@onerjs/core 8.42.7 → 8.42.9

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 (327) hide show
  1. package/Animations/animatable.core.js +1 -1
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animatorAvatar.js +2 -2
  4. package/Animations/animatorAvatar.js.map +1 -1
  5. package/Animations/runtimeAnimation.js +1 -1
  6. package/Animations/runtimeAnimation.js.map +1 -1
  7. package/Audio/audioSceneComponent.js +1 -2
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/AudioV2/audioUtils.d.ts +23 -0
  10. package/AudioV2/audioUtils.js +37 -0
  11. package/AudioV2/audioUtils.js.map +1 -1
  12. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
  13. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  14. package/AudioV2/webAudio/webAudioEngine.js +1 -1
  15. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  16. package/AudioV2/webAudio/webAudioStaticSound.js +3 -2
  17. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  18. package/AudioV2/webAudio/webAudioStreamingSound.js +10 -3
  19. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  20. package/Behaviors/Meshes/followBehavior.js +1 -1
  21. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  22. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  23. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  24. package/Bones/boneLookController.js +1 -1
  25. package/Bones/boneLookController.js.map +1 -1
  26. package/Buffers/buffer.js +1 -1
  27. package/Buffers/buffer.js.map +1 -1
  28. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  29. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  30. package/Cameras/camera.js +2 -2
  31. package/Cameras/camera.js.map +1 -1
  32. package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
  33. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
  34. package/Engines/Extensions/engine.query.js +1 -1
  35. package/Engines/Extensions/engine.query.js.map +1 -1
  36. package/Engines/Processors/shaderProcessor.js +2 -3
  37. package/Engines/Processors/shaderProcessor.js.map +1 -1
  38. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  39. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  40. package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
  41. package/Engines/WebGPU/Extensions/engine.debugging.js +123 -31
  42. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  43. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  44. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  45. package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
  46. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  47. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
  48. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  49. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  50. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  51. package/Engines/WebGPU/webgpuTextureManager.js +20 -6
  52. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  53. package/Engines/abstractEngine.js +2 -2
  54. package/Engines/abstractEngine.js.map +1 -1
  55. package/Engines/engine.common.js +2 -2
  56. package/Engines/engine.common.js.map +1 -1
  57. package/Engines/engine.js +0 -1
  58. package/Engines/engine.js.map +1 -1
  59. package/Engines/thinEngine.functions.js +1 -1
  60. package/Engines/thinEngine.functions.js.map +1 -1
  61. package/Engines/thinEngine.js +4 -5
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/thinNativeEngine.js +2 -5
  64. package/Engines/thinNativeEngine.js.map +1 -1
  65. package/Engines/thinWebGPUEngine.d.ts +6 -4
  66. package/Engines/thinWebGPUEngine.js +49 -25
  67. package/Engines/thinWebGPUEngine.js.map +1 -1
  68. package/Engines/webgpuEngine.d.ts +2 -1
  69. package/Engines/webgpuEngine.js +18 -16
  70. package/Engines/webgpuEngine.js.map +1 -1
  71. package/FlowGraph/flowGraph.d.ts +1 -0
  72. package/FlowGraph/flowGraph.js.map +1 -1
  73. package/FlowGraph/flowGraphBlock.d.ts +1 -0
  74. package/FlowGraph/flowGraphBlock.js.map +1 -1
  75. package/FlowGraph/flowGraphContext.d.ts +1 -0
  76. package/FlowGraph/flowGraphContext.js.map +1 -1
  77. package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
  78. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  79. package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
  80. package/FrameGraph/Node/nodeRenderGraph.js +36 -2
  81. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  82. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  83. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  84. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  85. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  86. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  87. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  89. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
  90. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  91. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
  92. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
  93. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  94. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
  95. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
  96. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  97. package/Layers/glowLayer.js +1 -1
  98. package/Layers/glowLayer.js.map +1 -1
  99. package/Layers/highlightLayer.js +1 -1
  100. package/Layers/highlightLayer.js.map +1 -1
  101. package/Layers/selectionOutlineLayer.js +8 -0
  102. package/Layers/selectionOutlineLayer.js.map +1 -1
  103. package/Layers/thinSelectionOutlineLayer.js +15 -0
  104. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  105. package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
  106. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  107. package/Lights/Shadows/shadowGenerator.d.ts +28 -1
  108. package/Lights/Shadows/shadowGenerator.js +77 -11
  109. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  110. package/Lights/lightingVolume.d.ts +1 -0
  111. package/Lights/lightingVolume.js +10 -2
  112. package/Lights/lightingVolume.js.map +1 -1
  113. package/Loading/sceneLoader.js +1 -1
  114. package/Loading/sceneLoader.js.map +1 -1
  115. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
  116. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  118. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
  120. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  122. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/curveBlock.js +2 -3
  124. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  125. package/Materials/Node/nodeMaterial.js +1 -2
  126. package/Materials/Node/nodeMaterial.js.map +1 -1
  127. package/Materials/PBR/openpbrMaterial.js +3 -5
  128. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  129. package/Materials/PBR/pbrBaseMaterial.js +2 -3
  130. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  131. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
  132. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  133. package/Materials/Textures/cubeTexture.js +1 -1
  134. package/Materials/Textures/cubeTexture.js.map +1 -1
  135. package/Materials/Textures/htmlElementTexture.js +2 -2
  136. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  137. package/Materials/Textures/multiRenderTarget.js +1 -1
  138. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  139. package/Materials/Textures/renderTargetTexture.js +13 -2
  140. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  141. package/Materials/effect.js +2 -1
  142. package/Materials/effect.js.map +1 -1
  143. package/Materials/materialHelper.functions.js +1 -1
  144. package/Materials/materialHelper.functions.js.map +1 -1
  145. package/Materials/multiMaterial.js +1 -1
  146. package/Materials/multiMaterial.js.map +1 -1
  147. package/Materials/standardMaterial.js +1 -2
  148. package/Materials/standardMaterial.js.map +1 -1
  149. package/Maths/math.geospatial.d.ts +17 -2
  150. package/Maths/math.geospatial.functions.d.ts +16 -2
  151. package/Maths/math.geospatial.functions.js +37 -4
  152. package/Maths/math.geospatial.functions.js.map +1 -1
  153. package/Maths/math.geospatial.js.map +1 -1
  154. package/Maths/math.path.js +1 -1
  155. package/Maths/math.path.js.map +1 -1
  156. package/Maths/math.scalar.functions.js +3 -3
  157. package/Maths/math.scalar.functions.js.map +1 -1
  158. package/Maths/math.vector.js +1 -1
  159. package/Maths/math.vector.js.map +1 -1
  160. package/Meshes/Builders/boxBuilder.js +1 -2
  161. package/Meshes/Builders/boxBuilder.js.map +1 -1
  162. package/Meshes/Builders/cylinderBuilder.js +2 -2
  163. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  164. package/Meshes/Builders/decalBuilder.js +1 -2
  165. package/Meshes/Builders/decalBuilder.js.map +1 -1
  166. package/Meshes/Builders/latheBuilder.js +2 -2
  167. package/Meshes/Builders/latheBuilder.js.map +1 -1
  168. package/Meshes/Builders/linesBuilder.js +11 -15
  169. package/Meshes/Builders/linesBuilder.js.map +1 -1
  170. package/Meshes/Builders/polygonBuilder.js +6 -6
  171. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  172. package/Meshes/Builders/polyhedronBuilder.js +2 -2
  173. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  174. package/Meshes/Builders/ribbonBuilder.js +6 -6
  175. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  176. package/Meshes/Builders/shapeBuilder.js +2 -3
  177. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  178. package/Meshes/Builders/tiledBoxBuilder.js +1 -1
  179. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  180. package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
  181. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  182. package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
  183. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  184. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  185. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  186. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
  187. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  188. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
  189. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  190. package/Meshes/Node/Blocks/extrudeGeometryBlock.d.ts +61 -0
  191. package/Meshes/Node/Blocks/extrudeGeometryBlock.js +297 -0
  192. package/Meshes/Node/Blocks/extrudeGeometryBlock.js.map +1 -0
  193. package/Meshes/Node/Blocks/mappingBlock.js +1 -1
  194. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  195. package/Meshes/Node/index.d.ts +1 -0
  196. package/Meshes/Node/index.js +1 -0
  197. package/Meshes/Node/index.js.map +1 -1
  198. package/Meshes/abstractMesh.d.ts +4 -0
  199. package/Meshes/abstractMesh.js +14 -10
  200. package/Meshes/abstractMesh.js.map +1 -1
  201. package/Meshes/csg.js +1 -1
  202. package/Meshes/csg.js.map +1 -1
  203. package/Meshes/csg2.js +1 -1
  204. package/Meshes/csg2.js.map +1 -1
  205. package/Meshes/geodesicMesh.js +11 -13
  206. package/Meshes/geodesicMesh.js.map +1 -1
  207. package/Meshes/geometry.js +2 -2
  208. package/Meshes/geometry.js.map +1 -1
  209. package/Meshes/groundMesh.js +7 -7
  210. package/Meshes/groundMesh.js.map +1 -1
  211. package/Meshes/mesh.d.ts +2 -0
  212. package/Meshes/mesh.js +21 -7
  213. package/Meshes/mesh.js.map +1 -1
  214. package/Meshes/mesh.vertexData.js +22 -22
  215. package/Meshes/mesh.vertexData.js.map +1 -1
  216. package/Meshes/meshSimplification.js +1 -1
  217. package/Meshes/meshSimplification.js.map +1 -1
  218. package/Meshes/polygonMesh.js +1 -1
  219. package/Meshes/polygonMesh.js.map +1 -1
  220. package/Meshes/trailMesh.js +1 -1
  221. package/Meshes/trailMesh.js.map +1 -1
  222. package/Misc/HighDynamicRange/hdr.js +4 -6
  223. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  224. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  225. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  226. package/Misc/basisWorker.js +1 -1
  227. package/Misc/basisWorker.js.map +1 -1
  228. package/Misc/environmentTextureTools.js +1 -1
  229. package/Misc/environmentTextureTools.js.map +1 -1
  230. package/Misc/meshExploder.js +1 -2
  231. package/Misc/meshExploder.js.map +1 -1
  232. package/Misc/tga.js +2 -2
  233. package/Misc/tga.js.map +1 -1
  234. package/Misc/timer.js +4 -2
  235. package/Misc/timer.js.map +1 -1
  236. package/Misc/tools.d.ts +7 -0
  237. package/Misc/tools.js +25 -7
  238. package/Misc/tools.js.map +1 -1
  239. package/Misc/webRequest.d.ts +34 -3
  240. package/Misc/webRequest.js +107 -24
  241. package/Misc/webRequest.js.map +1 -1
  242. package/Morph/morphTargetManager.js +1 -1
  243. package/Morph/morphTargetManager.js.map +1 -1
  244. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
  245. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  246. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
  247. package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
  248. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  249. package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
  250. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  251. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  252. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  253. package/Particles/computeShaderParticleSystem.js +2 -0
  254. package/Particles/computeShaderParticleSystem.js.map +1 -1
  255. package/Particles/gpuParticleSystem.d.ts +14 -0
  256. package/Particles/gpuParticleSystem.js +94 -12
  257. package/Particles/gpuParticleSystem.js.map +1 -1
  258. package/Particles/particleSystem.js +4 -1
  259. package/Particles/particleSystem.js.map +1 -1
  260. package/Particles/pointsCloudSystem.js +46 -47
  261. package/Particles/pointsCloudSystem.js.map +1 -1
  262. package/Particles/solidParticleSystem.js +5 -6
  263. package/Particles/solidParticleSystem.js.map +1 -1
  264. package/Particles/thinParticleSystem.js +3 -4
  265. package/Particles/thinParticleSystem.js.map +1 -1
  266. package/Particles/webgl2ParticleSystem.js +2 -1
  267. package/Particles/webgl2ParticleSystem.js.map +1 -1
  268. package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
  269. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  270. package/Physics/v2/characterController.js +4 -8
  271. package/Physics/v2/characterController.js.map +1 -1
  272. package/Physics/v2/ragdoll.js +1 -2
  273. package/Physics/v2/ragdoll.js.map +1 -1
  274. package/PostProcesses/postProcess.js +3 -3
  275. package/PostProcesses/postProcess.js.map +1 -1
  276. package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
  277. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
  278. package/Probes/reflectionProbe.js +0 -1
  279. package/Probes/reflectionProbe.js.map +1 -1
  280. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
  281. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  282. package/Rendering/depthRenderer.js +0 -11
  283. package/Rendering/depthRenderer.js.map +1 -1
  284. package/Rendering/depthRendererSceneComponent.js +1 -1
  285. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  286. package/Rendering/geometryBufferRenderer.js +0 -1
  287. package/Rendering/geometryBufferRenderer.js.map +1 -1
  288. package/Rendering/objectRenderer.js +7 -5
  289. package/Rendering/objectRenderer.js.map +1 -1
  290. package/Rendering/thinDepthPeelingRenderer.js +1 -1
  291. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  292. package/Rendering/utilityLayerRenderer.js +1 -1
  293. package/Rendering/utilityLayerRenderer.js.map +1 -1
  294. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
  295. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  296. package/Shaders/gpuRenderParticles.vertex.js +4 -0
  297. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  298. package/Shaders/gpuUpdateParticles.vertex.js +15 -3
  299. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  300. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
  301. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  302. package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
  303. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  304. package/ShadersWGSL/lightingVolume.compute.js +1 -1
  305. package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
  306. package/Sprites/spriteManager.js +4 -4
  307. package/Sprites/spriteManager.js.map +1 -1
  308. package/XR/features/WebXRAnchorSystem.js +2 -2
  309. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  310. package/XR/features/WebXRHandTracking.js +1 -1
  311. package/XR/features/WebXRHandTracking.js.map +1 -1
  312. package/XR/features/WebXRNearInteraction.js +1 -1
  313. package/XR/features/WebXRNearInteraction.js.map +1 -1
  314. package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
  315. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  316. package/XR/motionController/webXROculusTouchMotionController.js +1 -1
  317. package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
  318. package/XR/webXRFeaturesManager.js +1 -1
  319. package/XR/webXRFeaturesManager.js.map +1 -1
  320. package/assetContainer.js +1 -1
  321. package/assetContainer.js.map +1 -1
  322. package/package.json +1 -1
  323. package/scene.d.ts +16 -0
  324. package/scene.js +28 -0
  325. package/scene.js.map +1 -1
  326. package/sceneComponent.js +1 -1
  327. package/sceneComponent.js.map +1 -1
@@ -24,25 +24,113 @@ export class WebRequest {
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  static get IsCustomRequestAvailable() {
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  return Object.keys(WebRequest.CustomRequestHeaders).length > 0 || WebRequest.CustomRequestModifiers.length > 0;
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  }
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+ static _CleanUrl(url) {
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+ url = url.replace("file:http:", "http:");
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+ url = url.replace("file:https:", "https:");
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+ return url;
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+ }
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+ static _ShouldSkipRequestModifications(url) {
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+ return WebRequest.SkipRequestModificationForBabylonCDN && (url.includes("preview.babylonjs.com") || url.includes("cdn.babylonjs.com"));
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+ }
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  /**
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- * Returns the requested URL once open has been called
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+ * Merges `CustomRequestHeaders` and `CustomRequestModifiers` into a plain headers record and returns the
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+ * (possibly rewritten) URL. Can be used to apply URL and header customizations without making a network
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+ * request (e.g. for streaming media where the download is handled by the browser natively).
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+ * @param url - The initial URL to modify.
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+ * @param baseHeaders - An optional set of headers to start with (e.g. from the caller's options) that modifiers can further modify.
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+ * @returns An object containing the final URL and the merged headers after applying all modifiers and header customizations.
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+ * @internal
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  */
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- get requestURL() {
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- return this._requestURL;
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- }
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- _injectCustomRequestHeaders() {
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- if (this._shouldSkipRequestModifications(this._requestURL)) {
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- return;
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+ static _CollectCustomizations(url, baseHeaders = {}) {
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+ const headers = { ...baseHeaders };
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+ if (WebRequest._ShouldSkipRequestModifications(url)) {
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+ return { url, headers };
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  }
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  for (const key in WebRequest.CustomRequestHeaders) {
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  const val = WebRequest.CustomRequestHeaders[key];
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  if (val) {
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- this._xhr.setRequestHeader(key, val);
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+ headers[key] = val;
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+ }
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+ }
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+ // Provide a minimal proxy so modifiers can call setRequestHeader as they would on a real XHR.
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+ const xhrProxy = {
57
+ setRequestHeader: (name, value) => {
58
+ headers[name] = value;
59
+ },
60
+ };
61
+ for (const modifier of WebRequest.CustomRequestModifiers) {
62
+ if (WebRequest._ShouldSkipRequestModifications(url)) {
63
+ break;
64
+ }
65
+ const newUrl = modifier(xhrProxy, url);
66
+ if (typeof newUrl === "string") {
67
+ url = newUrl;
41
68
  }
42
69
  }
70
+ return { url, headers };
43
71
  }
44
- _shouldSkipRequestModifications(url) {
45
- return WebRequest.SkipRequestModificationForBabylonCDN && (url.includes("preview.babylonjs.com") || url.includes("cdn.babylonjs.com"));
72
+ /**
73
+ * Performs a network request using the Fetch API when available on the platform, falling back to XMLHttpRequest.
74
+ * `WebRequest.CustomRequestHeaders` and `WebRequest.CustomRequestModifiers` are applied in both cases.
75
+ *
76
+ * For `CustomRequestModifiers`, a minimal proxy XHR is provided to each modifier so that calls to
77
+ * `setRequestHeader` on it are captured and forwarded to the underlying request. The URL returned by a
78
+ * modifier (if any) replaces the current URL before the next modifier runs.
79
+ *
80
+ * @param url - The URL to request.
81
+ * @param options - Optional request options (method, headers, body).
82
+ * @returns A Promise that resolves to a `Response`.
83
+ */
84
+ static async FetchAsync(url, options = {}) {
85
+ const method = options.method ?? "GET";
86
+ if (typeof fetch !== "undefined") {
87
+ // Use the Fetch API. Collect all customizations into a plain headers object first, since the
88
+ // Fetch API does not share the XHR instance that WebRequest.open/send work with.
89
+ const { url: resolvedUrl, headers } = WebRequest._CollectCustomizations(WebRequest._CleanUrl(url), options.headers ?? {});
90
+ return await fetch(resolvedUrl, { method, headers, body: options.body ?? undefined });
91
+ }
92
+ // Fallback: use a WebRequest instance, which handles _CleanUrl, CustomRequestModifiers and
93
+ // CustomRequestHeaders (via open()) internally — wrapping the response in a Promise<Response>.
94
+ return await new Promise((resolve, reject) => {
95
+ const request = new WebRequest();
96
+ request.responseType = "arraybuffer";
97
+ request.addEventListener("readystatechange", () => {
98
+ if (request.readyState === 4) {
99
+ if (request.status >= 200 && request.status < 300) {
100
+ const responseHeaders = typeof Headers !== "undefined" ? new Headers() : undefined;
101
+ const contentType = request.getResponseHeader("Content-Type");
102
+ if (contentType && responseHeaders) {
103
+ responseHeaders.set("Content-Type", contentType);
104
+ }
105
+ if (typeof Response !== "undefined") {
106
+ resolve(new Response(request.response, { status: request.status, statusText: request.statusText, headers: responseHeaders }));
107
+ }
108
+ else {
109
+ // Minimal Response-like object for environments lacking the Fetch API globals.
110
+ resolve({
111
+ ok: true,
112
+ status: request.status,
113
+ statusText: request.statusText,
114
+ headers: { get: (name) => request.getResponseHeader(name) },
115
+ // eslint-disable-next-line @typescript-eslint/naming-convention
116
+ arrayBuffer: async () => await Promise.resolve(request.response),
117
+ });
118
+ }
119
+ }
120
+ else {
121
+ reject(new Error(`HTTP ${request.status} loading '${request.requestURL}': ${request.statusText}`));
122
+ }
123
+ }
124
+ });
125
+ request.open(method, url, options.headers);
126
+ request.send(options.body ?? null);
127
+ });
128
+ }
129
+ /**
130
+ * Returns the requested URL once open has been called
131
+ */
132
+ get requestURL() {
133
+ return this._requestURL;
46
134
  }
47
135
  /**
48
136
  * Gets or sets a function to be called when loading progress changes
@@ -124,28 +212,23 @@ export class WebRequest {
124
212
  * @param body defines an optional request body
125
213
  */
126
214
  send(body) {
127
- if (WebRequest.CustomRequestHeaders) {
128
- this._injectCustomRequestHeaders();
129
- }
130
215
  this._xhr.send(body);
131
216
  }
132
217
  /**
133
218
  * Sets the request method, request URL
134
219
  * @param method defines the method to use (GET, POST, etc..)
135
220
  * @param url defines the url to connect with
221
+ * @param baseHeaders optional headers to include as a base before applying CustomRequestHeaders and modifiers
136
222
  */
137
- open(method, url) {
138
- for (const update of WebRequest.CustomRequestModifiers) {
139
- if (this._shouldSkipRequestModifications(url)) {
140
- return;
141
- }
142
- url = update(this._xhr, url) || url;
223
+ open(method, url, baseHeaders) {
224
+ const { url: modifiedUrl, headers } = WebRequest._CollectCustomizations(url, baseHeaders);
225
+ this._requestURL = WebRequest._CleanUrl(modifiedUrl);
226
+ this._xhr.open(method, this._requestURL, true);
227
+ // Apply the collected headers (CustomRequestHeaders + modifier-set headers) to the XHR.
228
+ // Must happen after open() and before send().
229
+ for (const key in headers) {
230
+ this._xhr.setRequestHeader(key, headers[key]);
143
231
  }
144
- // Clean url
145
- url = url.replace("file:http:", "http:");
146
- url = url.replace("file:https:", "https:");
147
- this._requestURL = url;
148
- this._xhr.open(method, url, true);
149
232
  }
150
233
  /**
151
234
  * Sets the value of a request header.
@@ -1 +1 @@
1
- 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type { IWebRequest } from \"./interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { INative } from \"../Engines/Native/nativeInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare const _native: INative;\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction createXMLHttpRequest(): XMLHttpRequest {\r\n // If running in Babylon Native, then defer to the native XMLHttpRequest, which has the same public contract\r\n if (typeof _native !== \"undefined\" && _native.XMLHttpRequest) {\r\n return new _native.XMLHttpRequest();\r\n } else {\r\n return new XMLHttpRequest();\r\n }\r\n}\r\n\r\n/**\r\n * Extended version of XMLHttpRequest with support for customizations (headers, ...)\r\n */\r\nexport class WebRequest implements IWebRequest {\r\n private readonly _xhr = createXMLHttpRequest();\r\n\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n public static CustomRequestHeaders: { [key: string]: string } = {};\r\n\r\n /**\r\n * Add callback functions in this array to update all the requests before they get sent to the network\r\n */\r\n public static CustomRequestModifiers = new Array<(request: XMLHttpRequest, url: string) => string | void>();\r\n\r\n /**\r\n * If set to true, requests to Babylon.js CDN requests will not be modified\r\n */\r\n public static SkipRequestModificationForBabylonCDN = true;\r\n\r\n /**\r\n * This function can be called to check if there are request modifiers for network requests\r\n * @returns true if there are any custom requests available\r\n */\r\n public static get IsCustomRequestAvailable(): boolean {\r\n return Object.keys(WebRequest.CustomRequestHeaders).length > 0 || WebRequest.CustomRequestModifiers.length > 0;\r\n }\r\n\r\n private _requestURL: string = \"\";\r\n\r\n /**\r\n * Returns the requested URL once open has been called\r\n */\r\n public get requestURL(): string {\r\n return this._requestURL;\r\n }\r\n\r\n private _injectCustomRequestHeaders(): void {\r\n if (this._shouldSkipRequestModifications(this._requestURL)) {\r\n return;\r\n }\r\n for (const key in WebRequest.CustomRequestHeaders) {\r\n const val = WebRequest.CustomRequestHeaders[key];\r\n if (val) {\r\n this._xhr.setRequestHeader(key, val);\r\n }\r\n }\r\n }\r\n\r\n private _shouldSkipRequestModifications(url: string): boolean {\r\n return WebRequest.SkipRequestModificationForBabylonCDN && (url.includes(\"preview.babylonjs.com\") || url.includes(\"cdn.babylonjs.com\"));\r\n }\r\n\r\n /**\r\n * Gets or sets a function to be called when loading progress changes\r\n */\r\n public get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null {\r\n return this._xhr.onprogress;\r\n }\r\n\r\n public set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null) {\r\n this._xhr.onprogress = value;\r\n }\r\n\r\n /**\r\n * Returns client's state\r\n */\r\n public get readyState(): number {\r\n return this._xhr.readyState;\r\n }\r\n\r\n /**\r\n * Returns client's status\r\n */\r\n public get status(): number {\r\n return this._xhr.status;\r\n }\r\n\r\n /**\r\n * Returns client's status as a text\r\n */\r\n public get statusText(): string {\r\n return this._xhr.statusText;\r\n }\r\n\r\n /**\r\n * Returns client's response\r\n */\r\n public get response(): any {\r\n return this._xhr.response;\r\n }\r\n\r\n /**\r\n * Returns client's response url\r\n */\r\n public get responseURL(): string {\r\n return this._xhr.responseURL;\r\n }\r\n\r\n /**\r\n * Returns client's response as text\r\n */\r\n public get responseText(): string {\r\n return this._xhr.responseText;\r\n }\r\n\r\n /**\r\n * Gets or sets the expected response type\r\n */\r\n public get responseType(): XMLHttpRequestResponseType {\r\n return this._xhr.responseType;\r\n }\r\n\r\n public set responseType(value: XMLHttpRequestResponseType) {\r\n this._xhr.responseType = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the timeout value in milliseconds\r\n */\r\n public get timeout(): number {\r\n return this._xhr.timeout;\r\n }\r\n\r\n public set timeout(value: number) {\r\n this._xhr.timeout = value;\r\n }\r\n\r\n /** @internal */\r\n public addEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | AddEventListenerOptions\r\n ): void;\r\n public addEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | AddEventListenerOptions): void {\r\n this._xhr.addEventListener(type, listener, options);\r\n }\r\n\r\n /** @internal */\r\n public removeEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | EventListenerOptions\r\n ): void;\r\n public removeEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | EventListenerOptions): void {\r\n this._xhr.removeEventListener(type, listener, options);\r\n }\r\n\r\n /**\r\n * Cancels any network activity\r\n */\r\n public abort() {\r\n this._xhr.abort();\r\n }\r\n\r\n /**\r\n * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\r\n * @param body defines an optional request body\r\n */\r\n public send(body?: Document | XMLHttpRequestBodyInit | null): void {\r\n if (WebRequest.CustomRequestHeaders) {\r\n this._injectCustomRequestHeaders();\r\n }\r\n\r\n this._xhr.send(body);\r\n }\r\n\r\n /**\r\n * Sets the request method, request URL\r\n * @param method defines the method to use (GET, POST, etc..)\r\n * @param url defines the url to connect with\r\n */\r\n public open(method: string, url: string): void {\r\n for (const update of WebRequest.CustomRequestModifiers) {\r\n if (this._shouldSkipRequestModifications(url)) {\r\n return;\r\n }\r\n url = update(this._xhr, url) || url;\r\n }\r\n\r\n // Clean url\r\n url = url.replace(\"file:http:\", \"http:\");\r\n url = url.replace(\"file:https:\", \"https:\");\r\n\r\n this._requestURL = url;\r\n\r\n this._xhr.open(method, url, true);\r\n }\r\n\r\n /**\r\n * Sets the value of a request header.\r\n * @param name The name of the header whose value is to be set\r\n * @param value The value to set as the body of the header\r\n */\r\n setRequestHeader(name: string, value: string): void {\r\n this._xhr.setRequestHeader(name, value);\r\n }\r\n\r\n /**\r\n * Get the string containing the text of a particular header's value.\r\n * @param name The name of the header\r\n * @returns The string containing the text of the given header name\r\n */\r\n getResponseHeader(name: string): Nullable<string> {\r\n return this._xhr.getResponseHeader(name);\r\n }\r\n}\r\n"]}
1
+ 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type { IWebRequest } from \"./interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { INative } from \"../Engines/Native/nativeInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare const _native: INative;\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction createXMLHttpRequest(): XMLHttpRequest {\r\n // If running in Babylon Native, then defer to the native XMLHttpRequest, which has the same public contract\r\n if (typeof _native !== \"undefined\" && _native.XMLHttpRequest) {\r\n return new _native.XMLHttpRequest();\r\n } else {\r\n return new XMLHttpRequest();\r\n }\r\n}\r\n\r\n/**\r\n * Extended version of XMLHttpRequest with support for customizations (headers, ...)\r\n */\r\nexport class WebRequest implements IWebRequest {\r\n private readonly _xhr = createXMLHttpRequest();\r\n\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n public static CustomRequestHeaders: { [key: string]: string } = {};\r\n\r\n /**\r\n * Add callback functions in this array to update all the requests before they get sent to the network\r\n */\r\n public static CustomRequestModifiers = new Array<(request: XMLHttpRequest, url: string) => string | void>();\r\n\r\n /**\r\n * If set to true, requests to Babylon.js CDN requests will not be modified\r\n */\r\n public static SkipRequestModificationForBabylonCDN = true;\r\n\r\n /**\r\n * This function can be called to check if there are request modifiers for network requests\r\n * @returns true if there are any custom requests available\r\n */\r\n public static get IsCustomRequestAvailable(): boolean {\r\n return Object.keys(WebRequest.CustomRequestHeaders).length > 0 || WebRequest.CustomRequestModifiers.length > 0;\r\n }\r\n\r\n private static _CleanUrl(url: string): string {\r\n url = url.replace(\"file:http:\", \"http:\");\r\n url = url.replace(\"file:https:\", \"https:\");\r\n return url;\r\n }\r\n\r\n private static _ShouldSkipRequestModifications(url: string): boolean {\r\n return WebRequest.SkipRequestModificationForBabylonCDN && (url.includes(\"preview.babylonjs.com\") || url.includes(\"cdn.babylonjs.com\"));\r\n }\r\n\r\n /**\r\n * Merges `CustomRequestHeaders` and `CustomRequestModifiers` into a plain headers record and returns the\r\n * (possibly rewritten) URL. Can be used to apply URL and header customizations without making a network\r\n * request (e.g. for streaming media where the download is handled by the browser natively).\r\n * @param url - The initial URL to modify.\r\n * @param baseHeaders - An optional set of headers to start with (e.g. from the caller's options) that modifiers can further modify.\r\n * @returns An object containing the final URL and the merged headers after applying all modifiers and header customizations.\r\n * @internal\r\n */\r\n public static _CollectCustomizations(url: string, baseHeaders: Record<string, string> = {}): { url: string; headers: Record<string, string> } {\r\n const headers: Record<string, string> = { ...baseHeaders };\r\n\r\n if (WebRequest._ShouldSkipRequestModifications(url)) {\r\n return { url, headers };\r\n }\r\n\r\n for (const key in WebRequest.CustomRequestHeaders) {\r\n const val = WebRequest.CustomRequestHeaders[key];\r\n if (val) {\r\n headers[key] = val;\r\n }\r\n }\r\n\r\n // Provide a minimal proxy so modifiers can call setRequestHeader as they would on a real XHR.\r\n const xhrProxy = {\r\n setRequestHeader: (name: string, value: string) => {\r\n headers[name] = value;\r\n },\r\n } as unknown as XMLHttpRequest;\r\n\r\n for (const modifier of WebRequest.CustomRequestModifiers) {\r\n if (WebRequest._ShouldSkipRequestModifications(url)) {\r\n break;\r\n }\r\n const newUrl = modifier(xhrProxy, url);\r\n if (typeof newUrl === \"string\") {\r\n url = newUrl;\r\n }\r\n }\r\n\r\n return { url, headers };\r\n }\r\n\r\n /**\r\n * Performs a network request using the Fetch API when available on the platform, falling back to XMLHttpRequest.\r\n * `WebRequest.CustomRequestHeaders` and `WebRequest.CustomRequestModifiers` are applied in both cases.\r\n *\r\n * For `CustomRequestModifiers`, a minimal proxy XHR is provided to each modifier so that calls to\r\n * `setRequestHeader` on it are captured and forwarded to the underlying request. The URL returned by a\r\n * modifier (if any) replaces the current URL before the next modifier runs.\r\n *\r\n * @param url - The URL to request.\r\n * @param options - Optional request options (method, headers, body).\r\n * @returns A Promise that resolves to a `Response`.\r\n */\r\n public static async FetchAsync(url: string, options: { method?: string; headers?: Record<string, string>; body?: BodyInit | null } = {}): Promise<Response> {\r\n const method = options.method ?? \"GET\";\r\n\r\n if (typeof fetch !== \"undefined\") {\r\n // Use the Fetch API. Collect all customizations into a plain headers object first, since the\r\n // Fetch API does not share the XHR instance that WebRequest.open/send work with.\r\n const { url: resolvedUrl, headers } = WebRequest._CollectCustomizations(WebRequest._CleanUrl(url), options.headers ?? {});\r\n return await fetch(resolvedUrl, { method, headers, body: options.body ?? undefined });\r\n }\r\n\r\n // Fallback: use a WebRequest instance, which handles _CleanUrl, CustomRequestModifiers and\r\n // CustomRequestHeaders (via open()) internally — wrapping the response in a Promise<Response>.\r\n return await new Promise<Response>((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.responseType = \"arraybuffer\";\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState === 4) {\r\n if (request.status >= 200 && request.status < 300) {\r\n const responseHeaders = typeof Headers !== \"undefined\" ? new Headers() : undefined;\r\n const contentType = request.getResponseHeader(\"Content-Type\");\r\n if (contentType && responseHeaders) {\r\n responseHeaders.set(\"Content-Type\", contentType);\r\n }\r\n if (typeof Response !== \"undefined\") {\r\n resolve(new Response(request.response as ArrayBuffer, { status: request.status, statusText: request.statusText, headers: responseHeaders }));\r\n } else {\r\n // Minimal Response-like object for environments lacking the Fetch API globals.\r\n resolve({\r\n ok: true,\r\n status: request.status,\r\n statusText: request.statusText,\r\n headers: { get: (name: string) => request.getResponseHeader(name) },\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n arrayBuffer: async () => await Promise.resolve(request.response as ArrayBuffer),\r\n } as unknown as Response);\r\n }\r\n } else {\r\n reject(new Error(`HTTP ${request.status} loading '${request.requestURL}': ${request.statusText}`));\r\n }\r\n }\r\n });\r\n request.open(method, url, options.headers);\r\n request.send((options.body as Document | XMLHttpRequestBodyInit | null | undefined) ?? null);\r\n });\r\n }\r\n\r\n private _requestURL: string = \"\";\r\n\r\n /**\r\n * Returns the requested URL once open has been called\r\n */\r\n public get requestURL(): string {\r\n return this._requestURL;\r\n }\r\n\r\n /**\r\n * Gets or sets a function to be called when loading progress changes\r\n */\r\n public get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null {\r\n return this._xhr.onprogress;\r\n }\r\n\r\n public set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null) {\r\n this._xhr.onprogress = value;\r\n }\r\n\r\n /**\r\n * Returns client's state\r\n */\r\n public get readyState(): number {\r\n return this._xhr.readyState;\r\n }\r\n\r\n /**\r\n * Returns client's status\r\n */\r\n public get status(): number {\r\n return this._xhr.status;\r\n }\r\n\r\n /**\r\n * Returns client's status as a text\r\n */\r\n public get statusText(): string {\r\n return this._xhr.statusText;\r\n }\r\n\r\n /**\r\n * Returns client's response\r\n */\r\n public get response(): any {\r\n return this._xhr.response;\r\n }\r\n\r\n /**\r\n * Returns client's response url\r\n */\r\n public get responseURL(): string {\r\n return this._xhr.responseURL;\r\n }\r\n\r\n /**\r\n * Returns client's response as text\r\n */\r\n public get responseText(): string {\r\n return this._xhr.responseText;\r\n }\r\n\r\n /**\r\n * Gets or sets the expected response type\r\n */\r\n public get responseType(): XMLHttpRequestResponseType {\r\n return this._xhr.responseType;\r\n }\r\n\r\n public set responseType(value: XMLHttpRequestResponseType) {\r\n this._xhr.responseType = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the timeout value in milliseconds\r\n */\r\n public get timeout(): number {\r\n return this._xhr.timeout;\r\n }\r\n\r\n public set timeout(value: number) {\r\n this._xhr.timeout = value;\r\n }\r\n\r\n /** @internal */\r\n public addEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | AddEventListenerOptions\r\n ): void;\r\n public addEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | AddEventListenerOptions): void {\r\n this._xhr.addEventListener(type, listener, options);\r\n }\r\n\r\n /** @internal */\r\n public removeEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | EventListenerOptions\r\n ): void;\r\n public removeEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | EventListenerOptions): void {\r\n this._xhr.removeEventListener(type, listener, options);\r\n }\r\n\r\n /**\r\n * Cancels any network activity\r\n */\r\n public abort() {\r\n this._xhr.abort();\r\n }\r\n\r\n /**\r\n * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\r\n * @param body defines an optional request body\r\n */\r\n public send(body?: Document | XMLHttpRequestBodyInit | null): void {\r\n this._xhr.send(body);\r\n }\r\n\r\n /**\r\n * Sets the request method, request URL\r\n * @param method defines the method to use (GET, POST, etc..)\r\n * @param url defines the url to connect with\r\n * @param baseHeaders optional headers to include as a base before applying CustomRequestHeaders and modifiers\r\n */\r\n public open(method: string, url: string, baseHeaders?: Record<string, string>): void {\r\n const { url: modifiedUrl, headers } = WebRequest._CollectCustomizations(url, baseHeaders);\r\n\r\n this._requestURL = WebRequest._CleanUrl(modifiedUrl);\r\n\r\n this._xhr.open(method, this._requestURL, true);\r\n\r\n // Apply the collected headers (CustomRequestHeaders + modifier-set headers) to the XHR.\r\n // Must happen after open() and before send().\r\n for (const key in headers) {\r\n this._xhr.setRequestHeader(key, headers[key]);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the value of a request header.\r\n * @param name The name of the header whose value is to be set\r\n * @param value The value to set as the body of the header\r\n */\r\n setRequestHeader(name: string, value: string): void {\r\n this._xhr.setRequestHeader(name, value);\r\n }\r\n\r\n /**\r\n * Get the string containing the text of a particular header's value.\r\n * @param name The name of the header\r\n * @returns The string containing the text of the given header name\r\n */\r\n getResponseHeader(name: string): Nullable<string> {\r\n return this._xhr.getResponseHeader(name);\r\n }\r\n}\r\n"]}
@@ -487,7 +487,7 @@ export class MorphTargetManager {
487
487
  }
488
488
  const targetCount = this._targets.length;
489
489
  const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);
490
- let offset = 0;
490
+ let offset;
491
491
  for (let index = 0; index < targetCount; index++) {
492
492
  const target = this._targets[index];
493
493
  const positions = target.getPositions();
@@ -1 +1 @@
1
- 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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n /**\r\n * When used in texture mode, if greather than 0, this will override the the morph manager numMaxInfluencers value.\r\n */\r\n public static ConstantTargetCountForTextureMode = 0;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _supportsPositions = false;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _supportsUV2s = false;\r\n private _supportsColors = false;\r\n private _vertexCount = 0;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n private _mustSynchronize = true;\r\n private _forceUpdateWhenUnfrozen = false;\r\n\r\n /** @internal */\r\n public _textureVertexStride = 0;\r\n\r\n /** @internal */\r\n public _textureWidth = 0;\r\n\r\n /** @internal */\r\n public _textureHeight = 1;\r\n\r\n /** @internal */\r\n public _morphTargetTextureIndices: Float32Array;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if positions must be morphed\r\n */\r\n public enablePositionMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV2 must be morphed\r\n */\r\n public enableUV2Morphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if colors must be morphed\r\n */\r\n public enableColorMorphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(this._forceUpdateWhenUnfrozen);\r\n this._forceUpdateWhenUnfrozen = false;\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n * @param meshName name of the mesh this morph target manager is associated with\r\n */\r\n public constructor(\r\n scene: Nullable<Scene> = null,\r\n public meshName?: string\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.addMorphTargetManager(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n private _numMaxInfluencers = 0;\r\n\r\n /**\r\n * Gets or sets the maximum number of influencers (targets) (default value: 0).\r\n * Setting a value for this property can lead to a smoother experience, as only one shader will be compiled, which will use this value as the maximum number of influencers.\r\n * If you leave the value at 0 (default), a new shader will be compiled every time the number of active influencers changes. This can cause problems, as compiling a shader takes time.\r\n * If you assign a non-zero value to this property, you need to ensure that this value is greater than the maximum number of (active) influencers you'll need for this morph manager.\r\n * Otherwise, the number of active influencers will be truncated at the value you set for this property, which can lead to unexpected results.\r\n * Note that this property has no effect if \"useTextureToStoreTargets\" is false.\r\n * Note as well that if MorphTargetManager.ConstantTargetCountForTextureMode is greater than 0, this property will be ignored and the constant value will be used instead.\r\n */\r\n public get numMaxInfluencers(): number {\r\n if (MorphTargetManager.ConstantTargetCountForTextureMode > 0 && this.isUsingTextureForTargets) {\r\n return MorphTargetManager.ConstantTargetCountForTextureMode;\r\n }\r\n return this._numMaxInfluencers;\r\n }\r\n\r\n public set numMaxInfluencers(value: number) {\r\n if (this._numMaxInfluencers === value) {\r\n return;\r\n }\r\n\r\n this._numMaxInfluencers = value;\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of positions\r\n */\r\n public get supportsPositions(): boolean {\r\n return this._supportsPositions && this.enablePositionMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates 2\r\n */\r\n public get supportsUV2s(): boolean {\r\n return this._supportsUV2s && this.enableUV2Morphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of colors\r\n */\r\n public get supportsColors(): boolean {\r\n return this._supportsColors && this.enableColorMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing positions\r\n */\r\n public get hasPositions(): boolean {\r\n return this._supportsPositions;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing normals\r\n */\r\n public get hasNormals(): boolean {\r\n return this._supportsNormals;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing tangents\r\n */\r\n public get hasTangents(): boolean {\r\n return this._supportsTangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing texture coordinates\r\n */\r\n public get hasUVs(): boolean {\r\n return this._supportsUVs;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing texture coordinates 2\r\n */\r\n public get hasUV2s(): boolean {\r\n return this._supportsUV2s;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing colors\r\n */\r\n public get hasColors(): boolean {\r\n return this._supportsColors;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n if (this._influencesAreDirty) {\r\n this._syncActiveTargets();\r\n }\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n if (this._influencesAreDirty) {\r\n this._syncActiveTargets();\r\n }\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n if (this._useTextureToStoreTargets === value) {\r\n return;\r\n }\r\n this._useTextureToStoreTargets = value;\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return (\r\n MorphTargetManager.EnableTextureStorage &&\r\n this.useTextureToStoreTargets &&\r\n this._canUseTextureForTargets &&\r\n !this._scene?.getEngine().getCaps().disableMorphTargetTexture\r\n );\r\n }\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the MorphTargetManager\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n if (this._influencesAreDirty) {\r\n this._syncActiveTargets();\r\n }\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Gets the first target with the specified name\r\n * @param name defines the name to check\r\n * @returns the requested target\r\n */\r\n public getTargetByName(name: string): Nullable<MorphTarget> {\r\n for (const target of this._targets) {\r\n if (target.name === name) {\r\n return target;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _influencesAreDirty = false;\r\n private _needUpdateInfluences = false;\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n if (this.areUpdatesFrozen && needUpdate) {\r\n this._forceUpdateWhenUnfrozen = true;\r\n }\r\n this._influencesAreDirty = true;\r\n this._needUpdateInfluences = this._needUpdateInfluences || needUpdate;\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n })\r\n );\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n if (this._scene) {\r\n this._scene.stopAnimation(target);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n if (this._influencesAreDirty) {\r\n this._syncActiveTargets();\r\n }\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n effect.setFloat(\"morphTargetCount\", this.numInfluencers);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n copy.areUpdatesFrozen = true;\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n copy.areUpdatesFrozen = false;\r\n\r\n copy.enablePositionMorphing = this.enablePositionMorphing;\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n copy.enableUV2Morphing = this.enableUV2Morphing;\r\n copy.enableColorMorphing = this.enableColorMorphing;\r\n copy.metadata = this.metadata;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.meshName = this.meshName;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate = false): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n needUpdate = needUpdate || this._needUpdateInfluences;\r\n\r\n this._needUpdateInfluences = false;\r\n this._influencesAreDirty = false;\r\n\r\n const wasUsingTextureForTargets = !!this._targetStoreTexture;\r\n const isUsingTextureForTargets = this.isUsingTextureForTargets;\r\n\r\n if (this._mustSynchronize || wasUsingTextureForTargets !== isUsingTextureForTargets) {\r\n this._mustSynchronize = false;\r\n this.synchronize();\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n }\r\n\r\n if (this._morphTargetTextureIndices.length !== influenceCount) {\r\n this._morphTargetTextureIndices = this._morphTargetTextureIndices.slice(0, influenceCount);\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate && this._scene) {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n if (isUsingTextureForTargets) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n } else {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._supportsPositions = true;\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._supportsUV2s = true;\r\n this._supportsColors = true;\r\n this._vertexCount = 0;\r\n\r\n this._targetStoreTexture?.dispose();\r\n this._targetStoreTexture = null;\r\n\r\n if (this.isUsingTextureForTargets && this._targets.length > engine.getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n for (const target of this._targets) {\r\n this._supportsPositions = this._supportsPositions && target.hasPositions;\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n this._supportsUV2s = this._supportsUV2s && target.hasUV2s;\r\n this._supportsColors = this._supportsColors && target.hasColors;\r\n\r\n const vertexCount = target.vertexCount;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\r\n `Incompatible target. Targets must all have the same vertices count. Current vertex count: ${this._vertexCount}, vertex count for target \"${target.name}\": ${vertexCount}`\r\n );\r\n return;\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForTargets) {\r\n this._textureVertexStride = 0;\r\n\r\n this._supportsPositions && this._textureVertexStride++;\r\n this._supportsNormals && this._textureVertexStride++;\r\n this._supportsTangents && this._textureVertexStride++;\r\n this._supportsUVs && this._textureVertexStride++;\r\n this._supportsUV2s && this._textureVertexStride++;\r\n this._supportsColors && this._textureVertexStride++;\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride || 1;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = engine.getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n const uv2s = target.getUV2s();\r\n const colors = target.getColors();\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n if (this._supportsPositions && positions) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsNormals && normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUVs && uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsTangents && tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUV2s && uv2s) {\r\n data[offset] = uv2s[vertex * 2];\r\n data[offset + 1] = uv2s[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsColors && colors) {\r\n data[offset] = colors[vertex * 4];\r\n data[offset + 1] = colors[vertex * 4 + 1];\r\n data[offset + 2] = colors[vertex * 4 + 2];\r\n data[offset + 3] = colors[vertex * 4 + 3];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n this._targetStoreTexture.name = `Morph texture_${this.uniqueId}`;\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n this.metadata = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n for (const morph of this._targets) {\r\n this._scene.stopAnimation(morph);\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene, result));\r\n }\r\n\r\n if (serializationObject.metadata) {\r\n result.metadata = serializationObject.metadata;\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
+ 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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n /**\r\n * When used in texture mode, if greather than 0, this will override the the morph manager numMaxInfluencers value.\r\n */\r\n public static ConstantTargetCountForTextureMode = 0;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _supportsPositions = false;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _supportsUV2s = false;\r\n private _supportsColors = false;\r\n private _vertexCount = 0;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n private _mustSynchronize = true;\r\n private _forceUpdateWhenUnfrozen = false;\r\n\r\n /** @internal */\r\n public _textureVertexStride = 0;\r\n\r\n /** @internal */\r\n public _textureWidth = 0;\r\n\r\n /** @internal */\r\n public _textureHeight = 1;\r\n\r\n /** @internal */\r\n public _morphTargetTextureIndices: Float32Array;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if positions must be morphed\r\n */\r\n public enablePositionMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV2 must be morphed\r\n */\r\n public enableUV2Morphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if colors must be morphed\r\n */\r\n public enableColorMorphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(this._forceUpdateWhenUnfrozen);\r\n this._forceUpdateWhenUnfrozen = false;\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n * @param meshName name of the mesh this morph target manager is associated with\r\n */\r\n public constructor(\r\n scene: Nullable<Scene> = null,\r\n public meshName?: string\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.addMorphTargetManager(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n private _numMaxInfluencers = 0;\r\n\r\n /**\r\n * Gets or sets the maximum number of influencers (targets) (default value: 0).\r\n * Setting a value for this property can lead to a smoother experience, as only one shader will be compiled, which will use this value as the maximum number of influencers.\r\n * If you leave the value at 0 (default), a new shader will be compiled every time the number of active influencers changes. This can cause problems, as compiling a shader takes time.\r\n * If you assign a non-zero value to this property, you need to ensure that this value is greater than the maximum number of (active) influencers you'll need for this morph manager.\r\n * Otherwise, the number of active influencers will be truncated at the value you set for this property, which can lead to unexpected results.\r\n * Note that this property has no effect if \"useTextureToStoreTargets\" is false.\r\n * Note as well that if MorphTargetManager.ConstantTargetCountForTextureMode is greater than 0, this property will be ignored and the constant value will be used instead.\r\n */\r\n public get numMaxInfluencers(): number {\r\n if (MorphTargetManager.ConstantTargetCountForTextureMode > 0 && this.isUsingTextureForTargets) {\r\n return MorphTargetManager.ConstantTargetCountForTextureMode;\r\n }\r\n return this._numMaxInfluencers;\r\n }\r\n\r\n public set numMaxInfluencers(value: number) {\r\n if (this._numMaxInfluencers === value) {\r\n return;\r\n }\r\n\r\n this._numMaxInfluencers = value;\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of positions\r\n */\r\n public get supportsPositions(): boolean {\r\n return this._supportsPositions && this.enablePositionMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates 2\r\n */\r\n public get supportsUV2s(): boolean {\r\n return this._supportsUV2s && this.enableUV2Morphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of colors\r\n */\r\n public get supportsColors(): boolean {\r\n return this._supportsColors && this.enableColorMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing positions\r\n */\r\n public get hasPositions(): boolean {\r\n return this._supportsPositions;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing normals\r\n */\r\n public get hasNormals(): boolean {\r\n return this._supportsNormals;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing tangents\r\n */\r\n public get hasTangents(): boolean {\r\n return this._supportsTangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing texture coordinates\r\n */\r\n public get hasUVs(): boolean {\r\n return this._supportsUVs;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing texture coordinates 2\r\n */\r\n public get hasUV2s(): boolean {\r\n return this._supportsUV2s;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing colors\r\n */\r\n public get hasColors(): boolean {\r\n return this._supportsColors;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n if (this._influencesAreDirty) {\r\n this._syncActiveTargets();\r\n }\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n if (this._influencesAreDirty) {\r\n this._syncActiveTargets();\r\n }\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n if (this._useTextureToStoreTargets === value) {\r\n return;\r\n }\r\n this._useTextureToStoreTargets = value;\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return (\r\n MorphTargetManager.EnableTextureStorage &&\r\n this.useTextureToStoreTargets &&\r\n this._canUseTextureForTargets &&\r\n !this._scene?.getEngine().getCaps().disableMorphTargetTexture\r\n );\r\n }\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the MorphTargetManager\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n if (this._influencesAreDirty) {\r\n this._syncActiveTargets();\r\n }\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Gets the first target with the specified name\r\n * @param name defines the name to check\r\n * @returns the requested target\r\n */\r\n public getTargetByName(name: string): Nullable<MorphTarget> {\r\n for (const target of this._targets) {\r\n if (target.name === name) {\r\n return target;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _influencesAreDirty = false;\r\n private _needUpdateInfluences = false;\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n if (this.areUpdatesFrozen && needUpdate) {\r\n this._forceUpdateWhenUnfrozen = true;\r\n }\r\n this._influencesAreDirty = true;\r\n this._needUpdateInfluences = this._needUpdateInfluences || needUpdate;\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n })\r\n );\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n if (this._scene) {\r\n this._scene.stopAnimation(target);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n if (this._influencesAreDirty) {\r\n this._syncActiveTargets();\r\n }\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n effect.setFloat(\"morphTargetCount\", this.numInfluencers);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n copy.areUpdatesFrozen = true;\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n copy.areUpdatesFrozen = false;\r\n\r\n copy.enablePositionMorphing = this.enablePositionMorphing;\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n copy.enableUV2Morphing = this.enableUV2Morphing;\r\n copy.enableColorMorphing = this.enableColorMorphing;\r\n copy.metadata = this.metadata;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.meshName = this.meshName;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate = false): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n needUpdate = needUpdate || this._needUpdateInfluences;\r\n\r\n this._needUpdateInfluences = false;\r\n this._influencesAreDirty = false;\r\n\r\n const wasUsingTextureForTargets = !!this._targetStoreTexture;\r\n const isUsingTextureForTargets = this.isUsingTextureForTargets;\r\n\r\n if (this._mustSynchronize || wasUsingTextureForTargets !== isUsingTextureForTargets) {\r\n this._mustSynchronize = false;\r\n this.synchronize();\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n }\r\n\r\n if (this._morphTargetTextureIndices.length !== influenceCount) {\r\n this._morphTargetTextureIndices = this._morphTargetTextureIndices.slice(0, influenceCount);\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate && this._scene) {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n if (isUsingTextureForTargets) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n } else {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._supportsPositions = true;\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._supportsUV2s = true;\r\n this._supportsColors = true;\r\n this._vertexCount = 0;\r\n\r\n this._targetStoreTexture?.dispose();\r\n this._targetStoreTexture = null;\r\n\r\n if (this.isUsingTextureForTargets && this._targets.length > engine.getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n for (const target of this._targets) {\r\n this._supportsPositions = this._supportsPositions && target.hasPositions;\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n this._supportsUV2s = this._supportsUV2s && target.hasUV2s;\r\n this._supportsColors = this._supportsColors && target.hasColors;\r\n\r\n const vertexCount = target.vertexCount;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\r\n `Incompatible target. Targets must all have the same vertices count. Current vertex count: ${this._vertexCount}, vertex count for target \"${target.name}\": ${vertexCount}`\r\n );\r\n return;\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForTargets) {\r\n this._textureVertexStride = 0;\r\n\r\n this._supportsPositions && this._textureVertexStride++;\r\n this._supportsNormals && this._textureVertexStride++;\r\n this._supportsTangents && this._textureVertexStride++;\r\n this._supportsUVs && this._textureVertexStride++;\r\n this._supportsUV2s && this._textureVertexStride++;\r\n this._supportsColors && this._textureVertexStride++;\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride || 1;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = engine.getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset: number;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n const uv2s = target.getUV2s();\r\n const colors = target.getColors();\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n if (this._supportsPositions && positions) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsNormals && normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUVs && uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsTangents && tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUV2s && uv2s) {\r\n data[offset] = uv2s[vertex * 2];\r\n data[offset + 1] = uv2s[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsColors && colors) {\r\n data[offset] = colors[vertex * 4];\r\n data[offset + 1] = colors[vertex * 4 + 1];\r\n data[offset + 2] = colors[vertex * 4 + 2];\r\n data[offset + 3] = colors[vertex * 4 + 3];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n this._targetStoreTexture.name = `Morph texture_${this.uniqueId}`;\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n this.metadata = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n for (const morph of this._targets) {\r\n this._scene.stopAnimation(morph);\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene, result));\r\n }\r\n\r\n if (serializationObject.metadata) {\r\n result.metadata = serializationObject.metadata;\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -70,7 +70,7 @@ export class UpdateNoiseBlock extends NodeParticleBlock {
70
70
  const processNoise = (particle) => {
71
71
  // Get the texture directly from the block's stored value to support procedural textures
72
72
  // (as the block caches the texture data)
73
- const texture = noiseTextureBlock.texture._storedValue;
73
+ const texture = noiseTextureBlock.textureOutput._storedValue;
74
74
  if (!texture || !texture.isReady()) {
75
75
  return;
76
76
  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"core/types\";\r\nimport type { ISize } from \"core/Maths/math.size\";\r\nimport type { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { ThinParticleSystem } from \"core/Particles/thinParticleSystem\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { ParticleTextureSourceBlock } from \"core/Particles/Node/Blocks/particleSourceTextureBlock\";\r\n\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { _ConnectAtTheEnd } from \"core/Particles/Queue/executionQueue\";\r\n\r\n/**\r\n * Block used to update particle position based on a noise texture\r\n */\r\nexport class UpdateNoiseBlock extends NodeParticleBlock {\r\n /**\r\n * Create a new UpdateNoiseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"noiseTexture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"strength\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(100, 100, 100));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the noiseTexture input component\r\n */\r\n public get noiseTexture(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the strength input component\r\n */\r\n public get strength(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"UpdateNoiseBlock\";\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the current build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state) as ThinParticleSystem;\r\n\r\n const strength = this.strength.getConnectedValue(state) as Vector3;\r\n if (!strength) {\r\n return;\r\n }\r\n\r\n const noiseTextureBlock = this.noiseTexture.connectedPoint?.ownerBlock as ParticleTextureSourceBlock;\r\n if (!noiseTextureBlock) {\r\n return;\r\n }\r\n\r\n // These will be updated each frame for procedural textures\r\n let noiseTextureData: Nullable<Uint8Array | Uint8ClampedArray> = null;\r\n let noiseTextureSize: Nullable<ISize> = null;\r\n let lastFrameId = -1;\r\n\r\n const processNoise = (particle: Particle) => {\r\n // Get the texture directly from the block's stored value to support procedural textures\r\n // (as the block caches the texture data)\r\n const texture = noiseTextureBlock.texture._storedValue as ProceduralTexture;\r\n if (!texture || !texture.isReady()) {\r\n return;\r\n }\r\n\r\n // Fetch fresh texture data once per frame (like in thinParticleSystem)\r\n const currentFrameId = texture.getScene()?.getFrameId() ?? -1;\r\n if (currentFrameId !== lastFrameId) {\r\n lastFrameId = currentFrameId;\r\n\r\n // Texture size only needs to be fetched once\r\n if (!noiseTextureSize) {\r\n noiseTextureSize = texture.getSize();\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n texture.getContent()?.then((data) => {\r\n noiseTextureData = data as Uint8Array;\r\n });\r\n }\r\n\r\n // Skip if we don't have texture data yet\r\n if (!noiseTextureData || !noiseTextureSize) {\r\n return;\r\n }\r\n\r\n if (!particle._properties.randomNoiseCoordinates1) {\r\n particle._properties.randomNoiseCoordinates1 = new Vector3(Math.random(), Math.random(), Math.random());\r\n }\r\n\r\n if (!particle._properties.randomNoiseCoordinates2) {\r\n particle._properties.randomNoiseCoordinates2 = new Vector3(Math.random(), Math.random(), Math.random());\r\n }\r\n\r\n const fetchedColorR = system._fetchR(\r\n particle._properties.randomNoiseCoordinates1.x,\r\n particle._properties.randomNoiseCoordinates1.y,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n const fetchedColorG = system._fetchR(\r\n particle._properties.randomNoiseCoordinates1.z,\r\n particle._properties.randomNoiseCoordinates2.x,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n const fetchedColorB = system._fetchR(\r\n particle._properties.randomNoiseCoordinates2.y,\r\n particle._properties.randomNoiseCoordinates2.z,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n\r\n const force = TmpVectors.Vector3[0];\r\n const scaledForce = TmpVectors.Vector3[1];\r\n\r\n force.copyFromFloats((2 * fetchedColorR - 1) * strength.x, (2 * fetchedColorG - 1) * strength.y, (2 * fetchedColorB - 1) * strength.z);\r\n\r\n force.scaleToRef(system._tempScaledUpdateSpeed, scaledForce);\r\n particle.direction.addInPlace(scaledForce);\r\n };\r\n\r\n const noiseProcessing = {\r\n process: processNoise,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n if (system._updateQueueStart) {\r\n _ConnectAtTheEnd(noiseProcessing, system._updateQueueStart);\r\n } else {\r\n system._updateQueueStart = noiseProcessing;\r\n }\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.UpdateNoiseBlock\", UpdateNoiseBlock);\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport type { ISize } from \"core/Maths/math.size\";\r\nimport type { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { ThinParticleSystem } from \"core/Particles/thinParticleSystem\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { ParticleTextureSourceBlock } from \"core/Particles/Node/Blocks/particleSourceTextureBlock\";\r\n\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { _ConnectAtTheEnd } from \"core/Particles/Queue/executionQueue\";\r\n\r\n/**\r\n * Block used to update particle position based on a noise texture\r\n */\r\nexport class UpdateNoiseBlock extends NodeParticleBlock {\r\n /**\r\n * Create a new UpdateNoiseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"noiseTexture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"strength\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(100, 100, 100));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the noiseTexture input component\r\n */\r\n public get noiseTexture(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the strength input component\r\n */\r\n public get strength(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"UpdateNoiseBlock\";\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the current build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state) as ThinParticleSystem;\r\n\r\n const strength = this.strength.getConnectedValue(state) as Vector3;\r\n if (!strength) {\r\n return;\r\n }\r\n\r\n const noiseTextureBlock = this.noiseTexture.connectedPoint?.ownerBlock as ParticleTextureSourceBlock;\r\n if (!noiseTextureBlock) {\r\n return;\r\n }\r\n\r\n // These will be updated each frame for procedural textures\r\n let noiseTextureData: Nullable<Uint8Array | Uint8ClampedArray> = null;\r\n let noiseTextureSize: Nullable<ISize> = null;\r\n let lastFrameId = -1;\r\n\r\n const processNoise = (particle: Particle) => {\r\n // Get the texture directly from the block's stored value to support procedural textures\r\n // (as the block caches the texture data)\r\n const texture = noiseTextureBlock.textureOutput._storedValue as ProceduralTexture;\r\n if (!texture || !texture.isReady()) {\r\n return;\r\n }\r\n\r\n // Fetch fresh texture data once per frame (like in thinParticleSystem)\r\n const currentFrameId = texture.getScene()?.getFrameId() ?? -1;\r\n if (currentFrameId !== lastFrameId) {\r\n lastFrameId = currentFrameId;\r\n\r\n // Texture size only needs to be fetched once\r\n if (!noiseTextureSize) {\r\n noiseTextureSize = texture.getSize();\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n texture.getContent()?.then((data) => {\r\n noiseTextureData = data as Uint8Array;\r\n });\r\n }\r\n\r\n // Skip if we don't have texture data yet\r\n if (!noiseTextureData || !noiseTextureSize) {\r\n return;\r\n }\r\n\r\n if (!particle._properties.randomNoiseCoordinates1) {\r\n particle._properties.randomNoiseCoordinates1 = new Vector3(Math.random(), Math.random(), Math.random());\r\n }\r\n\r\n if (!particle._properties.randomNoiseCoordinates2) {\r\n particle._properties.randomNoiseCoordinates2 = new Vector3(Math.random(), Math.random(), Math.random());\r\n }\r\n\r\n const fetchedColorR = system._fetchR(\r\n particle._properties.randomNoiseCoordinates1.x,\r\n particle._properties.randomNoiseCoordinates1.y,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n const fetchedColorG = system._fetchR(\r\n particle._properties.randomNoiseCoordinates1.z,\r\n particle._properties.randomNoiseCoordinates2.x,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n const fetchedColorB = system._fetchR(\r\n particle._properties.randomNoiseCoordinates2.y,\r\n particle._properties.randomNoiseCoordinates2.z,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n\r\n const force = TmpVectors.Vector3[0];\r\n const scaledForce = TmpVectors.Vector3[1];\r\n\r\n force.copyFromFloats((2 * fetchedColorR - 1) * strength.x, (2 * fetchedColorG - 1) * strength.y, (2 * fetchedColorB - 1) * strength.z);\r\n\r\n force.scaleToRef(system._tempScaledUpdateSpeed, scaledForce);\r\n particle.direction.addInPlace(scaledForce);\r\n };\r\n\r\n const noiseProcessing = {\r\n process: processNoise,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n if (system._updateQueueStart) {\r\n _ConnectAtTheEnd(noiseProcessing, system._updateQueueStart);\r\n } else {\r\n system._updateQueueStart = noiseProcessing;\r\n }\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.UpdateNoiseBlock\", UpdateNoiseBlock);\r\n"]}
@@ -52,6 +52,16 @@ export declare class ParticleTextureSourceBlock extends NodeParticleBlock {
52
52
  * This value will not be serialized.
53
53
  */
54
54
  set sourceTexture(value: Nullable<BaseTexture>);
55
+ /**
56
+ * Gets the texture set on this block.
57
+ * This value will not be serialized.
58
+ */
59
+ get texture(): Nullable<BaseTexture>;
60
+ /**
61
+ * Sets the texture to be used by this block.
62
+ * This value will not be serialized.
63
+ */
64
+ set texture(value: Nullable<BaseTexture>);
55
65
  /**
56
66
  * Create a new ParticleTextureSourceBlock
57
67
  * @param name defines the block name
@@ -65,7 +75,7 @@ export declare class ParticleTextureSourceBlock extends NodeParticleBlock {
65
75
  /**
66
76
  * Gets the texture output component
67
77
  */
68
- get texture(): NodeParticleConnectionPoint;
78
+ get textureOutput(): NodeParticleConnectionPoint;
69
79
  /**
70
80
  * Gets the texture content as a promise
71
81
  * @returns a promise that resolves to the texture content, including width, height, and pixel data