@onerjs/core 8.42.6 → 8.42.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (480) hide show
  1. package/Animations/animatable.core.js +1 -1
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animatorAvatar.d.ts +5 -2
  4. package/Animations/animatorAvatar.js +42 -29
  5. package/Animations/animatorAvatar.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +1 -1
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.js +1 -2
  9. package/Audio/audioSceneComponent.js.map +1 -1
  10. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
  11. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  12. package/AudioV2/webAudio/webAudioEngine.js +1 -1
  13. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  14. package/Behaviors/Meshes/followBehavior.js +1 -1
  15. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  16. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  17. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  18. package/Bones/boneLookController.js +1 -1
  19. package/Bones/boneLookController.js.map +1 -1
  20. package/Buffers/buffer.js +1 -1
  21. package/Buffers/buffer.js.map +1 -1
  22. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  23. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  24. package/Cameras/Inputs/geospatialCameraMouseWheelInput.d.ts +1 -2
  25. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -2
  26. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +0 -4
  28. package/Cameras/Inputs/geospatialCameraPointersInput.js +1 -5
  29. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  30. package/Cameras/camera.js +2 -2
  31. package/Cameras/camera.js.map +1 -1
  32. package/Cameras/cameraMovement.d.ts +1 -4
  33. package/Cameras/cameraMovement.js +1 -4
  34. package/Cameras/cameraMovement.js.map +1 -1
  35. package/Cameras/geospatialCamera.d.ts +22 -4
  36. package/Cameras/geospatialCamera.js +27 -9
  37. package/Cameras/geospatialCamera.js.map +1 -1
  38. package/Cameras/geospatialCameraMovement.d.ts +3 -3
  39. package/Cameras/geospatialCameraMovement.js +18 -18
  40. package/Cameras/geospatialCameraMovement.js.map +1 -1
  41. package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
  42. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
  43. package/Engines/Extensions/engine.query.js +1 -1
  44. package/Engines/Extensions/engine.query.js.map +1 -1
  45. package/Engines/Processors/shaderProcessor.js +2 -3
  46. package/Engines/Processors/shaderProcessor.js.map +1 -1
  47. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  48. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  49. package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
  50. package/Engines/WebGPU/Extensions/engine.debugging.js +135 -21
  51. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  52. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  53. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  54. package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
  55. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  56. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
  57. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  58. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  59. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  60. package/Engines/WebGPU/webgpuTextureManager.js +10 -5
  61. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  62. package/Engines/abstractEngine.js +2 -2
  63. package/Engines/abstractEngine.js.map +1 -1
  64. package/Engines/engine.common.js +2 -2
  65. package/Engines/engine.common.js.map +1 -1
  66. package/Engines/engine.js +0 -1
  67. package/Engines/engine.js.map +1 -1
  68. package/Engines/engineFeatures.d.ts +0 -2
  69. package/Engines/engineFeatures.js.map +1 -1
  70. package/Engines/nullEngine.js +0 -1
  71. package/Engines/nullEngine.js.map +1 -1
  72. package/Engines/thinEngine.functions.js +1 -1
  73. package/Engines/thinEngine.functions.js.map +1 -1
  74. package/Engines/thinEngine.js +4 -6
  75. package/Engines/thinEngine.js.map +1 -1
  76. package/Engines/thinNativeEngine.js +2 -6
  77. package/Engines/thinNativeEngine.js.map +1 -1
  78. package/Engines/thinWebGPUEngine.d.ts +11 -4
  79. package/Engines/thinWebGPUEngine.js +58 -34
  80. package/Engines/thinWebGPUEngine.js.map +1 -1
  81. package/Engines/webgpuEngine.d.ts +3 -1
  82. package/Engines/webgpuEngine.js +30 -169
  83. package/Engines/webgpuEngine.js.map +1 -1
  84. package/FlowGraph/flowGraph.d.ts +1 -0
  85. package/FlowGraph/flowGraph.js.map +1 -1
  86. package/FlowGraph/flowGraphBlock.d.ts +1 -0
  87. package/FlowGraph/flowGraphBlock.js.map +1 -1
  88. package/FlowGraph/flowGraphContext.d.ts +1 -0
  89. package/FlowGraph/flowGraphContext.js.map +1 -1
  90. package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
  91. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  92. package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
  93. package/FrameGraph/Node/nodeRenderGraph.js +36 -2
  94. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  95. package/FrameGraph/Passes/renderPass.js +0 -3
  96. package/FrameGraph/Passes/renderPass.js.map +1 -1
  97. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  98. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  99. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  100. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  101. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  102. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  103. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  104. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
  105. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  106. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
  107. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
  108. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  109. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -3
  110. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -29
  111. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  112. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
  113. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
  114. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  115. package/FrameGraph/frameGraph.js +3 -0
  116. package/FrameGraph/frameGraph.js.map +1 -1
  117. package/FrameGraph/frameGraphContext.js +1 -1
  118. package/FrameGraph/frameGraphContext.js.map +1 -1
  119. package/FrameGraph/frameGraphTask.d.ts +0 -2
  120. package/FrameGraph/frameGraphTask.js +15 -17
  121. package/FrameGraph/frameGraphTask.js.map +1 -1
  122. package/FrameGraph/frameGraphTextureManager.js +1 -1
  123. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  124. package/Gizmos/axisScaleGizmo.js +2 -2
  125. package/Gizmos/axisScaleGizmo.js.map +1 -1
  126. package/Gizmos/cameraGizmo.d.ts +1 -1
  127. package/Gizmos/cameraGizmo.js +1 -1
  128. package/Gizmos/cameraGizmo.js.map +1 -1
  129. package/Gizmos/gizmo.d.ts +4 -4
  130. package/Gizmos/gizmo.js +5 -5
  131. package/Gizmos/gizmo.js.map +1 -1
  132. package/Gizmos/gizmoManager.d.ts +2 -2
  133. package/Gizmos/gizmoManager.js +1 -1
  134. package/Gizmos/gizmoManager.js.map +1 -1
  135. package/Gizmos/planeRotationGizmo.d.ts +2 -2
  136. package/Gizmos/planeRotationGizmo.js +2 -3
  137. package/Gizmos/planeRotationGizmo.js.map +1 -1
  138. package/Gizmos/positionGizmo.d.ts +1 -1
  139. package/Gizmos/positionGizmo.js +2 -2
  140. package/Gizmos/positionGizmo.js.map +1 -1
  141. package/Gizmos/rotationGizmo.d.ts +1 -1
  142. package/Gizmos/rotationGizmo.js +3 -3
  143. package/Gizmos/rotationGizmo.js.map +1 -1
  144. package/Gizmos/scaleGizmo.d.ts +1 -1
  145. package/Gizmos/scaleGizmo.js +1 -1
  146. package/Gizmos/scaleGizmo.js.map +1 -1
  147. package/Layers/glowLayer.js +1 -1
  148. package/Layers/glowLayer.js.map +1 -1
  149. package/Layers/highlightLayer.js +1 -1
  150. package/Layers/highlightLayer.js.map +1 -1
  151. package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
  152. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  153. package/Lights/Shadows/shadowGenerator.d.ts +28 -1
  154. package/Lights/Shadows/shadowGenerator.js +77 -11
  155. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  156. package/Lights/lightingVolume.d.ts +1 -0
  157. package/Lights/lightingVolume.js +10 -2
  158. package/Lights/lightingVolume.js.map +1 -1
  159. package/Loading/Plugins/babylonFileLoader.js +44 -14
  160. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  161. package/Loading/sceneLoader.js +1 -1
  162. package/Loading/sceneLoader.js.map +1 -1
  163. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +12 -3
  164. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +33 -8
  165. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  166. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
  167. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  169. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
  171. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  173. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/curveBlock.js +2 -3
  175. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  176. package/Materials/Node/nodeMaterial.js +1 -2
  177. package/Materials/Node/nodeMaterial.js.map +1 -1
  178. package/Materials/PBR/openpbrMaterial.js +3 -5
  179. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  180. package/Materials/PBR/pbrBaseMaterial.js +2 -3
  181. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  182. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
  183. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  184. package/Materials/Textures/cubeTexture.js +1 -1
  185. package/Materials/Textures/cubeTexture.js.map +1 -1
  186. package/Materials/Textures/htmlElementTexture.js +2 -2
  187. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  188. package/Materials/Textures/multiRenderTarget.js +1 -1
  189. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  190. package/Materials/Textures/renderTargetTexture.js +13 -2
  191. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  192. package/Materials/effect.js +2 -1
  193. package/Materials/effect.js.map +1 -1
  194. package/Materials/materialHelper.functions.js +1 -1
  195. package/Materials/materialHelper.functions.js.map +1 -1
  196. package/Materials/multiMaterial.js +1 -1
  197. package/Materials/multiMaterial.js.map +1 -1
  198. package/Materials/standardMaterial.js +1 -2
  199. package/Materials/standardMaterial.js.map +1 -1
  200. package/Materials/uniformBuffer.d.ts +0 -4
  201. package/Materials/uniformBuffer.js +0 -8
  202. package/Materials/uniformBuffer.js.map +1 -1
  203. package/Maths/index.d.ts +2 -0
  204. package/Maths/index.js +2 -0
  205. package/Maths/index.js.map +1 -1
  206. package/Maths/math.geospatial.d.ts +27 -0
  207. package/Maths/math.geospatial.functions.d.ts +33 -0
  208. package/Maths/math.geospatial.functions.js +60 -0
  209. package/Maths/math.geospatial.functions.js.map +1 -0
  210. package/Maths/math.geospatial.js +2 -0
  211. package/Maths/math.geospatial.js.map +1 -0
  212. package/Maths/math.path.js +1 -1
  213. package/Maths/math.path.js.map +1 -1
  214. package/Maths/math.scalar.functions.js +3 -3
  215. package/Maths/math.scalar.functions.js.map +1 -1
  216. package/Maths/math.vector.js +1 -1
  217. package/Maths/math.vector.js.map +1 -1
  218. package/Meshes/Builders/boxBuilder.js +1 -2
  219. package/Meshes/Builders/boxBuilder.js.map +1 -1
  220. package/Meshes/Builders/cylinderBuilder.js +2 -2
  221. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  222. package/Meshes/Builders/decalBuilder.js +1 -2
  223. package/Meshes/Builders/decalBuilder.js.map +1 -1
  224. package/Meshes/Builders/latheBuilder.js +2 -2
  225. package/Meshes/Builders/latheBuilder.js.map +1 -1
  226. package/Meshes/Builders/linesBuilder.js +11 -15
  227. package/Meshes/Builders/linesBuilder.js.map +1 -1
  228. package/Meshes/Builders/polygonBuilder.js +6 -6
  229. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  230. package/Meshes/Builders/polyhedronBuilder.js +2 -2
  231. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  232. package/Meshes/Builders/ribbonBuilder.js +6 -6
  233. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  234. package/Meshes/Builders/shapeBuilder.js +2 -3
  235. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  236. package/Meshes/Builders/tiledBoxBuilder.js +1 -1
  237. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  238. package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
  239. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  240. package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
  241. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  242. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  243. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  244. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
  245. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  246. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
  247. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  248. package/Meshes/Node/Blocks/mappingBlock.js +1 -1
  249. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  250. package/Meshes/abstractMesh.d.ts +4 -0
  251. package/Meshes/abstractMesh.js +14 -10
  252. package/Meshes/abstractMesh.js.map +1 -1
  253. package/Meshes/csg.js +1 -1
  254. package/Meshes/csg.js.map +1 -1
  255. package/Meshes/csg2.js +1 -1
  256. package/Meshes/csg2.js.map +1 -1
  257. package/Meshes/geodesicMesh.js +11 -13
  258. package/Meshes/geodesicMesh.js.map +1 -1
  259. package/Meshes/geometry.js +2 -2
  260. package/Meshes/geometry.js.map +1 -1
  261. package/Meshes/groundMesh.js +7 -7
  262. package/Meshes/groundMesh.js.map +1 -1
  263. package/Meshes/mesh.d.ts +2 -0
  264. package/Meshes/mesh.js +22 -8
  265. package/Meshes/mesh.js.map +1 -1
  266. package/Meshes/mesh.vertexData.js +22 -22
  267. package/Meshes/mesh.vertexData.js.map +1 -1
  268. package/Meshes/meshSimplification.js +1 -1
  269. package/Meshes/meshSimplification.js.map +1 -1
  270. package/Meshes/polygonMesh.js +1 -1
  271. package/Meshes/polygonMesh.js.map +1 -1
  272. package/Meshes/trailMesh.js +1 -1
  273. package/Meshes/trailMesh.js.map +1 -1
  274. package/Misc/HighDynamicRange/hdr.js +4 -6
  275. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  276. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  277. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  278. package/Misc/basisWorker.js +1 -1
  279. package/Misc/basisWorker.js.map +1 -1
  280. package/Misc/environmentTextureTools.js +1 -1
  281. package/Misc/environmentTextureTools.js.map +1 -1
  282. package/Misc/meshExploder.js +1 -2
  283. package/Misc/meshExploder.js.map +1 -1
  284. package/Misc/tga.js +2 -2
  285. package/Misc/tga.js.map +1 -1
  286. package/Misc/timer.js +4 -2
  287. package/Misc/timer.js.map +1 -1
  288. package/Misc/tools.d.ts +7 -0
  289. package/Misc/tools.js +20 -6
  290. package/Misc/tools.js.map +1 -1
  291. package/Morph/morphTargetManager.js +1 -1
  292. package/Morph/morphTargetManager.js.map +1 -1
  293. package/Navigation/INavigationEngine.d.ts +2 -2
  294. package/Navigation/INavigationEngine.js.map +1 -1
  295. package/Navigation/Plugins/recastJSPlugin.d.ts +2 -2
  296. package/Navigation/Plugins/recastJSPlugin.js +14 -5
  297. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  298. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
  299. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  300. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
  301. package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
  302. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  303. package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
  304. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  305. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  306. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  307. package/Particles/computeShaderParticleSystem.js +2 -0
  308. package/Particles/computeShaderParticleSystem.js.map +1 -1
  309. package/Particles/gpuParticleSystem.d.ts +14 -0
  310. package/Particles/gpuParticleSystem.js +94 -12
  311. package/Particles/gpuParticleSystem.js.map +1 -1
  312. package/Particles/particleSystem.js +4 -1
  313. package/Particles/particleSystem.js.map +1 -1
  314. package/Particles/pointsCloudSystem.js +46 -47
  315. package/Particles/pointsCloudSystem.js.map +1 -1
  316. package/Particles/solidParticleSystem.js +5 -6
  317. package/Particles/solidParticleSystem.js.map +1 -1
  318. package/Particles/thinParticleSystem.js +3 -4
  319. package/Particles/thinParticleSystem.js.map +1 -1
  320. package/Particles/webgl2ParticleSystem.js +2 -1
  321. package/Particles/webgl2ParticleSystem.js.map +1 -1
  322. package/Physics/castingResult.d.ts +4 -1
  323. package/Physics/castingResult.js +1 -1
  324. package/Physics/castingResult.js.map +1 -1
  325. package/Physics/joinedPhysicsEngineComponent.js +1 -1
  326. package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
  327. package/Physics/physicsHelper.d.ts +8 -8
  328. package/Physics/physicsHelper.js +7 -7
  329. package/Physics/physicsHelper.js.map +1 -1
  330. package/Physics/shapeCastResult.d.ts +4 -0
  331. package/Physics/shapeCastResult.js +7 -0
  332. package/Physics/shapeCastResult.js.map +1 -1
  333. package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
  334. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  335. package/Physics/v2/IPhysicsEnginePlugin.d.ts +51 -4
  336. package/Physics/v2/IPhysicsEnginePlugin.js +12 -12
  337. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  338. package/Physics/v2/characterController.js +4 -8
  339. package/Physics/v2/characterController.js.map +1 -1
  340. package/Physics/v2/physicsBody.js.map +1 -1
  341. package/Physics/v2/physicsConstraint.d.ts +1 -1
  342. package/Physics/v2/physicsConstraint.js +1 -1
  343. package/Physics/v2/physicsConstraint.js.map +1 -1
  344. package/Physics/v2/physicsEngine.d.ts +0 -5
  345. package/Physics/v2/physicsEngine.js +0 -5
  346. package/Physics/v2/physicsEngine.js.map +1 -1
  347. package/Physics/v2/physicsEngineComponent.d.ts +1 -1
  348. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  349. package/Physics/v2/physicsMaterial.d.ts +6 -0
  350. package/Physics/v2/physicsMaterial.js +2 -2
  351. package/Physics/v2/physicsMaterial.js.map +1 -1
  352. package/Physics/v2/ragdoll.js +1 -2
  353. package/Physics/v2/ragdoll.js.map +1 -1
  354. package/PostProcesses/postProcess.js +3 -3
  355. package/PostProcesses/postProcess.js.map +1 -1
  356. package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
  357. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
  358. package/Probes/reflectionProbe.js +0 -1
  359. package/Probes/reflectionProbe.js.map +1 -1
  360. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
  361. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  362. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +4 -1
  363. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  364. package/Rendering/depthRenderer.js +0 -11
  365. package/Rendering/depthRenderer.js.map +1 -1
  366. package/Rendering/depthRendererSceneComponent.js +1 -1
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  368. package/Rendering/edgesRenderer.js +1 -0
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  370. package/Rendering/geometryBufferRenderer.js +0 -1
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  372. package/Rendering/objectRenderer.js +15 -9
  373. package/Rendering/objectRenderer.js.map +1 -1
  374. package/Rendering/renderingGroup.d.ts +1 -1
  375. package/Rendering/renderingGroup.js +1 -1
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  377. package/Rendering/renderingManager.d.ts +1 -1
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  379. package/Rendering/thinDepthPeelingRenderer.js +1 -1
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  381. package/Rendering/utilityLayerRenderer.js +1 -1
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  383. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
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  385. package/Shaders/gpuRenderParticles.vertex.js +4 -0
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  387. package/Shaders/gpuUpdateParticles.vertex.js +15 -3
  388. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  389. package/Shaders/iblVoxelGrid.fragment.js +4 -1
  390. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  391. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
  392. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  393. package/ShadersWGSL/background.vertex.js +8 -8
  394. package/ShadersWGSL/background.vertex.js.map +1 -1
  395. package/ShadersWGSL/boundingBoxRenderer.vertex.js +2 -2
  396. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
  397. package/ShadersWGSL/clearQuad.vertex.js +1 -1
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  399. package/ShadersWGSL/color.vertex.js +1 -1
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  401. package/ShadersWGSL/depth.vertex.js +3 -3
  402. package/ShadersWGSL/depth.vertex.js.map +1 -1
  403. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +2 -2
  404. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  405. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +2 -2
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  407. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +2 -2
  408. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  409. package/ShadersWGSL/fxaa.vertex.js +1 -1
  410. package/ShadersWGSL/fxaa.vertex.js.map +1 -1
  411. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  412. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  413. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +3 -3
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  416. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  417. package/ShadersWGSL/glowMapGeneration.vertex.js +4 -4
  418. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  419. package/ShadersWGSL/glowMapMerge.vertex.js +1 -1
  420. package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
  421. package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
  422. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  423. package/ShadersWGSL/greasedLine.vertex.js +10 -4
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  425. package/ShadersWGSL/hdrFiltering.vertex.js +1 -1
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  428. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
  429. package/ShadersWGSL/iblVoxelGrid.vertex.js +2 -2
  430. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  431. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +1 -1
  432. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
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  437. package/ShadersWGSL/lensFlare.vertex.js +1 -1
  438. package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
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  441. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +2 -2
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  443. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +1 -1
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  449. package/ShadersWGSL/picking.vertex.js +2 -2
  450. package/ShadersWGSL/picking.vertex.js.map +1 -1
  451. package/ShadersWGSL/procedural.vertex.js +1 -1
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  453. package/ShadersWGSL/shadowMap.vertex.js +4 -4
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  459. package/XR/features/WebXRAnchorSystem.js +2 -2
  460. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  461. package/XR/features/WebXRControllerPhysics.js +0 -2
  462. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  463. package/XR/features/WebXRHandTracking.js +4 -7
  464. package/XR/features/WebXRHandTracking.js.map +1 -1
  465. package/XR/features/WebXRNearInteraction.js +1 -1
  466. package/XR/features/WebXRNearInteraction.js.map +1 -1
  467. package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
  468. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  469. package/XR/motionController/webXROculusTouchMotionController.js +1 -1
  470. package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
  471. package/XR/webXRFeaturesManager.js +1 -1
  472. package/XR/webXRFeaturesManager.js.map +1 -1
  473. package/assetContainer.js +1 -1
  474. package/assetContainer.js.map +1 -1
  475. package/package.json +1 -1
  476. package/scene.d.ts +16 -0
  477. package/scene.js +30 -1
  478. package/scene.js.map +1 -1
  479. package/sceneComponent.js +1 -1
  480. package/sceneComponent.js.map +1 -1
@@ -30,6 +30,17 @@ export class GeospatialCameraMovement extends CameraMovement {
30
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  this._dragPlaneOriginPointEcef = Vector3.Zero();
31
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  this._dragPlaneHitPointLocal = Vector3.Zero();
32
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  this._previousDragPlaneHitPointLocal = Vector3.Zero();
33
+ /**
34
+ * Function to calculate the up vector from a given point.
35
+ * Can be overridden to support non-spherical planets or custom up vector logic.
36
+ * Defaults to using the geocentric normal.
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+ * @param point The point from which to calculate the up vector (e.g., camera position)
38
+ * @param result The vector to store the calculated up vector
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+ * @returns The calculated up vector
40
+ */
41
+ this.calculateUpVectorFromPointToRef = (point, result) => {
42
+ return point.normalizeToRef(result);
43
+ };
33
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  this.pickPredicate = pickPredicate;
34
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  this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt);
35
46
  this.panInertia = 0;
@@ -38,17 +49,6 @@ export class GeospatialCameraMovement extends CameraMovement {
38
49
  this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel
39
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  this.zoomSpeed = 2; // Base zoom speed; actual speed is scaled based on altitude
40
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  }
41
- /**
42
- * Function to calculate the up vector from a given point.
43
- * Can be overridden to support non-spherical planets or custom up vector logic.
44
- * Defaults to using the geocentric normal.
45
- * @param point The point from which to calculate the up vector (e.g., camera position)
46
- * @param result The vector to store the calculated up vector
47
- * @returns The calculated up vector
48
- */
49
- calculateUpVectorFromPoint(point, result) {
50
- return point.normalizeToRef(result);
51
- }
52
52
  startDrag(pointerX, pointerY) {
53
53
  const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);
54
54
  if (pickResult.pickedPoint && pickResult.ray) {
@@ -73,10 +73,10 @@ export class GeospatialCameraMovement extends CameraMovement {
73
73
  */
74
74
  _recalculateDragPlaneHitPoint(hitPointRadius, ray, localToEcefResult) {
75
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  // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal
76
- this.calculateUpVectorFromPoint(this._cameraPosition, this._dragPlaneNormal);
76
+ this.calculateUpVectorFromPointToRef(this._cameraPosition, this._dragPlaneNormal);
77
77
  this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPointEcef);
78
78
  // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation
79
- ComputeLocalBasisToRefs(this._dragPlaneOriginPointEcef, TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], this._scene.useRightHandedSystem, this.calculateUpVectorFromPoint);
79
+ ComputeLocalBasisToRefs(this._dragPlaneOriginPointEcef, TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], this._scene.useRightHandedSystem, this.calculateUpVectorFromPointToRef);
80
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  const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], localToEcefResult);
81
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  localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z);
82
82
  const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]);
@@ -118,7 +118,7 @@ export class GeospatialCameraMovement extends CameraMovement {
118
118
  const currentRadius = this._cameraPosition.length();
119
119
  // Dampen the pan speed based on latitude (slower near poles)
120
120
  const upAtCenter = TmpVectors.Vector3[7];
121
- this.calculateUpVectorFromPoint(cameraCenter, upAtCenter);
121
+ this.calculateUpVectorFromPointToRef(cameraCenter, upAtCenter);
122
122
  // Latitude is derived from the Z component of the up vector (ECEF convention: Z = polar axis)
123
123
  const sineOfSphericalLat = upAtCenter.z;
124
124
  const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat));
@@ -205,12 +205,12 @@ function IntersectRayWithPlaneToRef(ray, plane, ref) {
205
205
  * @param refNorth - Receives the north direction
206
206
  * @param refUp - Receives the up (outward) direction
207
207
  * @param useRightHandedSystem - Whether the scene uses a right-handed coordinate system (default: false)
208
- * @param calculateUpVectorFromPoint - Optional function to calculate the up vector from a point. If supplied, this function will be used instead of assuming a spherical geocentric normal, allowing support for non-spherical planets or custom up vector logic.
208
+ * @param calculateUpVectorFromPointToRef - Optional function to calculate the up vector from a point. If supplied, this function will be used instead of assuming a spherical geocentric normal, allowing support for non-spherical planets or custom up vector logic.
209
209
  * @internal
210
210
  */
211
- export function ComputeLocalBasisToRefs(worldPos, refEast, refNorth, refUp, useRightHandedSystem = false, calculateUpVectorFromPoint) {
212
- if (calculateUpVectorFromPoint) {
213
- calculateUpVectorFromPoint(worldPos, refUp);
211
+ export function ComputeLocalBasisToRefs(worldPos, refEast, refNorth, refUp, useRightHandedSystem = false, calculateUpVectorFromPointToRef) {
212
+ if (calculateUpVectorFromPointToRef) {
213
+ calculateUpVectorFromPointToRef(worldPos, refUp);
214
214
  }
215
215
  else {
216
216
  // up = normalized position (geocentric normal)
@@ -1 +1 @@
1
- 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{ CameraMovement } from \"./cameraMovement\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport type { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { GeospatialCamera } from \"./geospatialCamera\";\r\n\r\n/**\r\n * Geospatial-specific camera movement system that extends the base movement with\r\n * raycasting and altitude-aware zoom constraints.\r\n *\r\n * This class encapsulates geospatial camera movement logic:\r\n * - Dragging in a way which keeps cursor anchored to globe\r\n * - Latitude-based pan speed dampening\r\n * - Zoom speed scaling based on distance to center\r\n * - Raycasting to determine zoom constraints based on terrain/globe\r\n * - Altitude-based zoom clamping\r\n * - Zoom direction calculation (towards cursor vs along look vector)\r\n */\r\nexport class GeospatialCameraMovement extends CameraMovement {\r\n /** Predicate function to determine which meshes to pick against (e.g., globe mesh) */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** World-space picked point under cursor for zoom-to-cursor behavior (may be undefined) */\r\n public computedPerFrameZoomPickPoint?: Vector3;\r\n\r\n public zoomToCursor: boolean = true;\r\n\r\n private _tempPickingRay: Ray;\r\n\r\n private _hitPointRadius?: number = undefined;\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPointEcef: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n private _previousDragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n\r\n constructor(\r\n scene: Scene,\r\n public limits: GeospatialLimits,\r\n cameraPosition: Vector3,\r\n private _cameraCenter: Vector3,\r\n private _cameraLookAt: Vector3,\r\n pickPredicate?: MeshPredicate,\r\n behavior?: InterpolatingBehavior<GeospatialCamera>\r\n ) {\r\n super(scene, cameraPosition, behavior);\r\n this.pickPredicate = pickPredicate;\r\n this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt);\r\n this.panInertia = 0;\r\n this.rotationInertia = 0;\r\n this.rotationXSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.zoomSpeed = 2; // Base zoom speed; actual speed is scaled based on altitude\r\n }\r\n\r\n /**\r\n * Function to calculate the up vector from a given point.\r\n * Can be overridden to support non-spherical planets or custom up vector logic.\r\n * Defaults to using the geocentric normal.\r\n * @param point The point from which to calculate the up vector (e.g., camera position)\r\n * @param result The vector to store the calculated up vector\r\n * @returns The calculated up vector\r\n */\r\n public calculateUpVectorFromPoint(point: Vector3, result: Vector3): Vector3 {\r\n return point.normalizeToRef(result);\r\n }\r\n\r\n public startDrag(pointerX: number, pointerY: number) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, TmpVectors.Matrix[0]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n }\r\n\r\n public stopDrag() {\r\n this._hitPointRadius = undefined;\r\n }\r\n\r\n /**\r\n * The previous drag plane hit point in local space is stored to compute the movement delta.\r\n * As the drag movement occurs, we will continuously recalculate this point. The delta between the previous and current hit points is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param localToEcefResult The matrix to convert from local to ECEF space\r\n */\r\n private _recalculateDragPlaneHitPoint(hitPointRadius: number, ray: Ray, localToEcefResult: Matrix): void {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this.calculateUpVectorFromPoint(this._cameraPosition, this._dragPlaneNormal);\r\n this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPointEcef);\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n ComputeLocalBasisToRefs(\r\n this._dragPlaneOriginPointEcef,\r\n TmpVectors.Vector3[0],\r\n TmpVectors.Vector3[1],\r\n TmpVectors.Vector3[2],\r\n this._scene.useRightHandedSystem,\r\n this.calculateUpVectorFromPoint\r\n );\r\n const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], localToEcefResult);\r\n localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z);\r\n const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n // Now create a plane at that point, perpendicular to the camera's geocentric normal\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPointEcef, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane.\r\n if (IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPointLocal)) {\r\n // If hit, convert the drag plane hit point into the local space.\r\n Vector3.TransformCoordinatesToRef(this._dragPlaneHitPointLocal, ecefToLocal, this._dragPlaneHitPointLocal);\r\n }\r\n }\r\n\r\n public handleDrag(pointerX: number, pointerY: number) {\r\n if (this._hitPointRadius) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.ray) {\r\n const localToEcef = TmpVectors.Matrix[0];\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, localToEcef);\r\n\r\n const delta = this._dragPlaneHitPointLocal.subtractToRef(this._previousDragPlaneHitPointLocal, TmpVectors.Vector3[6]);\r\n\r\n // When the camera is pitched nearly parallel to the drag plane, ray-plane intersection\r\n // can produce enormous deltas. Clamp the delta to avoid massive jumps.\r\n const maxDragDelta = this._hitPointRadius * 0.1; // Max 10% of hit radius per frame\r\n const deltaLength = delta.length();\r\n if (deltaLength > maxDragDelta) {\r\n delta.scaleInPlace(maxDragDelta / deltaLength);\r\n }\r\n\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n\r\n Vector3.TransformNormalToRef(delta, localToEcef, delta);\r\n this._dragPlaneOriginPointEcef.addInPlace(delta);\r\n\r\n this.panAccumulatedPixels.subtractInPlace(delta);\r\n }\r\n }\r\n }\r\n\r\n /** @override */\r\n public override computeCurrentFrameDeltas(): void {\r\n const cameraCenter = this._cameraCenter;\r\n\r\n // Slows down panning near the poles\r\n if (this.panAccumulatedPixels.lengthSquared() > Epsilon) {\r\n const centerRadius = cameraCenter.length(); // distance from planet origin to camera center\r\n const currentRadius = this._cameraPosition.length();\r\n // Dampen the pan speed based on latitude (slower near poles)\r\n const upAtCenter = TmpVectors.Vector3[7];\r\n this.calculateUpVectorFromPoint(cameraCenter, upAtCenter);\r\n // Latitude is derived from the Z component of the up vector (ECEF convention: Z = polar axis)\r\n const sineOfSphericalLat = upAtCenter.z;\r\n const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat));\r\n const latitudeDampening = Math.sqrt(Math.abs(cosOfSphericalLat)); // sqrt here reduces effect near equator\r\n\r\n // Reduce the dampening effect near surface (so that at ground level, pan speed is not affected by latitude)\r\n const height = Math.max(currentRadius - centerRadius, Epsilon);\r\n const latitudeDampeningScale = Math.max(1, centerRadius / height);\r\n\r\n this._panSpeedMultiplier = Clamp(latitudeDampeningScale * latitudeDampening, 0, 1);\r\n } else {\r\n this._panSpeedMultiplier = 1;\r\n }\r\n\r\n // If a pan drag or rotate is occurring, stop zooming.\r\n let zoomTargetDistance: number | undefined;\r\n if (this.isDragging || this.rotationAccumulatedPixels.lengthSquared() > Epsilon) {\r\n this._zoomSpeedMultiplier = 0;\r\n this._zoomVelocity = 0;\r\n } else {\r\n zoomTargetDistance = this.computedPerFrameZoomPickPoint ? Vector3Distance(this._cameraPosition, this.computedPerFrameZoomPickPoint) : undefined;\r\n\r\n // Scales zoom movement speed based on camera distance to zoom target.\r\n this._zoomSpeedMultiplier = (zoomTargetDistance ?? Vector3Distance(this._cameraPosition, cameraCenter)) * 0.01;\r\n }\r\n\r\n super.computeCurrentFrameDeltas();\r\n }\r\n\r\n public get isDragging() {\r\n return this._hitPointRadius !== undefined;\r\n }\r\n\r\n public handleZoom(zoomDelta: number, toCursor: boolean) {\r\n if (zoomDelta !== 0) {\r\n this.zoomAccumulatedPixels += zoomDelta;\r\n\r\n const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);\r\n\r\n if (toCursor && pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) {\r\n this.computedPerFrameZoomPickPoint = pickResult.pickedPoint;\r\n } else {\r\n // If no hit under cursor or explicitly told not to zoom to cursor, zoom along lookVector instead\r\n const lookPickResult = this.pickAlongVector(this._cameraLookAt);\r\n this.computedPerFrameZoomPickPoint = lookPickResult?.pickedPoint ?? undefined;\r\n }\r\n }\r\n }\r\n\r\n public pickAlongVector(vector: Vector3): Nullable<PickingInfo> {\r\n this._tempPickingRay.origin.copyFrom(this._cameraPosition);\r\n this._tempPickingRay.direction.copyFrom(vector);\r\n return this._scene.pickWithRay(this._tempPickingRay, this.pickPredicate);\r\n }\r\n}\r\n/** @internal */\r\nexport function ClampCenterFromPolesInPlace(center: Vector3) {\r\n const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees\r\n const centerMagnitude = center.length(); // distance from planet origin\r\n if (centerMagnitude > Epsilon) {\r\n const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;\r\n if (Math.abs(sineSphericalLat) > sineOfSphericalLatitudeLimit) {\r\n // Clamp the spherical latitude (and derive longitude)\r\n const sineOfClampedSphericalLat = Clamp(sineSphericalLat, -sineOfSphericalLatitudeLimit, sineOfSphericalLatitudeLimit);\r\n const cosineOfClampedSphericalLat = Math.sqrt(1 - sineOfClampedSphericalLat * sineOfClampedSphericalLat);\r\n const longitude = Math.atan2(center.y, center.x);\r\n\r\n // Spherical to Cartesian\r\n const newX = centerMagnitude * Math.cos(longitude) * cosineOfClampedSphericalLat;\r\n const newY = centerMagnitude * Math.sin(longitude) * cosineOfClampedSphericalLat;\r\n const newZ = centerMagnitude * sineOfClampedSphericalLat;\r\n\r\n center.set(newX, newY, newZ);\r\n }\r\n }\r\n return center;\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\n/**\r\n * Helper to build east/north/up basis vectors at a world position.\r\n * Cross product order is swapped based on handedness so that the east vector\r\n * encodes the coordinate-system convention, removing the need for a separate yawScale.\r\n * @param worldPos - The position on the globe\r\n * @param refEast - Receives the east direction\r\n * @param refNorth - Receives the north direction\r\n * @param refUp - Receives the up (outward) direction\r\n * @param useRightHandedSystem - Whether the scene uses a right-handed coordinate system (default: false)\r\n * @param calculateUpVectorFromPoint - Optional function to calculate the up vector from a point. If supplied, this function will be used instead of assuming a spherical geocentric normal, allowing support for non-spherical planets or custom up vector logic.\r\n * @internal\r\n */\r\nexport function ComputeLocalBasisToRefs(\r\n worldPos: Vector3,\r\n refEast: Vector3,\r\n refNorth: Vector3,\r\n refUp: Vector3,\r\n useRightHandedSystem: boolean = false,\r\n calculateUpVectorFromPoint?: (point: Vector3, result: Vector3) => Vector3\r\n): void {\r\n if (calculateUpVectorFromPoint) {\r\n calculateUpVectorFromPoint(worldPos, refUp);\r\n } else {\r\n // up = normalized position (geocentric normal)\r\n refUp.copyFrom(worldPos).normalize();\r\n }\r\n\r\n // east – cross product order determines handedness\r\n const worldNorth = Vector3.LeftHandedForwardReadOnly; // (0,0,1)\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(worldNorth, refUp, refEast);\r\n } else {\r\n Vector3.CrossToRef(refUp, worldNorth, refEast);\r\n }\r\n\r\n // at poles, cross with worldRight instead\r\n if (refEast.lengthSquared() < Epsilon) {\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(Vector3.Right(), refUp, refEast);\r\n } else {\r\n Vector3.CrossToRef(refUp, Vector3.Right(), refEast);\r\n }\r\n }\r\n refEast.normalize();\r\n\r\n // north – completes the basis (cross order also swapped for handedness)\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(refUp, refEast, refNorth);\r\n } else {\r\n Vector3.CrossToRef(refEast, refUp, refNorth);\r\n }\r\n refNorth.normalize();\r\n}\r\n"]}
1
+ 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{ CameraMovement } from \"./cameraMovement\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport type { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { GeospatialCamera } from \"./geospatialCamera\";\r\n\r\n/**\r\n * Geospatial-specific camera movement system that extends the base movement with\r\n * raycasting and altitude-aware zoom constraints.\r\n *\r\n * This class encapsulates geospatial camera movement logic:\r\n * - Dragging in a way which keeps cursor anchored to globe\r\n * - Latitude-based pan speed dampening\r\n * - Zoom speed scaling based on distance to center\r\n * - Raycasting to determine zoom constraints based on terrain/globe\r\n * - Altitude-based zoom clamping\r\n * - Zoom direction calculation (towards cursor vs along look vector)\r\n */\r\nexport class GeospatialCameraMovement extends CameraMovement {\r\n /** Predicate function to determine which meshes to pick against (e.g., globe mesh) */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** World-space picked point under cursor for zoom-to-cursor behavior (may be undefined) */\r\n public computedPerFrameZoomPickPoint?: Vector3;\r\n\r\n public zoomToCursor: boolean = true;\r\n\r\n private _tempPickingRay: Ray;\r\n\r\n private _hitPointRadius?: number = undefined;\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPointEcef: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n private _previousDragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n\r\n constructor(\r\n scene: Scene,\r\n public limits: GeospatialLimits,\r\n cameraPosition: Vector3,\r\n private _cameraCenter: Vector3,\r\n private _cameraLookAt: Vector3,\r\n pickPredicate?: MeshPredicate,\r\n behavior?: InterpolatingBehavior<GeospatialCamera>\r\n ) {\r\n super(scene, cameraPosition, behavior);\r\n this.pickPredicate = pickPredicate;\r\n this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt);\r\n this.panInertia = 0;\r\n this.rotationInertia = 0;\r\n this.rotationXSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.zoomSpeed = 2; // Base zoom speed; actual speed is scaled based on altitude\r\n }\r\n\r\n /**\r\n * Function to calculate the up vector from a given point.\r\n * Can be overridden to support non-spherical planets or custom up vector logic.\r\n * Defaults to using the geocentric normal.\r\n * @param point The point from which to calculate the up vector (e.g., camera position)\r\n * @param result The vector to store the calculated up vector\r\n * @returns The calculated up vector\r\n */\r\n public calculateUpVectorFromPointToRef = (point: Vector3, result: Vector3): Vector3 => {\r\n return point.normalizeToRef(result);\r\n };\r\n\r\n public startDrag(pointerX: number, pointerY: number) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, TmpVectors.Matrix[0]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n }\r\n\r\n public stopDrag() {\r\n this._hitPointRadius = undefined;\r\n }\r\n\r\n /**\r\n * The previous drag plane hit point in local space is stored to compute the movement delta.\r\n * As the drag movement occurs, we will continuously recalculate this point. The delta between the previous and current hit points is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param localToEcefResult The matrix to convert from local to ECEF space\r\n */\r\n private _recalculateDragPlaneHitPoint(hitPointRadius: number, ray: Ray, localToEcefResult: Matrix): void {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this.calculateUpVectorFromPointToRef(this._cameraPosition, this._dragPlaneNormal);\r\n this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPointEcef);\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n ComputeLocalBasisToRefs(\r\n this._dragPlaneOriginPointEcef,\r\n TmpVectors.Vector3[0],\r\n TmpVectors.Vector3[1],\r\n TmpVectors.Vector3[2],\r\n this._scene.useRightHandedSystem,\r\n this.calculateUpVectorFromPointToRef\r\n );\r\n const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], localToEcefResult);\r\n localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z);\r\n const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n // Now create a plane at that point, perpendicular to the camera's geocentric normal\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPointEcef, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane.\r\n if (IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPointLocal)) {\r\n // If hit, convert the drag plane hit point into the local space.\r\n Vector3.TransformCoordinatesToRef(this._dragPlaneHitPointLocal, ecefToLocal, this._dragPlaneHitPointLocal);\r\n }\r\n }\r\n\r\n public handleDrag(pointerX: number, pointerY: number) {\r\n if (this._hitPointRadius) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.ray) {\r\n const localToEcef = TmpVectors.Matrix[0];\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, localToEcef);\r\n\r\n const delta = this._dragPlaneHitPointLocal.subtractToRef(this._previousDragPlaneHitPointLocal, TmpVectors.Vector3[6]);\r\n\r\n // When the camera is pitched nearly parallel to the drag plane, ray-plane intersection\r\n // can produce enormous deltas. Clamp the delta to avoid massive jumps.\r\n const maxDragDelta = this._hitPointRadius * 0.1; // Max 10% of hit radius per frame\r\n const deltaLength = delta.length();\r\n if (deltaLength > maxDragDelta) {\r\n delta.scaleInPlace(maxDragDelta / deltaLength);\r\n }\r\n\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n\r\n Vector3.TransformNormalToRef(delta, localToEcef, delta);\r\n this._dragPlaneOriginPointEcef.addInPlace(delta);\r\n\r\n this.panAccumulatedPixels.subtractInPlace(delta);\r\n }\r\n }\r\n }\r\n\r\n /** @override */\r\n public override computeCurrentFrameDeltas(): void {\r\n const cameraCenter = this._cameraCenter;\r\n\r\n // Slows down panning near the poles\r\n if (this.panAccumulatedPixels.lengthSquared() > Epsilon) {\r\n const centerRadius = cameraCenter.length(); // distance from planet origin to camera center\r\n const currentRadius = this._cameraPosition.length();\r\n // Dampen the pan speed based on latitude (slower near poles)\r\n const upAtCenter = TmpVectors.Vector3[7];\r\n this.calculateUpVectorFromPointToRef(cameraCenter, upAtCenter);\r\n // Latitude is derived from the Z component of the up vector (ECEF convention: Z = polar axis)\r\n const sineOfSphericalLat = upAtCenter.z;\r\n const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat));\r\n const latitudeDampening = Math.sqrt(Math.abs(cosOfSphericalLat)); // sqrt here reduces effect near equator\r\n\r\n // Reduce the dampening effect near surface (so that at ground level, pan speed is not affected by latitude)\r\n const height = Math.max(currentRadius - centerRadius, Epsilon);\r\n const latitudeDampeningScale = Math.max(1, centerRadius / height);\r\n\r\n this._panSpeedMultiplier = Clamp(latitudeDampeningScale * latitudeDampening, 0, 1);\r\n } else {\r\n this._panSpeedMultiplier = 1;\r\n }\r\n\r\n // If a pan drag or rotate is occurring, stop zooming.\r\n let zoomTargetDistance: number | undefined;\r\n if (this.isDragging || this.rotationAccumulatedPixels.lengthSquared() > Epsilon) {\r\n this._zoomSpeedMultiplier = 0;\r\n this._zoomVelocity = 0;\r\n } else {\r\n zoomTargetDistance = this.computedPerFrameZoomPickPoint ? Vector3Distance(this._cameraPosition, this.computedPerFrameZoomPickPoint) : undefined;\r\n\r\n // Scales zoom movement speed based on camera distance to zoom target.\r\n this._zoomSpeedMultiplier = (zoomTargetDistance ?? Vector3Distance(this._cameraPosition, cameraCenter)) * 0.01;\r\n }\r\n\r\n super.computeCurrentFrameDeltas();\r\n }\r\n\r\n public get isDragging() {\r\n return this._hitPointRadius !== undefined;\r\n }\r\n\r\n public handleZoom(zoomDelta: number, toCursor: boolean) {\r\n if (zoomDelta !== 0) {\r\n this.zoomAccumulatedPixels += zoomDelta;\r\n\r\n const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);\r\n\r\n if (toCursor && pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) {\r\n this.computedPerFrameZoomPickPoint = pickResult.pickedPoint;\r\n } else {\r\n // If no hit under cursor or explicitly told not to zoom to cursor, zoom along lookVector instead\r\n const lookPickResult = this.pickAlongVector(this._cameraLookAt);\r\n this.computedPerFrameZoomPickPoint = lookPickResult?.pickedPoint ?? undefined;\r\n }\r\n }\r\n }\r\n\r\n public pickAlongVector(vector: Vector3): Nullable<PickingInfo> {\r\n this._tempPickingRay.origin.copyFrom(this._cameraPosition);\r\n this._tempPickingRay.direction.copyFrom(vector);\r\n return this._scene.pickWithRay(this._tempPickingRay, this.pickPredicate);\r\n }\r\n}\r\n/** @internal */\r\nexport function ClampCenterFromPolesInPlace(center: Vector3) {\r\n const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees\r\n const centerMagnitude = center.length(); // distance from planet origin\r\n if (centerMagnitude > Epsilon) {\r\n const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;\r\n if (Math.abs(sineSphericalLat) > sineOfSphericalLatitudeLimit) {\r\n // Clamp the spherical latitude (and derive longitude)\r\n const sineOfClampedSphericalLat = Clamp(sineSphericalLat, -sineOfSphericalLatitudeLimit, sineOfSphericalLatitudeLimit);\r\n const cosineOfClampedSphericalLat = Math.sqrt(1 - sineOfClampedSphericalLat * sineOfClampedSphericalLat);\r\n const longitude = Math.atan2(center.y, center.x);\r\n\r\n // Spherical to Cartesian\r\n const newX = centerMagnitude * Math.cos(longitude) * cosineOfClampedSphericalLat;\r\n const newY = centerMagnitude * Math.sin(longitude) * cosineOfClampedSphericalLat;\r\n const newZ = centerMagnitude * sineOfClampedSphericalLat;\r\n\r\n center.set(newX, newY, newZ);\r\n }\r\n }\r\n return center;\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\n/**\r\n * Helper to build east/north/up basis vectors at a world position.\r\n * Cross product order is swapped based on handedness so that the east vector\r\n * encodes the coordinate-system convention, removing the need for a separate yawScale.\r\n * @param worldPos - The position on the globe\r\n * @param refEast - Receives the east direction\r\n * @param refNorth - Receives the north direction\r\n * @param refUp - Receives the up (outward) direction\r\n * @param useRightHandedSystem - Whether the scene uses a right-handed coordinate system (default: false)\r\n * @param calculateUpVectorFromPointToRef - Optional function to calculate the up vector from a point. If supplied, this function will be used instead of assuming a spherical geocentric normal, allowing support for non-spherical planets or custom up vector logic.\r\n * @internal\r\n */\r\nexport function ComputeLocalBasisToRefs(\r\n worldPos: Vector3,\r\n refEast: Vector3,\r\n refNorth: Vector3,\r\n refUp: Vector3,\r\n useRightHandedSystem: boolean = false,\r\n calculateUpVectorFromPointToRef?: (point: Vector3, result: Vector3) => Vector3\r\n): void {\r\n if (calculateUpVectorFromPointToRef) {\r\n calculateUpVectorFromPointToRef(worldPos, refUp);\r\n } else {\r\n // up = normalized position (geocentric normal)\r\n refUp.copyFrom(worldPos).normalize();\r\n }\r\n\r\n // east – cross product order determines handedness\r\n const worldNorth = Vector3.LeftHandedForwardReadOnly; // (0,0,1)\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(worldNorth, refUp, refEast);\r\n } else {\r\n Vector3.CrossToRef(refUp, worldNorth, refEast);\r\n }\r\n\r\n // at poles, cross with worldRight instead\r\n if (refEast.lengthSquared() < Epsilon) {\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(Vector3.Right(), refUp, refEast);\r\n } else {\r\n Vector3.CrossToRef(refUp, Vector3.Right(), refEast);\r\n }\r\n }\r\n refEast.normalize();\r\n\r\n // north – completes the basis (cross order also swapped for handedness)\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(refUp, refEast, refNorth);\r\n } else {\r\n Vector3.CrossToRef(refEast, refUp, refNorth);\r\n }\r\n refNorth.normalize();\r\n}\r\n"]}
@@ -17,6 +17,7 @@ AbstractEngine.prototype.releaseRenderPassId = function (id) {
17
17
  const scene = this.scenes[s];
18
18
  for (let m = 0; m < scene.meshes.length; ++m) {
19
19
  const mesh = scene.meshes[m];
20
+ mesh._releaseRenderPassId(id);
20
21
  if (mesh.subMeshes) {
21
22
  for (let b = 0; b < mesh.subMeshes.length; ++b) {
22
23
  const subMesh = mesh.subMeshes[b];
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"abstractEngine.renderPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/AbstractEngine/abstractEngine.renderPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAgCnD,cAAc,CAAC,SAAS,CAAC,kBAAkB,GAAG;IAC1C,OAAO,IAAI,CAAC,gBAAgB,CAAC;AACjC,CAAC,CAAC;AAEF,cAAc,CAAC,SAAS,CAAC,wBAAwB,GAAG;IAChD,OAAO,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;AAC3D,CAAC,CAAC;AAEF,cAAc,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,IAAa;IACjE,+DAA+D;IAC/D,MAAM,EAAE,GAAG,EAAE,cAAc,CAAC,oBAAoB,CAAC;IACjD,IAAI,CAAC,gBAAgB,CAAC,EAAE,CAAC,GAAG,IAAI,IAAI,QAAQ,CAAC;IAC7C,OAAO,EAAE,CAAC;AACd,CAAC,CAAC;AAEF,cAAc,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,EAAU;IAC/D,IAAI,CAAC,gBAAgB,CAAC,EAAE,CAAC,GAAG,SAAgB,CAAC;IAE7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;QAC1C,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAC3C,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YAC7B,IAAI,CAAC,oBAAoB,CAAC,EAAE,CAAC,CAAC;YAC9B,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACjB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;oBAC7C,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,OAAO,CAAC,kBAAkB,CAAC,EAAE,CAAC,CAAC;gBACnC,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;AACL,CAAC,CAAC","sourcesContent":["import { AbstractEngine } from \"../abstractEngine\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Gets the names of the render passes that are currently created\r\n * @returns list of the render pass names\r\n */\r\n getRenderPassNames(): string[];\r\n\r\n /**\r\n * Gets the name of the current render pass\r\n * @returns name of the current render pass\r\n */\r\n getCurrentRenderPassName(): string;\r\n\r\n /**\r\n * Creates a render pass id\r\n * @param name Name of the render pass (for debug purpose only)\r\n * @returns the id of the new render pass\r\n */\r\n createRenderPassId(name?: string): number;\r\n\r\n /**\r\n * Releases a render pass id\r\n * @param id id of the render pass to release\r\n */\r\n releaseRenderPassId(id: number): void;\r\n }\r\n}\r\n\r\nAbstractEngine.prototype.getRenderPassNames = function (): string[] {\r\n return this._renderPassNames;\r\n};\r\n\r\nAbstractEngine.prototype.getCurrentRenderPassName = function (): string {\r\n return this._renderPassNames[this.currentRenderPassId];\r\n};\r\n\r\nAbstractEngine.prototype.createRenderPassId = function (name?: string): number {\r\n // Note: render pass id == 0 is always for the main render pass\r\n const id = ++AbstractEngine._RenderPassIdCounter;\r\n this._renderPassNames[id] = name ?? \"NONAME\";\r\n return id;\r\n};\r\n\r\nAbstractEngine.prototype.releaseRenderPassId = function (id: number): void {\r\n this._renderPassNames[id] = undefined as any;\r\n\r\n for (let s = 0; s < this.scenes.length; ++s) {\r\n const scene = this.scenes[s];\r\n for (let m = 0; m < scene.meshes.length; ++m) {\r\n const mesh = scene.meshes[m];\r\n mesh._releaseRenderPassId(id);\r\n if (mesh.subMeshes) {\r\n for (let b = 0; b < mesh.subMeshes.length; ++b) {\r\n const subMesh = mesh.subMeshes[b];\r\n subMesh._removeDrawWrapper(id);\r\n }\r\n }\r\n }\r\n }\r\n};\r\n"]}
@@ -129,7 +129,7 @@ ThinEngine.prototype.endTimeQuery = function (token) {
129
129
  available = this._getTimeQueryAvailability(token._timeElapsedQuery);
130
130
  }
131
131
  if (available && !disjoint) {
132
- let result = 0;
132
+ let result;
133
133
  if (caps.canUseTimestampForTimerQuery) {
134
134
  if (!token._startTimeQuery || !token._endTimeQuery) {
135
135
  return -1;
@@ -1 +1 @@
1
- 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type { Nullable, int } from \"../../types\";\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { _TimeToken } from \"../../Instrumentation/timeToken\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\nimport type { OcclusionQuery } from \"../AbstractEngine/abstractEngine.query\";\r\n\r\nimport \"../AbstractEngine/abstractEngine.timeQuery\";\r\nimport \"../AbstractEngine/abstractEngine.query\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface ThinEngine {\r\n /**\r\n * @internal\r\n */\r\n _captureGPUFrameTime: boolean;\r\n\r\n /**\r\n * Starts a time query (used to measure time spent by the GPU on a specific frame)\r\n * Please note that only one query can be issued at a time\r\n * @returns a time token used to track the time span\r\n */\r\n startTimeQuery(): Nullable<_TimeToken>;\r\n\r\n /**\r\n * Ends a time query\r\n * @param token defines the token used to measure the time span\r\n * @returns the time spent (in ns)\r\n */\r\n endTimeQuery(token: _TimeToken): int;\r\n\r\n /** @internal */\r\n _currentNonTimestampToken: Nullable<_TimeToken>;\r\n /** @internal */\r\n _gpuFrameTimeToken: Nullable<_TimeToken>;\r\n /** @internal */\r\n _onBeginFrameObserver: Nullable<Observer<AbstractEngine>>;\r\n /** @internal */\r\n _onEndFrameObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /** @internal */\r\n _createTimeQuery(): Nullable<WebGLQuery>;\r\n\r\n /** @internal */\r\n _deleteTimeQuery(query: WebGLQuery): void;\r\n\r\n /** @internal */\r\n _getGlAlgorithmType(algorithmType: number): number;\r\n\r\n /** @internal */\r\n _getTimeQueryResult(query: WebGLQuery): any;\r\n\r\n /** @internal */\r\n _getTimeQueryAvailability(query: WebGLQuery): any;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createQuery = function (): OcclusionQuery {\r\n const query = this._gl.createQuery();\r\n if (!query) {\r\n throw new Error(\"Unable to create Occlusion Query\");\r\n }\r\n return query;\r\n};\r\n\r\nThinEngine.prototype.deleteQuery = function (query: OcclusionQuery): ThinEngine {\r\n this._gl.deleteQuery(query);\r\n\r\n return this;\r\n};\r\n\r\nThinEngine.prototype.isQueryResultAvailable = function (query: OcclusionQuery): boolean {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE) as boolean;\r\n};\r\n\r\nThinEngine.prototype.getQueryResult = function (query: OcclusionQuery): number {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT) as number;\r\n};\r\n\r\nThinEngine.prototype.beginOcclusionQuery = function (algorithmType: number, query: OcclusionQuery): boolean {\r\n const glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.beginQuery(glAlgorithm, query);\r\n\r\n return true;\r\n};\r\n\r\nThinEngine.prototype.endOcclusionQuery = function (algorithmType: number): ThinEngine {\r\n const glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.endQuery(glAlgorithm);\r\n\r\n return this;\r\n};\r\n\r\nThinEngine.prototype._createTimeQuery = function (): Nullable<WebGLQuery> {\r\n const timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.createQueryEXT) {\r\n return timerQuery.createQueryEXT();\r\n }\r\n\r\n return this.createQuery();\r\n};\r\n\r\nThinEngine.prototype._deleteTimeQuery = function (query: WebGLQuery): void {\r\n const timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.deleteQueryEXT) {\r\n timerQuery.deleteQueryEXT(query);\r\n return;\r\n }\r\n\r\n this.deleteQuery(query);\r\n};\r\n\r\nThinEngine.prototype._getTimeQueryResult = function (query: WebGLQuery): any {\r\n const timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);\r\n }\r\n return this.getQueryResult(query);\r\n};\r\n\r\nThinEngine.prototype._getTimeQueryAvailability = function (query: WebGLQuery): any {\r\n const timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);\r\n }\r\n return this.isQueryResultAvailable(query);\r\n};\r\n\r\nThinEngine.prototype.startTimeQuery = function (): Nullable<_TimeToken> {\r\n const caps = this.getCaps();\r\n const timerQuery = caps.timerQuery;\r\n if (!timerQuery) {\r\n return null;\r\n }\r\n\r\n const token = new _TimeToken();\r\n this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n if (caps.canUseTimestampForTimerQuery) {\r\n token._startTimeQuery = this._createTimeQuery();\r\n\r\n if (token._startTimeQuery) {\r\n timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n }\r\n } else {\r\n if (this._currentNonTimestampToken) {\r\n return this._currentNonTimestampToken;\r\n }\r\n\r\n token._timeElapsedQuery = this._createTimeQuery();\r\n if (token._timeElapsedQuery) {\r\n if (timerQuery.beginQueryEXT) {\r\n timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n } else {\r\n this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n }\r\n }\r\n\r\n this._currentNonTimestampToken = token;\r\n }\r\n return token;\r\n};\r\n\r\nThinEngine.prototype.endTimeQuery = function (token: _TimeToken): int {\r\n const caps = this.getCaps();\r\n const timerQuery = caps.timerQuery;\r\n if (!timerQuery || !token) {\r\n return -1;\r\n }\r\n\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery) {\r\n return -1;\r\n }\r\n if (!token._endTimeQuery) {\r\n token._endTimeQuery = this._createTimeQuery();\r\n if (token._endTimeQuery) {\r\n timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n }\r\n }\r\n } else if (!token._timeElapsedQueryEnded) {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n if (timerQuery.endQueryEXT) {\r\n timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);\r\n } else {\r\n this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);\r\n this._currentNonTimestampToken = null;\r\n }\r\n token._timeElapsedQueryEnded = true;\r\n }\r\n\r\n const disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n let available: boolean = false;\r\n if (token._endTimeQuery) {\r\n available = this._getTimeQueryAvailability(token._endTimeQuery);\r\n } else if (token._timeElapsedQuery) {\r\n available = this._getTimeQueryAvailability(token._timeElapsedQuery);\r\n }\r\n\r\n if (available && !disjoint) {\r\n let result = 0;\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery || !token._endTimeQuery) {\r\n return -1;\r\n }\r\n const timeStart = this._getTimeQueryResult(token._startTimeQuery);\r\n const timeEnd = this._getTimeQueryResult(token._endTimeQuery);\r\n\r\n result = timeEnd - timeStart;\r\n this._deleteTimeQuery(token._startTimeQuery);\r\n this._deleteTimeQuery(token._endTimeQuery);\r\n token._startTimeQuery = null;\r\n token._endTimeQuery = null;\r\n } else {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n\r\n result = this._getTimeQueryResult(token._timeElapsedQuery);\r\n this._deleteTimeQuery(token._timeElapsedQuery);\r\n token._timeElapsedQuery = null;\r\n token._timeElapsedQueryEnded = false;\r\n }\r\n return result;\r\n }\r\n\r\n return -1;\r\n};\r\n\r\nThinEngine.prototype.captureGPUFrameTime = function (value: boolean) {\r\n if (value === this._captureGPUFrameTime) {\r\n return;\r\n }\r\n\r\n this._captureGPUFrameTime = value;\r\n\r\n if (value) {\r\n const gpuFrameTime = this.getGPUFrameTimeCounter();\r\n\r\n this._onBeginFrameObserver = this.onBeginFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n this._gpuFrameTimeToken = this.startTimeQuery();\r\n }\r\n });\r\n\r\n this._onEndFrameObserver = this.onEndFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n return;\r\n }\r\n const time = this.endTimeQuery(this._gpuFrameTimeToken);\r\n\r\n if (time > -1) {\r\n this._gpuFrameTimeToken = null;\r\n gpuFrameTime.fetchNewFrame();\r\n gpuFrameTime.addCount(time, true);\r\n }\r\n });\r\n } else {\r\n this.onBeginFrameObservable.remove(this._onBeginFrameObserver);\r\n this._onBeginFrameObserver = null;\r\n this.onEndFrameObservable.remove(this._onEndFrameObserver);\r\n this._onEndFrameObserver = null;\r\n }\r\n};\r\n\r\nThinEngine.prototype._getGlAlgorithmType = function (algorithmType: number): number {\r\n return algorithmType === AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;\r\n};\r\n"]}
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type { Nullable, int } from \"../../types\";\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { _TimeToken } from \"../../Instrumentation/timeToken\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\nimport type { OcclusionQuery } from \"../AbstractEngine/abstractEngine.query\";\r\n\r\nimport \"../AbstractEngine/abstractEngine.timeQuery\";\r\nimport \"../AbstractEngine/abstractEngine.query\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface ThinEngine {\r\n /**\r\n * @internal\r\n */\r\n _captureGPUFrameTime: boolean;\r\n\r\n /**\r\n * Starts a time query (used to measure time spent by the GPU on a specific frame)\r\n * Please note that only one query can be issued at a time\r\n * @returns a time token used to track the time span\r\n */\r\n startTimeQuery(): Nullable<_TimeToken>;\r\n\r\n /**\r\n * Ends a time query\r\n * @param token defines the token used to measure the time span\r\n * @returns the time spent (in ns)\r\n */\r\n endTimeQuery(token: _TimeToken): int;\r\n\r\n /** @internal */\r\n _currentNonTimestampToken: Nullable<_TimeToken>;\r\n /** @internal */\r\n _gpuFrameTimeToken: Nullable<_TimeToken>;\r\n /** @internal */\r\n _onBeginFrameObserver: Nullable<Observer<AbstractEngine>>;\r\n /** @internal */\r\n _onEndFrameObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /** @internal */\r\n _createTimeQuery(): Nullable<WebGLQuery>;\r\n\r\n /** @internal */\r\n _deleteTimeQuery(query: WebGLQuery): void;\r\n\r\n /** @internal */\r\n _getGlAlgorithmType(algorithmType: number): number;\r\n\r\n /** @internal */\r\n _getTimeQueryResult(query: WebGLQuery): any;\r\n\r\n /** @internal */\r\n _getTimeQueryAvailability(query: WebGLQuery): any;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createQuery = function (): OcclusionQuery {\r\n const query = this._gl.createQuery();\r\n if (!query) {\r\n throw new Error(\"Unable to create Occlusion Query\");\r\n }\r\n return query;\r\n};\r\n\r\nThinEngine.prototype.deleteQuery = function (query: OcclusionQuery): ThinEngine {\r\n this._gl.deleteQuery(query);\r\n\r\n return this;\r\n};\r\n\r\nThinEngine.prototype.isQueryResultAvailable = function (query: OcclusionQuery): boolean {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE) as boolean;\r\n};\r\n\r\nThinEngine.prototype.getQueryResult = function (query: OcclusionQuery): number {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT) as number;\r\n};\r\n\r\nThinEngine.prototype.beginOcclusionQuery = function (algorithmType: number, query: OcclusionQuery): boolean {\r\n const glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.beginQuery(glAlgorithm, query);\r\n\r\n return true;\r\n};\r\n\r\nThinEngine.prototype.endOcclusionQuery = function (algorithmType: number): ThinEngine {\r\n const glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.endQuery(glAlgorithm);\r\n\r\n return this;\r\n};\r\n\r\nThinEngine.prototype._createTimeQuery = function (): Nullable<WebGLQuery> {\r\n const timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.createQueryEXT) {\r\n return timerQuery.createQueryEXT();\r\n }\r\n\r\n return this.createQuery();\r\n};\r\n\r\nThinEngine.prototype._deleteTimeQuery = function (query: WebGLQuery): void {\r\n const timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.deleteQueryEXT) {\r\n timerQuery.deleteQueryEXT(query);\r\n return;\r\n }\r\n\r\n this.deleteQuery(query);\r\n};\r\n\r\nThinEngine.prototype._getTimeQueryResult = function (query: WebGLQuery): any {\r\n const timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);\r\n }\r\n return this.getQueryResult(query);\r\n};\r\n\r\nThinEngine.prototype._getTimeQueryAvailability = function (query: WebGLQuery): any {\r\n const timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);\r\n }\r\n return this.isQueryResultAvailable(query);\r\n};\r\n\r\nThinEngine.prototype.startTimeQuery = function (): Nullable<_TimeToken> {\r\n const caps = this.getCaps();\r\n const timerQuery = caps.timerQuery;\r\n if (!timerQuery) {\r\n return null;\r\n }\r\n\r\n const token = new _TimeToken();\r\n this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n if (caps.canUseTimestampForTimerQuery) {\r\n token._startTimeQuery = this._createTimeQuery();\r\n\r\n if (token._startTimeQuery) {\r\n timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n }\r\n } else {\r\n if (this._currentNonTimestampToken) {\r\n return this._currentNonTimestampToken;\r\n }\r\n\r\n token._timeElapsedQuery = this._createTimeQuery();\r\n if (token._timeElapsedQuery) {\r\n if (timerQuery.beginQueryEXT) {\r\n timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n } else {\r\n this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n }\r\n }\r\n\r\n this._currentNonTimestampToken = token;\r\n }\r\n return token;\r\n};\r\n\r\nThinEngine.prototype.endTimeQuery = function (token: _TimeToken): int {\r\n const caps = this.getCaps();\r\n const timerQuery = caps.timerQuery;\r\n if (!timerQuery || !token) {\r\n return -1;\r\n }\r\n\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery) {\r\n return -1;\r\n }\r\n if (!token._endTimeQuery) {\r\n token._endTimeQuery = this._createTimeQuery();\r\n if (token._endTimeQuery) {\r\n timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n }\r\n }\r\n } else if (!token._timeElapsedQueryEnded) {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n if (timerQuery.endQueryEXT) {\r\n timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);\r\n } else {\r\n this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);\r\n this._currentNonTimestampToken = null;\r\n }\r\n token._timeElapsedQueryEnded = true;\r\n }\r\n\r\n const disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n let available: boolean = false;\r\n if (token._endTimeQuery) {\r\n available = this._getTimeQueryAvailability(token._endTimeQuery);\r\n } else if (token._timeElapsedQuery) {\r\n available = this._getTimeQueryAvailability(token._timeElapsedQuery);\r\n }\r\n\r\n if (available && !disjoint) {\r\n let result: number;\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery || !token._endTimeQuery) {\r\n return -1;\r\n }\r\n const timeStart = this._getTimeQueryResult(token._startTimeQuery);\r\n const timeEnd = this._getTimeQueryResult(token._endTimeQuery);\r\n\r\n result = timeEnd - timeStart;\r\n this._deleteTimeQuery(token._startTimeQuery);\r\n this._deleteTimeQuery(token._endTimeQuery);\r\n token._startTimeQuery = null;\r\n token._endTimeQuery = null;\r\n } else {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n\r\n result = this._getTimeQueryResult(token._timeElapsedQuery);\r\n this._deleteTimeQuery(token._timeElapsedQuery);\r\n token._timeElapsedQuery = null;\r\n token._timeElapsedQueryEnded = false;\r\n }\r\n return result;\r\n }\r\n\r\n return -1;\r\n};\r\n\r\nThinEngine.prototype.captureGPUFrameTime = function (value: boolean) {\r\n if (value === this._captureGPUFrameTime) {\r\n return;\r\n }\r\n\r\n this._captureGPUFrameTime = value;\r\n\r\n if (value) {\r\n const gpuFrameTime = this.getGPUFrameTimeCounter();\r\n\r\n this._onBeginFrameObserver = this.onBeginFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n this._gpuFrameTimeToken = this.startTimeQuery();\r\n }\r\n });\r\n\r\n this._onEndFrameObserver = this.onEndFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n return;\r\n }\r\n const time = this.endTimeQuery(this._gpuFrameTimeToken);\r\n\r\n if (time > -1) {\r\n this._gpuFrameTimeToken = null;\r\n gpuFrameTime.fetchNewFrame();\r\n gpuFrameTime.addCount(time, true);\r\n }\r\n });\r\n } else {\r\n this.onBeginFrameObservable.remove(this._onBeginFrameObserver);\r\n this._onBeginFrameObserver = null;\r\n this.onEndFrameObservable.remove(this._onEndFrameObserver);\r\n this._onEndFrameObserver = null;\r\n }\r\n};\r\n\r\nThinEngine.prototype._getGlAlgorithmType = function (algorithmType: number): number {\r\n return algorithmType === AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;\r\n};\r\n"]}
@@ -147,7 +147,7 @@ function BuildExpression(line, start) {
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  return node;
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  }
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  function MoveCursorWithinIf(cursor, rootNode, ifNode, preProcessorsFromCode) {
150
- let line = cursor.currentLine;
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+ let line;
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  while (MoveCursor(cursor, ifNode, preProcessorsFromCode)) {
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  line = cursor.currentLine;
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  const first5 = line.substring(0, 5).toLowerCase();
@@ -312,7 +312,6 @@ export function ProcessIncludes(sourceCode, options, callback) {
312
312
  while ((match = RegexShaderInclude.exec(sourceCode)) !== null) {
313
313
  ReusableMatches.push(match);
314
314
  }
315
- let returnValue = String(sourceCode);
316
315
  let parts = [sourceCode];
317
316
  let keepProcessing = false;
318
317
  for (const match of ReusableMatches) {
@@ -391,7 +390,7 @@ export function ProcessIncludes(sourceCode, options, callback) {
391
390
  }
392
391
  }
393
392
  ReusableMatches.length = 0;
394
- returnValue = parts.join("");
393
+ const returnValue = parts.join("");
395
394
  if (keepProcessing) {
396
395
  ProcessIncludes(returnValue.toString(), options, callback);
397
396
  }
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { _IProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport type { WebRequest } from \"../../Misc/webRequest\";\r\nimport type { LoadFileError } from \"../../Misc/fileTools\";\r\nimport type { IOfflineProvider } from \"../../Offline/IOfflineProvider\";\r\nimport type { IFileRequest } from \"../../Misc/fileRequest\";\r\nimport { _GetGlobalDefines } from \"../abstractEngine.functions\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\n\r\nconst RegexSe = /defined\\s*?\\((.+?)\\)/g;\r\nconst RegexSeRevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst RegexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\nconst RegexShaderDecl = /__decl__/;\r\nconst RegexLightX = /light\\{X\\}.(\\w*)/g;\r\nconst RegexX = /\\{X\\}/g;\r\nconst ReusableMatches: RegExpMatchArray[] = [];\r\n\r\nconst MoveCursorRegex = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n\r\n/** @internal */\r\nexport function Initialize(options: _IProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function Process(sourceCode: string, options: _IProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine?: AbstractEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes, options.defines);\r\n }\r\n const migratedCode = ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function PreProcess(sourceCode: string, options: _IProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: AbstractEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes, options.defines);\r\n }\r\n const migratedCode = ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function Finalize(vertexCode: string, fragmentCode: string, options: _IProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n}\r\n\r\nfunction ProcessPrecision(source: string, options: _IProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n}\r\n\r\nfunction ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \"!=\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n}\r\n\r\nfunction BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(RegexSe, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(RegexSeRevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(RegexSeRevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(RegexSeRevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? ExtractOperation(result) : result;\r\n}\r\n\r\nfunction BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n}\r\n\r\nfunction MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode, preProcessorsFromCode: { [key: string]: string }) {\r\n let line = cursor.currentLine;\r\n while (MoveCursor(cursor, ifNode, preProcessorsFromCode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n MoveCursor(cursor, elseNode, preProcessorsFromCode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n}\r\n\r\nfunction MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode, preProcessorsFromCode: { [key: string]: string }): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n\r\n if (line.indexOf(\"#\") >= 0) {\r\n const matches = MoveCursorRegex.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n MoveCursorWithinIf(cursor, newRootNode, ifNode, preProcessorsFromCode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n MoveCursorWithinIf(cursor, newRootNode, ifNode, preProcessorsFromCode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n MoveCursorWithinIf(cursor, newRootNode, ifNode, preProcessorsFromCode);\r\n break;\r\n }\r\n }\r\n continue;\r\n }\r\n }\r\n\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n return false;\r\n}\r\n\r\nfunction EvaluatePreProcessors(\r\n sourceCode: string,\r\n preprocessors: { [key: string]: string },\r\n options: _IProcessingOptions,\r\n preProcessorsFromCode: { [key: string]: string }\r\n): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n MoveCursor(cursor, rootNode, preProcessorsFromCode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options, preProcessorsFromCode);\r\n}\r\n\r\nfunction PreparePreProcessors(options: _IProcessingOptions, engine?: AbstractEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n _GetGlobalDefines(preprocessors, engine?.isNDCHalfZRange, engine?.useReverseDepthBuffer, engine?.useExactSrgbConversions);\r\n\r\n return preprocessors;\r\n}\r\n\r\nfunction ProcessShaderConversion(sourceCode: string, options: _IProcessingOptions, engine?: AbstractEngine): string {\r\n let preparedSourceCode = ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n preparedSourceCode = preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n if (!options.processor.parseGLES3) {\r\n return preparedSourceCode;\r\n }\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, preprocessors, options.isFragment, options.processingContext);\r\n }\r\n\r\n const preProcessorsFromCode: { [key: string]: string } = {};\r\n\r\n preparedSourceCode = EvaluatePreProcessors(preparedSourceCode, preprocessors, options, preProcessorsFromCode);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(\r\n preparedSourceCode,\r\n defines,\r\n options.isFragment,\r\n options.processingContext,\r\n engine\r\n ? {\r\n drawBuffersExtensionDisabled: engine.getCaps().drawBuffersExtension ? false : true,\r\n }\r\n : {},\r\n preprocessors,\r\n preProcessorsFromCode\r\n );\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine?._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n}\r\n\r\nfunction ApplyPreProcessing(sourceCode: string, options: _IProcessingOptions, engine: AbstractEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, preprocessors, options.isFragment, options.processingContext);\r\n }\r\n\r\n const preProcessorsFromCode: { [key: string]: string } = {};\r\n\r\n preparedSourceCode = EvaluatePreProcessors(preparedSourceCode, preprocessors, options, preProcessorsFromCode);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(\r\n preparedSourceCode,\r\n defines,\r\n options.isFragment,\r\n options.processingContext,\r\n engine\r\n ? {\r\n drawBuffersExtensionDisabled: engine.getCaps().drawBuffersExtension ? false : true,\r\n }\r\n : {},\r\n preprocessors,\r\n preProcessorsFromCode\r\n );\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n}\r\n\r\n/** @internal */\r\nexport function ProcessIncludes(sourceCode: string, options: _IProcessingOptions, callback: (data: any) => void): void {\r\n ReusableMatches.length = 0;\r\n let match: RegExpMatchArray | null;\r\n // stay back-compat to the old matchAll syntax\r\n while ((match = RegexShaderInclude.exec(sourceCode)) !== null) {\r\n ReusableMatches.push(match);\r\n }\r\n\r\n let returnValue = String(sourceCode);\r\n let parts = [sourceCode];\r\n\r\n let keepProcessing = false;\r\n\r\n for (const match of ReusableMatches) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(RegexShaderDecl, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(\"Vertex\", \"Ubo\").replace(\"Fragment\", \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(RegexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(RegexX, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(RegexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(RegexX, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n // Split all parts on match[0] and intersperse the parts with the include content\r\n const newParts = [];\r\n for (const part of parts) {\r\n const splitPart = part.split(match[0]);\r\n for (let i = 0; i < splitPart.length - 1; i++) {\r\n newParts.push(splitPart[i]);\r\n newParts.push(includeContent);\r\n }\r\n newParts.push(splitPart[splitPart.length - 1]);\r\n }\r\n parts = newParts;\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n _FunctionContainer.loadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n ProcessIncludes(parts.join(\"\"), options, callback);\r\n });\r\n return;\r\n }\r\n }\r\n ReusableMatches.length = 0;\r\n\r\n returnValue = parts.join(\"\");\r\n\r\n if (keepProcessing) {\r\n ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport const _FunctionContainer = {\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n loadFile: (\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest => {\r\n throw _WarnImport(\"FileTools\");\r\n },\r\n};\r\n"]}
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { _IProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport type { WebRequest } from \"../../Misc/webRequest\";\r\nimport type { LoadFileError } from \"../../Misc/fileTools\";\r\nimport type { IOfflineProvider } from \"../../Offline/IOfflineProvider\";\r\nimport type { IFileRequest } from \"../../Misc/fileRequest\";\r\nimport { _GetGlobalDefines } from \"../abstractEngine.functions\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\n\r\nconst RegexSe = /defined\\s*?\\((.+?)\\)/g;\r\nconst RegexSeRevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst RegexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\nconst RegexShaderDecl = /__decl__/;\r\nconst RegexLightX = /light\\{X\\}.(\\w*)/g;\r\nconst RegexX = /\\{X\\}/g;\r\nconst ReusableMatches: RegExpMatchArray[] = [];\r\n\r\nconst MoveCursorRegex = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n\r\n/** @internal */\r\nexport function Initialize(options: _IProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function Process(sourceCode: string, options: _IProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine?: AbstractEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes, options.defines);\r\n }\r\n const migratedCode = ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function PreProcess(sourceCode: string, options: _IProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: AbstractEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes, options.defines);\r\n }\r\n const migratedCode = ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function Finalize(vertexCode: string, fragmentCode: string, options: _IProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n}\r\n\r\nfunction ProcessPrecision(source: string, options: _IProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n}\r\n\r\nfunction ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \"!=\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n}\r\n\r\nfunction BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(RegexSe, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(RegexSeRevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(RegexSeRevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(RegexSeRevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? ExtractOperation(result) : result;\r\n}\r\n\r\nfunction BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n}\r\n\r\nfunction MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode, preProcessorsFromCode: { [key: string]: string }) {\r\n let line: string;\r\n while (MoveCursor(cursor, ifNode, preProcessorsFromCode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n MoveCursor(cursor, elseNode, preProcessorsFromCode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n}\r\n\r\nfunction MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode, preProcessorsFromCode: { [key: string]: string }): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n\r\n if (line.indexOf(\"#\") >= 0) {\r\n const matches = MoveCursorRegex.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n MoveCursorWithinIf(cursor, newRootNode, ifNode, preProcessorsFromCode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n MoveCursorWithinIf(cursor, newRootNode, ifNode, preProcessorsFromCode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n MoveCursorWithinIf(cursor, newRootNode, ifNode, preProcessorsFromCode);\r\n break;\r\n }\r\n }\r\n continue;\r\n }\r\n }\r\n\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n return false;\r\n}\r\n\r\nfunction EvaluatePreProcessors(\r\n sourceCode: string,\r\n preprocessors: { [key: string]: string },\r\n options: _IProcessingOptions,\r\n preProcessorsFromCode: { [key: string]: string }\r\n): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n MoveCursor(cursor, rootNode, preProcessorsFromCode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options, preProcessorsFromCode);\r\n}\r\n\r\nfunction PreparePreProcessors(options: _IProcessingOptions, engine?: AbstractEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n _GetGlobalDefines(preprocessors, engine?.isNDCHalfZRange, engine?.useReverseDepthBuffer, engine?.useExactSrgbConversions);\r\n\r\n return preprocessors;\r\n}\r\n\r\nfunction ProcessShaderConversion(sourceCode: string, options: _IProcessingOptions, engine?: AbstractEngine): string {\r\n let preparedSourceCode = ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n preparedSourceCode = preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n if (!options.processor.parseGLES3) {\r\n return preparedSourceCode;\r\n }\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, preprocessors, options.isFragment, options.processingContext);\r\n }\r\n\r\n const preProcessorsFromCode: { [key: string]: string } = {};\r\n\r\n preparedSourceCode = EvaluatePreProcessors(preparedSourceCode, preprocessors, options, preProcessorsFromCode);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(\r\n preparedSourceCode,\r\n defines,\r\n options.isFragment,\r\n options.processingContext,\r\n engine\r\n ? {\r\n drawBuffersExtensionDisabled: engine.getCaps().drawBuffersExtension ? false : true,\r\n }\r\n : {},\r\n preprocessors,\r\n preProcessorsFromCode\r\n );\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine?._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n}\r\n\r\nfunction ApplyPreProcessing(sourceCode: string, options: _IProcessingOptions, engine: AbstractEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, preprocessors, options.isFragment, options.processingContext);\r\n }\r\n\r\n const preProcessorsFromCode: { [key: string]: string } = {};\r\n\r\n preparedSourceCode = EvaluatePreProcessors(preparedSourceCode, preprocessors, options, preProcessorsFromCode);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(\r\n preparedSourceCode,\r\n defines,\r\n options.isFragment,\r\n options.processingContext,\r\n engine\r\n ? {\r\n drawBuffersExtensionDisabled: engine.getCaps().drawBuffersExtension ? false : true,\r\n }\r\n : {},\r\n preprocessors,\r\n preProcessorsFromCode\r\n );\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n}\r\n\r\n/** @internal */\r\nexport function ProcessIncludes(sourceCode: string, options: _IProcessingOptions, callback: (data: any) => void): void {\r\n ReusableMatches.length = 0;\r\n let match: RegExpMatchArray | null;\r\n // stay back-compat to the old matchAll syntax\r\n while ((match = RegexShaderInclude.exec(sourceCode)) !== null) {\r\n ReusableMatches.push(match);\r\n }\r\n\r\n let parts = [sourceCode];\r\n\r\n let keepProcessing = false;\r\n\r\n for (const match of ReusableMatches) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(RegexShaderDecl, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(\"Vertex\", \"Ubo\").replace(\"Fragment\", \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(RegexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(RegexX, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(RegexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(RegexX, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n // Split all parts on match[0] and intersperse the parts with the include content\r\n const newParts = [];\r\n for (const part of parts) {\r\n const splitPart = part.split(match[0]);\r\n for (let i = 0; i < splitPart.length - 1; i++) {\r\n newParts.push(splitPart[i]);\r\n newParts.push(includeContent);\r\n }\r\n newParts.push(splitPart[splitPart.length - 1]);\r\n }\r\n parts = newParts;\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n _FunctionContainer.loadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n ProcessIncludes(parts.join(\"\"), options, callback);\r\n });\r\n return;\r\n }\r\n }\r\n ReusableMatches.length = 0;\r\n\r\n const returnValue = parts.join(\"\");\r\n\r\n if (keepProcessing) {\r\n ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport const _FunctionContainer = {\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n loadFile: (\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest => {\r\n throw _WarnImport(\"FileTools\");\r\n },\r\n};\r\n"]}
@@ -54,7 +54,7 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
54
54
  this._context = context;
55
55
  }
56
56
  _cloneRenderTargetWrapper() {
57
- let rtw = null;
57
+ let rtw;
58
58
  if (this._colorTextureArray && this._depthStencilTextureArray) {
59
59
  rtw = this._engine.createMultiviewRenderTargetTexture(this.width, this.height);
60
60
  rtw.texture.isReady = true;