAE,gBAAyB,KAAK,EAAE,aAAsB,KAAK;IAC3J,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,CAAC;QAC3F,OAAO;IACX,CAAC;IAED,MAAM,OAAO,GAAG,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC;IAE9D,IAAI,sBAAsB,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;QAClD,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;QACnB,IAAI,CAAC,mBAAmB,CAAC,aAAa,EAAE,UAAU,CAAC,CAAC;QACpD,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAC5C,IAAI,CAAC,eAAe,GAAG,IAAI,YAAY,CAAC,YAAY,CAAC,OAAO,EAAE,YAAY,CAAC,OAAO,CAAC,CAAC;IACxF,CAAC;IAED,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;IAC5C,MAAM,UAAU,GAAG,IAAI,CAAC,wBAAwB,CAAC,UAAU,CAAC;IAE5D,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QACvB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,WAAW,CAAC,OAAO,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAC/D,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAED,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,MAAM;IAC9D,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,MAAM;IAE9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,wBAAwB,CAAC,cAAc,EAAE,EAAE,CAAC,EAAE,CAAC;QACpE,MAAM,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC,GAAG,EAAE,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAEhE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACtC,OAAO,CAAC,yBAAyB,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC3F,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC7D,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QACjE,CAAC;IACL,CAAC;IAED,YAAY,CAAC,WAAW,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IAEvE,IAAI,CAAC,mBAAmB,EAAE,CAAC;AAC/B,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,2BAA2B,GAAG,UAAU,IAAY,EAAE,eAAwB,IAAI;IAC7F,IAAI,IAAI,KAAK,QAAQ,EAAE,CAAC;QACpB,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;QACtD,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,EAAE,IAAI,CAAC,wBAAwB,CAAC,UAAU,EAAE,YAAY,CAAC,CAAC;IACvJ,CAAC;SAAM,IAAI,IAAI,KAAK,gBAAgB,EAAE,CAAC;QACnC,IAAI,IAAI,CAAC,MAAM,CAAC,0BAA0B,EAAE,CAAC;YACzC,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,EAAE,OAAO,EAAE,CAAC;YAC9D,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC,+BAA+B,CACrF,eAAe,EACf,IAAI,CAAC,wBAAwB,CAAC,kBAAkB,IAAI,IAAI,CAAC,wBAAwB,CAAC,UAAU,EAC5F,YAAY,CACf,CAAC;QACN,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;YAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAC1C,CAAC;QAED,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,OAAO,EAAE,CAAC;QACpE,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CACvE,IAAI,CAAC,SAAS,EAAE,EAChB,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,EAC/C,IAAI,EACJ,CAAC,YAAY,EACb,KAAK,EACL,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,EAClD,IAAI,CACP,CAAC;QACF,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,CAAC;IACtF,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,IAAY,EAAE,eAAuB,CAAC;IAC3F,kCAAkC;IAClC,IAAI,IAAI,KAAK,YAAY,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,GAAG,YAAY,CAAC,iBAAiB,CAAC;IAC1C,CAAC;IAED,MAAM,YAAY,GAAG,IAAI,KAAK,QAAQ,CAAC;IAEvC,IAAI,CAAC,YAAY,IAAI,CAAC,CAAC,IAAI,CAAC,+BAA+B,IAAI,CAAC,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC;QAClH,OAAO;IACX,CAAC;IAED,MAAM,MAAM,GAAG,YAAY,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,+BAA+B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IACtF,MAAM,WAAW,GAAG,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,wBAAwB,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;IACrI,IAAI,IAAI,GAAG,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,wBAAwB,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAErH,MAAM,UAAU,GAAG,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,GAAG,YAAY,CAAC,GAAG,MAAM,CAAC;IAE1F,IAAI,OAAO,GAAG,WAAW,CAAC;IAE1B,OAAO,OAAO,GAAG,UAAU,EAAE,CAAC;QAC1B,OAAO,IAAI,CAAC,CAAC;IACjB,CAAC;IAED,IAAI,CAAC,IAAI,IAAI,WAAW,IAAI,OAAO,EAAE,CAAC;QAClC,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,IAAI,GAAG,IAAI,YAAY,CAAC,OAAO,CAAC,CAAC;QACrC,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,GAAG,IAAI,YAAY,CAAC,OAAO,CAAC,CAAC;YAC1C,OAAO,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;YACrB,IAAI,GAAG,OAAO,CAAC;QACnB,CAAC;QAED,IAAI,YAAY,EAAE,CAAC;YACf,IAAI,CAAC,wBAAwB,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;YACtD,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC,+BAA+B,CAAC,OAAO,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YACxG,IAAI,CAAC,wBAAwB,CAAC,UAAU,GAAG,IAAI,CAAC;YAChD,IAAI,CAAC,wBAAwB,CAAC,gBAAgB,GAAG,OAAO,CAAC;YACzD,IAAI,IAAI,CAAC,MAAM,CAAC,0BAA0B,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,kBAAkB,EAAE,CAAC;gBAC9F,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,EAAE,OAAO,EAAE,CAAC;gBAC9D,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC,+BAA+B,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAC5H,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,OAAO,EAAE,CAAC;YAEpE,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;YACvD,IAAI,CAAC,+BAA+B,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,OAAO,CAAC;YAC3D,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;YAErI,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,CAAC;QACtF,CAAC;IACL,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,kCAAkC,GAAG;IAChD,IAAI,CAAC,IAAI,CAAC,+BAA+B,EAAE,CAAC;QACxC,IAAI,CAAC,+BAA+B,GAAG;YACnC,IAAI,EAAE,EAAE;YACR,KAAK,EAAE,EAAE;YACT,aAAa,EAAE,EAAE;YACjB,OAAO,EAAE,EAAE;SACd,CAAC;IACN,CAAC;AACL,CAAC,CAAC;AAEF,IAAI,CAAC,SAAS,CAAC,gCAAgC,GAAG;IAC9C,IAAI,IAAI,CAAC,wBAAwB,EAAE,YAAY,EAAE,CAAC;QAC9C,IAAI,CAAC,wBAAwB,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;QACrD,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC;IACtD,CAAC;IACD,IAAI,IAAI,CAAC,wBAAwB,EAAE,oBAAoB,EAAE,CAAC;QACtD,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,CAAC,OAAO,EAAE,CAAC;QAC7D,IAAI,CAAC,wBAAwB,CAAC,oBAAoB,GAAG,IAAI,CAAC;IAC9D,CAAC;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable, DeepImmutableObject } from \"../types\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BoundingInfo } from \"core/Culling/boundingInfo\";\r\n\r\ndeclare module \"./mesh\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Mesh {\r\n /**\r\n * Gets or sets a boolean defining if we want picking to pick thin instances as well\r\n */\r\n thinInstanceEnablePicking: boolean;\r\n\r\n /**\r\n * Indicates that a buffer created as static should be recreated if the buffer is updated (by calling thinInstanceSetMatrixAt or thinInstanceSetAttributeAt, for eg.)\r\n * If this flag is false (the default behavior), a buffer created as \"static\" won't show any update done to it, and will stay the same as it was created.\r\n * Note however that recreating a buffer each time there's a change will have some performance cost, that's why it is set to false by default.\r\n * You should set this flag to true only if your static buffers should change infrequently. If they change frequently, you should create your buffers as \"dynamic\" instead.\r\n */\r\n thinInstanceAllowAutomaticStaticBufferRecreation: boolean;\r\n\r\n /**\r\n * Creates a new thin instance\r\n * @param matrix the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc\r\n */\r\n thinInstanceAdd(matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh?: boolean): number;\r\n\r\n /**\r\n * Adds the transformation (matrix) of the current mesh as a thin instance\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number\r\n */\r\n thinInstanceAddSelf(refresh?: boolean): number;\r\n\r\n /**\r\n * Registers a custom attribute to be used with thin instances\r\n * @param kind name of the attribute\r\n * @param stride size in floats of the attribute\r\n */\r\n thinInstanceRegisterAttribute(kind: string, stride: number): void;\r\n\r\n /**\r\n * Sets the matrix of a thin instance\r\n * @param index index of the thin instance\r\n * @param matrix matrix to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetMatrixAt(index: number, matrix: DeepImmutableObject<Matrix>, refresh?: boolean): void;\r\n\r\n /**\r\n * Sets the value of a custom attribute for a thin instance\r\n * @param kind name of the attribute\r\n * @param index index of the thin instance\r\n * @param value value to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetAttributeAt(kind: string, index: number, value: Array<number>, refresh?: boolean): void;\r\n\r\n /**\r\n * Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.\r\n */\r\n thinInstanceCount: number;\r\n\r\n /**\r\n * Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly\r\n * @param kind name of the attribute. Use \"matrix\" to setup the buffer of matrices\r\n * @param buffer buffer to set\r\n * @param stride size in floats of each value of the buffer\r\n * @param staticBuffer indicates that the buffer is static, so that you won't change it after it is set (better performances - true by default)\r\n */\r\n thinInstanceSetBuffer(kind: string, buffer: Nullable<Float32Array>, stride?: number, staticBuffer?: boolean): void;\r\n\r\n /**\r\n * Gets the list of world matrices\r\n * @returns an array containing all the world matrices from the thin instances\r\n */\r\n thinInstanceGetWorldMatrices(): Matrix[];\r\n\r\n /**\r\n * Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n */\r\n thinInstanceBufferUpdated(kind: string): void;\r\n\r\n /**\r\n * Applies a partial update to a buffer directly on the GPU\r\n * Note that the buffer located on the CPU is NOT updated! It's up to you to update it (or not) with the same data you pass to this method\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n * @param dataOrLength the data to set in the GPU buffer, or the length (in elements) of data to update starting from the offset.\r\n * If you pass a length (number), it is the number of elements to update. For example, if kind is \"matrix\" and you pass 2 as length, it will update 2 matrices (2*16 floats) in the GPU buffer starting from the offset; in this case {@link offset} should also be expressed as a number of elements.\r\n * If you pass a Float32Array, {@link offset} is interpreted in floats in the underlying GPU buffer, consistent with low-level buffer update methods such as updateDirectly.\r\n * @param offset the offset in the GPU buffer where to update the data:\r\n * - when {@link dataOrLength} is a number, this is an element offset (for example, a matrix index);\r\n * - when {@link dataOrLength} is a Float32Array, this is a float offset in the underlying buffer.\r\n */\r\n thinInstancePartialBufferUpdate(kind: string, dataOrLength: Float32Array | number, offset: number): void;\r\n\r\n /**\r\n * Refreshes the bounding info, taking into account all the thin instances defined\r\n * @param forceRefreshParentInfo true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n */\r\n thinInstanceRefreshBoundingInfo(forceRefreshParentInfo?: boolean, applySkeleton?: boolean, applyMorph?: boolean): void;\r\n\r\n /** @internal */\r\n _thinInstanceInitializeUserStorage(): void;\r\n\r\n /** @internal */\r\n _thinInstanceUpdateBufferSize(kind: string, numInstances?: number): void;\r\n\r\n /** @internal */\r\n _thinInstanceCreateMatrixBuffer(kind: string, buffer: Nullable<Float32Array>, staticBuffer: boolean): Buffer;\r\n\r\n /** @internal */\r\n _thinInstanceRecreateBuffer(kind: string, staticBuffer?: boolean): void;\r\n\r\n /** @internal */\r\n _userThinInstanceBuffersStorage: {\r\n /** @internal */\r\n data: { [key: string]: Float32Array };\r\n /** @internal */\r\n sizes: { [key: string]: number };\r\n /** @internal */\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n /** @internal */\r\n strides: { [key: string]: number };\r\n };\r\n }\r\n}\r\n\r\nMesh.prototype.thinInstanceAdd = function (matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh: boolean = true): number {\r\n if (!this.getScene().getEngine().getCaps().instancedArrays) {\r\n Logger.Error(\"Thin Instances are not supported on this device as Instanced Array extension not supported\");\r\n return -1;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(\"matrix\", Array.isArray(matrix) ? matrix.length : 1);\r\n\r\n const index = this._thinInstanceDataStorage.instancesCount;\r\n\r\n if (Array.isArray(matrix)) {\r\n for (let i = 0; i < matrix.length; ++i) {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix[i], i === matrix.length - 1 && refresh);\r\n }\r\n } else {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix, refresh);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nMesh.prototype.thinInstanceAddSelf = function (refresh: boolean = true): number {\r\n return this.thinInstanceAdd(Matrix.IdentityReadOnly, refresh);\r\n};\r\n\r\nMesh.prototype.thinInstanceRegisterAttribute = function (kind: string, stride: number): void {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this.removeVerticesData(kind);\r\n\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = stride * Math.max(32, this._thinInstanceDataStorage.instancesCount); // Initial size\r\n this._userThinInstanceBuffersStorage.data[kind] = new Float32Array(this._userThinInstanceBuffersStorage.sizes[kind]);\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userThinInstanceBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n};\r\n\r\nMesh.prototype.thinInstanceSetMatrixAt = function (index: number, matrix: DeepImmutableObject<Matrix>, refresh: boolean = true): boolean {\r\n if (!this._thinInstanceDataStorage.matrixData || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n matrix.copyToArray(matrixData, index * 16);\r\n\r\n if (this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices[index] = matrix as Matrix;\r\n }\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(\"matrix\");\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetAttributeAt = function (kind: string, index: number, value: Array<number>, refresh: boolean = true): boolean {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.data[kind] || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(kind, 0); // make sur the buffer for the kind attribute is big enough\r\n\r\n this._userThinInstanceBuffersStorage.data[kind].set(value, index * this._userThinInstanceBuffersStorage.strides[kind]);\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(kind);\r\n }\r\n\r\n return true;\r\n};\r\n\r\nObject.defineProperty(Mesh.prototype, \"thinInstanceCount\", {\r\n get: function (this: Mesh) {\r\n return this._thinInstanceDataStorage.instancesCount;\r\n },\r\n set: function (this: Mesh, value: number) {\r\n const matrixData = this._thinInstanceDataStorage.matrixData ?? this.source?._thinInstanceDataStorage.matrixData;\r\n const numMaxInstances = matrixData ? matrixData.length / 16 : 0;\r\n\r\n if (value <= numMaxInstances) {\r\n this._thinInstanceDataStorage.instancesCount = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nMesh.prototype._thinInstanceCreateMatrixBuffer = function (kind: string, buffer: Float32Array, staticBuffer: boolean = true): Buffer {\r\n const matrixBuffer = new Buffer(this.getEngine(), buffer, !staticBuffer, 16, false, true);\r\n\r\n for (let i = 0; i < 4; i++) {\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(kind + i, i * 4, 4));\r\n }\r\n\r\n return matrixBuffer;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetBuffer = function (kind: string, buffer: Nullable<Float32Array>, stride: number = 0, staticBuffer: boolean = true): void {\r\n stride = stride || 16;\r\n\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n this._thinInstanceDataStorage.matrixBufferSize = buffer ? buffer.length : 32 * stride;\r\n this._thinInstanceDataStorage.matrixData = buffer;\r\n this._thinInstanceDataStorage.worldMatrices = null;\r\n\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.instancesCount = buffer.length / stride;\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", buffer, staticBuffer);\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n } else {\r\n this._thinInstanceDataStorage.instancesCount = 0;\r\n if (!this.doNotSyncBoundingInfo) {\r\n // mesh has no more thin instances, so need to recompute the bounding box because it's the regular mesh that will now be displayed\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n } else if (kind === \"previousMatrix\") {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = null;\r\n this._thinInstanceDataStorage.previousMatrixData = buffer;\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", buffer, staticBuffer);\r\n }\r\n } else if (kind === \"splatIndex\" && buffer) {\r\n this._thinInstanceInitializeUserStorage();\r\n this._thinInstanceDataStorage.instancesCount = buffer.length / stride;\r\n this._userThinInstanceBuffersStorage.data[kind] = buffer;\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;\r\n const splatInstancesBuffer = new Buffer(this.getEngine(), buffer, true, 16, false, true);\r\n this._thinInstanceDataStorage.matrixBuffer = splatInstancesBuffer;\r\n for (let i = 0; i < 4; i++) {\r\n this.setVerticesBuffer(splatInstancesBuffer.createVertexBuffer(kind + i, i * 4, 4));\r\n }\r\n } else {\r\n // color for instanced mesh is ColorInstanceKind and not ColorKind because of native that needs to do the differenciation\r\n // hot switching kind here to preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (buffer === null) {\r\n if (this._userThinInstanceBuffersStorage?.data[kind]) {\r\n this.removeVerticesData(kind);\r\n delete this._userThinInstanceBuffersStorage.data[kind];\r\n delete this._userThinInstanceBuffersStorage.strides[kind];\r\n delete this._userThinInstanceBuffersStorage.sizes[kind];\r\n delete this._userThinInstanceBuffersStorage.vertexBuffers[kind];\r\n }\r\n } else {\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = buffer;\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), buffer, kind, !staticBuffer, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceBufferUpdated = function (kind: string): void {\r\n if (kind === \"matrix\") {\r\n if (this.thinInstanceAllowAutomaticStaticBufferRecreation && this._thinInstanceDataStorage.matrixBuffer && !this._thinInstanceDataStorage.matrixBuffer.isUpdatable()) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._thinInstanceDataStorage.matrixBuffer?.updateDirectly(this._thinInstanceDataStorage.matrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else if (kind === \"previousMatrix\") {\r\n if (\r\n this.thinInstanceAllowAutomaticStaticBufferRecreation &&\r\n this._thinInstanceDataStorage.previousMatrixBuffer &&\r\n !this._thinInstanceDataStorage.previousMatrixBuffer.isUpdatable()\r\n ) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.updateDirectly(this._thinInstanceDataStorage.previousMatrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else if (kind === \"splatIndex\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0, this._thinInstanceDataStorage.instancesCount);\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n if (this.thinInstanceAllowAutomaticStaticBufferRecreation && !this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.isUpdatable()) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstancePartialBufferUpdate = function (kind: string, dataOrLength: Float32Array | number, offset: number): void {\r\n if (kind === \"matrix\") {\r\n if (this._thinInstanceDataStorage.matrixBuffer) {\r\n if (typeof dataOrLength === \"number\") {\r\n this._thinInstanceDataStorage.matrixBuffer.updateDirectly(\r\n new Float32Array(\r\n this._thinInstanceDataStorage.matrixData!.buffer,\r\n this._thinInstanceDataStorage.matrixData!.byteOffset + offset * 16 * Float32Array.BYTES_PER_ELEMENT,\r\n dataOrLength * 16\r\n ),\r\n offset * 16\r\n );\r\n } else {\r\n this._thinInstanceDataStorage.matrixBuffer.updateDirectly(dataOrLength, offset);\r\n }\r\n }\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n const buffer = this._userThinInstanceBuffersStorage.vertexBuffers[kind]!;\r\n if (typeof dataOrLength === \"number\") {\r\n const data = new Float32Array(\r\n this._userThinInstanceBuffersStorage.data[kind].buffer,\r\n this._userThinInstanceBuffersStorage.data[kind].byteOffset + offset * this._userThinInstanceBuffersStorage.strides[kind] * Float32Array.BYTES_PER_ELEMENT,\r\n dataOrLength * this._userThinInstanceBuffersStorage.strides[kind]\r\n );\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, offset * this._userThinInstanceBuffersStorage.strides[kind]);\r\n } else {\r\n buffer.updateDirectly(dataOrLength, offset);\r\n }\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceGetWorldMatrices = function (): Matrix[] {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return [];\r\n }\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (!this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices = [] as Matrix[];\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n this._thinInstanceDataStorage.worldMatrices[i] = Matrix.FromArray(matrixData, i * 16);\r\n }\r\n }\r\n\r\n return this._thinInstanceDataStorage.worldMatrices;\r\n};\r\n\r\nMesh.prototype.thinInstanceRefreshBoundingInfo = function (forceRefreshParentInfo: boolean = false, applySkeleton: boolean = false, applyMorph: boolean = false) {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return;\r\n }\r\n\r\n const vectors = this._thinInstanceDataStorage.boundingVectors;\r\n\r\n if (forceRefreshParentInfo || !this.rawBoundingInfo) {\r\n vectors.length = 0;\r\n this.refreshBoundingInfo(applySkeleton, applyMorph);\r\n const boundingInfo = this.getBoundingInfo();\r\n this.rawBoundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n const boundingInfo = this.getBoundingInfo();\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (vectors.length === 0) {\r\n for (let v = 0; v < boundingInfo.boundingBox.vectors.length; ++v) {\r\n vectors.push(boundingInfo.boundingBox.vectors[v].clone());\r\n }\r\n }\r\n\r\n TmpVectors.Vector3[0].setAll(Number.POSITIVE_INFINITY); // min\r\n TmpVectors.Vector3[1].setAll(Number.NEGATIVE_INFINITY); // max\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n Matrix.FromArrayToRef(matrixData, i * 16, TmpVectors.Matrix[0]);\r\n\r\n for (let v = 0; v < vectors.length; ++v) {\r\n Vector3.TransformCoordinatesToRef(vectors[v], TmpVectors.Matrix[0], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[0].minimizeInPlace(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[1].maximizeInPlace(TmpVectors.Vector3[2]);\r\n }\r\n }\r\n\r\n boundingInfo.reConstruct(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);\r\n\r\n this._updateBoundingInfo();\r\n};\r\n\r\nMesh.prototype._thinInstanceRecreateBuffer = function (kind: string, staticBuffer: boolean = true) {\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", this._thinInstanceDataStorage.matrixData, staticBuffer);\r\n } else if (kind === \"previousMatrix\") {\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\r\n \"previousWorld\",\r\n this._thinInstanceDataStorage.previousMatrixData ?? this._thinInstanceDataStorage.matrixData,\r\n staticBuffer\r\n );\r\n }\r\n } else {\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userThinInstanceBuffersStorage.data[kind],\r\n kind,\r\n !staticBuffer,\r\n false,\r\n this._userThinInstanceBuffersStorage.strides[kind],\r\n true\r\n );\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceUpdateBufferSize = function (kind: string, numInstances: number = 1) {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n const kindIsMatrix = kind === \"matrix\";\r\n\r\n if (!kindIsMatrix && (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.strides[kind])) {\r\n return;\r\n }\r\n\r\n const stride = kindIsMatrix ? 16 : this._userThinInstanceBuffersStorage.strides[kind];\r\n const currentSize = kindIsMatrix ? this._thinInstanceDataStorage.matrixBufferSize : this._userThinInstanceBuffersStorage.sizes[kind];\r\n let data = kindIsMatrix ? this._thinInstanceDataStorage.matrixData : this._userThinInstanceBuffersStorage.data[kind];\r\n\r\n const bufferSize = (this._thinInstanceDataStorage.instancesCount + numInstances) * stride;\r\n\r\n let newSize = currentSize;\r\n\r\n while (newSize < bufferSize) {\r\n newSize *= 2;\r\n }\r\n\r\n if (!data || currentSize != newSize) {\r\n if (!data) {\r\n data = new Float32Array(newSize);\r\n } else {\r\n const newData = new Float32Array(newSize);\r\n newData.set(data, 0);\r\n data = newData;\r\n }\r\n\r\n if (kindIsMatrix) {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", data, false);\r\n this._thinInstanceDataStorage.matrixData = data;\r\n this._thinInstanceDataStorage.matrixBufferSize = newSize;\r\n if (this._scene.needsPreviousWorldMatrices && !this._thinInstanceDataStorage.previousMatrixData) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", data, false);\r\n }\r\n } else {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = data;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = newSize;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceInitializeUserStorage = function () {\r\n if (!this._userThinInstanceBuffersStorage) {\r\n this._userThinInstanceBuffersStorage = {\r\n data: {},\r\n sizes: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n };\r\n }\r\n};\r\n\r\nMesh.prototype._disposeThinInstanceSpecificData = function () {\r\n if (this._thinInstanceDataStorage?.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n }\r\n if (this._thinInstanceDataStorage?.previousMatrixBuffer) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = null;\r\n }\r\n};\r\n"]}
@@ -49,13 +49,15 @@ export declare class SnapshotRenderingHelper {
49
49
  * Enable snapshot rendering
50
50
  * Use this method instead of engine.snapshotRendering=true, to make sure everything is ready before enabling snapshot rendering.
51
51
  * Note that this method is ref-counted and works in pair with disableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().
52
+ * @param debugMessage An optional message to display in debug logs to help identify the context of the call to enableSnapshotRendering
52
53
  */
53
- enableSnapshotRendering(): void;
54
+ enableSnapshotRendering(debugMessage?: string): void;
54
55
  /**
55
56
  * Disable snapshot rendering
56
- * Note that this method is ref-counted and works in pair with disableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().
57
+ * Note that this method is ref-counted and works in pair with enableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().
58
+ * @param debugMessage An optional message to display in debug logs to help identify the context of the call to disableSnapshotRendering
57
59
  */
58
- disableSnapshotRendering(): void;
60
+ disableSnapshotRendering(debugMessage?: string): void;
59
61
  /**
60
62
  * Fix meshes for snapshot rendering.
61
63
  * This method will make sure that some features are disabled or fixed to make sure snapshot rendering works correctly.
@@ -114,15 +114,17 @@ export class SnapshotRenderingHelper {
114
114
  * Enable snapshot rendering
115
115
  * Use this method instead of engine.snapshotRendering=true, to make sure everything is ready before enabling snapshot rendering.
116
116
  * Note that this method is ref-counted and works in pair with disableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().
117
+ * @param debugMessage An optional message to display in debug logs to help identify the context of the call to enableSnapshotRendering
117
118
  */
118
- enableSnapshotRendering() {
119
+ enableSnapshotRendering(debugMessage) {
119
120
  if (!this._engine.isWebGPU) {
120
121
  return;
121
122
  }
123
+ this._log("enableSnapshotRendering", `called (refCount: ${this._disableRenderingRefCount - 1})${debugMessage ? ` - ${debugMessage}` : ""}`);
122
124
  if (--this._disableRenderingRefCount > 0) {
123
125
  return;
124
126
  }
125
- this._log("enableSnapshotRendering", "called");
127
+ this._log("enableSnapshotRendering", `execute`);
126
128
  if (this._disableCancelFunctions.size > 0) {
127
129
  this._log("enableSnapshotRendering", `cancelling ${this._disableCancelFunctions.size} "disable" callbacks`);
128
130
  }
@@ -153,14 +155,16 @@ export class SnapshotRenderingHelper {
153
155
  }
154
156
  /**
155
157
  * Disable snapshot rendering
156
- * Note that this method is ref-counted and works in pair with disableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().
158
+ * Note that this method is ref-counted and works in pair with enableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().
159
+ * @param debugMessage An optional message to display in debug logs to help identify the context of the call to disableSnapshotRendering
157
160
  */
158
- disableSnapshotRendering() {
161
+ disableSnapshotRendering(debugMessage) {
159
162
  if (!this._engine.isWebGPU) {
160
163
  return;
161
164
  }
162
- this._log("disableSnapshotRendering", "called");
165
+ this._log("disableSnapshotRendering", `called (refCount: ${this._disableRenderingRefCount === 0 ? 0 : this._disableRenderingRefCount + 1})${debugMessage ? ` - ${debugMessage}` : ""}`);
163
166
  if (this._disableRenderingRefCount === 0) {
167
+ this._log("disableSnapshotRendering", `execute (refCount set to 1 after execution)`);
164
168
  if (this._enableCancelFunctions.size > 0) {
165
169
  this._log("disableSnapshotRendering", `cancelling ${this._enableCancelFunctions.size} "enable" callbacks`);
166
170
  }