@onerjs/core 8.42.8 → 8.43.1

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 (41) hide show
  1. package/AudioV2/audioUtils.d.ts +23 -0
  2. package/AudioV2/audioUtils.js +37 -0
  3. package/AudioV2/audioUtils.js.map +1 -1
  4. package/AudioV2/webAudio/webAudioStaticSound.js +3 -2
  5. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  6. package/AudioV2/webAudio/webAudioStreamingSound.js +10 -3
  7. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  8. package/Engines/WebGPU/webgpuTextureManager.js +10 -1
  9. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  10. package/Engines/abstractEngine.js +2 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Layers/selectionOutlineLayer.js +8 -0
  13. package/Layers/selectionOutlineLayer.js.map +1 -1
  14. package/Layers/thinSelectionOutlineLayer.js +15 -0
  15. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  16. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +3 -3
  17. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -1
  18. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +16 -0
  19. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +30 -5
  20. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  21. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +4 -4
  22. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  23. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -2
  24. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +46 -36
  25. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  26. package/Meshes/Node/Blocks/extrudeGeometryBlock.d.ts +61 -0
  27. package/Meshes/Node/Blocks/extrudeGeometryBlock.js +297 -0
  28. package/Meshes/Node/Blocks/extrudeGeometryBlock.js.map +1 -0
  29. package/Meshes/Node/index.d.ts +1 -0
  30. package/Meshes/Node/index.js +1 -0
  31. package/Meshes/Node/index.js.map +1 -1
  32. package/Misc/tools.js +9 -5
  33. package/Misc/tools.js.map +1 -1
  34. package/Misc/webRequest.d.ts +34 -3
  35. package/Misc/webRequest.js +107 -24
  36. package/Misc/webRequest.js.map +1 -1
  37. package/Physics/v2/characterController.d.ts +1 -1
  38. package/Physics/v2/characterController.js.map +1 -1
  39. package/ShadersWGSL/lightingVolume.compute.js +1 -1
  40. package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
  41. package/package.json +1 -1
@@ -87,6 +87,14 @@ export class SelectionOutlineLayer extends EffectLayer {
87
87
  outlineMethod: 0,
88
88
  ...options,
89
89
  };
90
+ // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers
91
+ // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)
92
+ if (this._options.mainTextureType === 1 && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {
93
+ this._options.mainTextureType = 2;
94
+ }
95
+ if (this._options.mainTextureType === 2 && !this._engine.getCaps().textureHalfFloatRender && !this._options.storeCameraSpaceZ) {
96
+ this._options.mainTextureType = 0;
97
+ }
90
98
  // Initialize the layer
91
99
  this._init(this._options);
92
100
  // Do not render as long as no meshes have been added
@@ -1 +1 @@
1
- {"version":3,"file":"selectionOutlineLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/selectionOutlineLayer.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAElE,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAMjC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAElD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAEvE,OAAO,EAAE,yBAAyB,EAAE,MAAM,6BAA6B,CAAC;AAGxE,OAAO,0CAA0C,CAAC;AAclD,KAAK,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAAU,IAAY;IACnE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;QAC7D,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,IAAI,KAAK,IAAI,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,aAAa,EAAE,KAAK,qBAAqB,CAAC,UAAU,EAAE,CAAC;YAC1H,OAAa,IAAI,CAAC,YAAY,CAAC,KAAK,CAA2B,CAAC;QACpE,CAAC;IACL,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAaF;;;;;GAKG;AACH,MAAM,OAAO,qBAAsB,SAAQ,WAAW;IAClD;;OAEG;IACI,MAAM,KAAK,UAAU;QACxB,OAAO,yBAAyB,CAAC,UAAU,CAAC;IAChD,CAAC;IAED;;OAEG;IAEH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC;IAC9C,CAAC;IAED,IAAW,YAAY,CAAC,KAAa;QACjC,IAAI,CAAC,gBAAgB,CAAC,YAAY,GAAG,KAAK,CAAC;IAC/C,CAAC;IAED;;OAEG;IAEH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC;IAClD,CAAC;IAED,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,GAAG,KAAK,CAAC;IACnD,CAAC;IAED;;OAEG;IAEH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC;IACnD,CAAC;IAED,IAAW,iBAAiB,CAAC,KAAa;QACtC,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,GAAG,KAAK,CAAC;IACpD,CAAC;IAED;;OAEG;IAEH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,gBAAgB,CAAC,kBAAkB,CAAC;IACpD,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,gBAAgB,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACrD,CAAC;IAOD;;;;;OAKG;IACH,YAAmB,IAAY,EAAE,KAAa,EAAE,OAAgD;QAC5F,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,EAAE,IAAI,yBAAyB,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC,CAAC;QAE7H,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,CAAC;YACvB,iBAAiB,EAAE,SAAS,CAAC,aAAa;YAC1C,MAAM,EAAE,IAAI;YACZ,kBAAkB,EAAE,CAAC;YACrB,gBAAgB,EAAE,CAAC,CAAC;YACpB,eAAe,EAAE,SAAS,CAAC,iBAAiB;YAC5C,iBAAiB,EAAE,SAAS,CAAC,gBAAgB;YAC7C,SAAS,EAAE,KAAK;YAChB,iBAAiB,EAAE,KAAK;YACxB,aAAa,EAAE,SAAS,CAAC,oCAAoC;YAC7D,GAAG,OAAO;SACb,CAAC;QAEF,uBAAuB;QACvB,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1B,qDAAqD;QACrD,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAE3B,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC;IACtC,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,qBAAqB,CAAC,UAAU,CAAC;IAC5C,CAAC;IAEkB,iBAAiB;QAChC,OAAO,CAAC,CAAC,CAAC,yDAAyD;IACvE,CAAC;IAED;;;;OAIG;IACO,kBAAkB;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,CAAC;IACtD,CAAC;IAED;;OAEG;IACO,8BAA8B;QACpC,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;QAEpB,IAAI,CAAC,gBAAgB,CAAC,sBAAsB,GAAG,CAAC,MAAc,EAAQ,EAAE;YACpE,MAAM,CAAC,UAAU,CAAC,aAAa,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YACpD,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC;YACxD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;YAE/D,MAAM,sBAAsB,GAAG,IAAI,CAAC,uBAAuB,CAAC;YAC5D,IAAI,CAAC,gBAAgB,CAAC,YAAY,GAAG,sBAAsB,CAAC,KAAK,CAAC;YAClE,IAAI,CAAC,gBAAgB,CAAC,aAAa,GAAG,sBAAsB,CAAC,MAAM,CAAC;QACxE,CAAC,CAAC;QAEF,IAAI,CAAC,gBAAgB,CAAC,8BAA8B,EAAE,CAAC;QAEvD,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;QAEzB,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;QAC7D,IAAI,CAAC,YAAY,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC/C,uFAAuF;YACvF,oFAAoF;YACpF,2BAA2B;YAC3B,iCAAiC;YACjC,0BAA0B;YAC1B,yBAAyB;YACzB,2FAA2F;YAC3F,0GAA0G;YAC1G,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QAClE,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACgB,kBAAkB;QACjC,KAAK,CAAC,kBAAkB,EAAE,CAAC;QAC3B,8CAA8C;QAC9C,IAAI,CAAC,YAAY,CAAC,UAAU,GAAG,IAAI,CAAC,gBAAgB,CAAC,UAAU,CAAC;IACpE,CAAC;IAED;;OAEG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;IAC/C,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAClD,OAAO,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,OAAO,EAAE,YAAY,CAAC,CAAC;IAChE,CAAC;IAED;;;;OAIG;IACO,eAAe,CAAC,MAAc,EAAE,WAAmB;QACzD,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,MAAM,EAAE,WAAW,CAAC,CAAC;IAChE,CAAC;IAED;;OAEG;IACa,YAAY;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC,YAAY,EAAE,CAAC;IAChD,CAAC;IAED;;;;OAIG;IACgB,iBAAiB,CAAC,IAAU;QAC3C,OAAO,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;IACzD,CAAC;IAED;;;;;OAKG;IACgB,cAAc,CAAC,IAAkB,EAAE,QAAkB;QACpE,OAAO,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAChE,CAAC;IAED;;;OAGG;IACgB,uBAAuB,CAAC,OAAiB;QACxD,IAAI,CAAC,gBAAgB,CAAC,uBAAuB,CAAC,OAAO,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;OAKG;IACO,2BAA2B,CAAC,IAAU,EAAE,OAAgB,EAAE,QAAkB;QAClF,IAAI,CAAC,gBAAgB,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;IAC/E,CAAC;IAED;;;;OAIG;IACa,OAAO,CAAC,IAAkB;QACtC,OAAO,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC/C,CAAC;IAED;;OAEG;IACI,cAAc;QACjB,IAAI,CAAC,gBAAgB,CAAC,cAAc,EAAE,CAAC;QACvC,IAAI,CAAC,YAAY,CAAC,UAAU,GAAG,IAAI,CAAC,gBAAgB,CAAC,UAAU,CAAC,CAAC,qBAAqB;IAC1F,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,WAA0C;QAC1D,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;IACpD,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,WAA0C;QAC7D,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,WAAW,CAAC,CAAC;IACvD,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,IAAU;QAC1B,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;IAC7C,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAChE,mBAAmB,CAAC,UAAU,GAAG,+BAA+B,CAAC;QAEjE,kBAAkB;QAClB,mBAAmB,CAAC,SAAS,GAAG,EAAE,CAAC;QAEnC,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,UAAU,CAAC;QACnD,IAAI,SAAS,EAAE,CAAC;YACZ,MAAM,yBAAyB,GAAG,IAAI,CAAC,gBAAgB,CAAC,0BAA0B,CAAC;YAEnF,+DAA+D;YAC/D,MAAM,YAAY,GAId,EAAE,CAAC;YAEP,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;gBACxC,MAAM,IAAI,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;gBAC1B,MAAM,WAAW,GAAG,yBAAyB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;gBAE7D,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,EAAE,CAAC;oBAC7B,YAAY,CAAC,WAAW,CAAC,GAAG;wBACxB,OAAO,EAAE,EAAE;qBACd,CAAC;gBACN,CAAC;gBACD,YAAY,CAAC,WAAW,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACpD,CAAC;YACD,mBAAmB,CAAC,SAAS,GAAG,YAAY,CAAC;QACjD,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAU,KAAK,CAAC,2BAAgC,EAAE,KAAY,EAAE,OAAe;QACxF,MAAM,qBAAqB,GAAG,mBAAmB,CAAC,KAAK,CACnD,GAAG,EAAE,CAAC,IAAI,qBAAqB,CAAC,2BAA2B,CAAC,IAAI,EAAE,KAAK,EAAE,2BAA2B,CAAC,OAAO,CAAC,EAC7G,2BAA2B,EAC3B,KAAK,EACL,OAAO,CACV,CAAC;QAEF,MAAM,YAAY,GAAG,2BAA2B,CAAC,SAA0D,CAAC;QAE5G,kBAAkB;QAClB,KAAK,MAAM,cAAc,IAAI,MAAM,CAAC,MAAM,CAAC,YAAY,CAAC,EAAE,CAAC;YACvD,MAAM,MAAM,GAAmB,EAAE,CAAC;YAClC,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,cAAc,CAAC,OAAO,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE,CAAC;gBAC7E,MAAM,MAAM,GAAG,cAAc,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;gBACjD,MAAM,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;gBACvC,IAAI,IAAI,EAAE,CAAC;oBACP,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACtB,CAAC;YACL,CAAC;YAED,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;QAC/C,CAAC;QAED,OAAO,qBAAqB,CAAC;IACjC,CAAC;CACJ;AAtVG;IADC,iBAAiB,EAAE;yDAGnB;AAUD;IADC,SAAS,EAAE;6DAGX;AAUD;IADC,SAAS,EAAE;8DAGX;AAUD;IADC,SAAS,EAAE;+DAGX;AAOO;IADP,SAAS,CAAC,SAAS,CAAC;uDACqC;AA2S9D,aAAa,CAAC,+BAA+B,EAAE,qBAAqB,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsColor3 } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport type { IThinSelectionOutlineLayerOptions } from \"./thinSelectionOutlineLayer\";\r\nimport { ThinSelectionOutlineLayer } from \"./thinSelectionOutlineLayer\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\n\r\nimport \"../Rendering/depthRendererSceneComponent\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * Return a the first selection outline layer of the scene with a given name.\r\n * @param name The name of the selection outline layer to look for.\r\n * @returns The selection outline layer if found otherwise null.\r\n */\r\n getSelectionOutlineLayerByName(name: string): Nullable<SelectionOutlineLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getSelectionOutlineLayerByName = function (name: string): Nullable<SelectionOutlineLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === SelectionOutlineLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as SelectionOutlineLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Selection outline layer options. This helps customizing the behaviour\r\n * of the selection outline layer.\r\n */\r\nexport interface ISelectionOutlineLayerOptions extends IThinSelectionOutlineLayerOptions {\r\n /**\r\n * Enable MSAA by choosing the number of samples. Default: 1\r\n */\r\n mainTextureSamples?: number;\r\n}\r\n\r\n/**\r\n * The selection outline layer Helps adding a outline effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * outlined meshes to your scene.\r\n */\r\nexport class SelectionOutlineLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the selection outline layer.\r\n */\r\n public static get EffectName() {\r\n return ThinSelectionOutlineLayer.EffectName;\r\n }\r\n\r\n /**\r\n * The outline color (default (1, 0.5, 0))\r\n */\r\n @serializeAsColor3()\r\n public get outlineColor(): Color3 {\r\n return this._thinEffectLayer.outlineColor;\r\n }\r\n\r\n public set outlineColor(value: Color3) {\r\n this._thinEffectLayer.outlineColor = value;\r\n }\r\n\r\n /**\r\n * The thickness of the edges (default: 2.0)\r\n */\r\n @serialize()\r\n public get outlineThickness(): number {\r\n return this._thinEffectLayer.outlineThickness;\r\n }\r\n\r\n public set outlineThickness(value: number) {\r\n this._thinEffectLayer.outlineThickness = value;\r\n }\r\n\r\n /**\r\n * The strength of the occlusion effect (default: 0.8)\r\n */\r\n @serialize()\r\n public get occlusionStrength(): number {\r\n return this._thinEffectLayer.occlusionStrength;\r\n }\r\n\r\n public set occlusionStrength(value: number) {\r\n this._thinEffectLayer.occlusionStrength = value;\r\n }\r\n\r\n /**\r\n * The occlusion threshold (default: 0.01)\r\n */\r\n @serialize()\r\n public get occlusionThreshold(): number {\r\n return this._thinEffectLayer.occlusionThreshold;\r\n }\r\n\r\n public set occlusionThreshold(value: number) {\r\n this._thinEffectLayer.occlusionThreshold = value;\r\n }\r\n\r\n @serialize(\"options\")\r\n private _options: Required<ISelectionOutlineLayerOptions>;\r\n\r\n protected override readonly _thinEffectLayer: ThinSelectionOutlineLayer;\r\n\r\n /**\r\n * Instantiates a new selection outline Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see ISelectionOutlineLayerOptions for more information)\r\n */\r\n public constructor(name: string, scene?: Scene, options?: Partial<ISelectionOutlineLayerOptions>) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false, new ThinSelectionOutlineLayer(name, scene, options));\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 1.0,\r\n mainTextureFixedSize: 0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\r\n forceGLSL: false,\r\n storeCameraSpaceZ: false,\r\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n\r\n this._scene.enableDepthRenderer();\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return SelectionOutlineLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 1; // draw depth mask on main pass and outline on merge pass\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinEffectLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the selection outline layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n this._textures = [];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect): void => {\r\n effect.setTexture(\"maskSampler\", this._mainTexture);\r\n const depthRenderer = this._scene.enableDepthRenderer();\r\n effect.setTexture(\"depthSampler\", depthRenderer.getDepthMap());\r\n\r\n const mainTextureDesiredSize = this._mainTextureDesiredSize;\r\n this._thinEffectLayer.textureWidth = mainTextureDesiredSize.width;\r\n this._thinEffectLayer.textureHeight = mainTextureDesiredSize.height;\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n this._postProcesses = [];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n // glow layer and highlight layer both call this._scene.postProcessManager.directRender\r\n // when you call this._scene.postProcessManager.directRender, it has 4 side effects:\r\n // 1. binds the framebuffer\r\n // 2. setAlphaMode(ALPHA_DISABLE)\r\n // 3. setDepthBuffer(true)\r\n // 4. setDepthWrite(true)\r\n // glow layer and highlight layer are restore framebuffer and depends on other side effects\r\n // but for now 3 and 4 are not needed to resolve the state management issue, so we just restore alpha mode\r\n this._scene.getEngine().setAlphaMode(Constants.ALPHA_DISABLE);\r\n });\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected override _createMainTexture(): void {\r\n super._createMainTexture();\r\n // set the render list for selective rendering\r\n this._mainTexture.renderList = this._thinEffectLayer._selection;\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return this._thinEffectLayer.needStencil();\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n return this._thinEffectLayer.isReady(subMesh, useInstances);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n this._thinEffectLayer._internalCompose(effect, renderIndex);\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n return this._thinEffectLayer.shouldRender();\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n this._thinEffectLayer._addCustomEffectDefines(defines);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current SelectionOutlineLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current SelectionOutlineLayer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the selection outline layer\r\n */\r\n public clearSelection(): void {\r\n this._thinEffectLayer.clearSelection();\r\n this._mainTexture.renderList = this._thinEffectLayer._selection; // update render list\r\n }\r\n\r\n /**\r\n * Adds mesh or group of mesh to the current selection\r\n *\r\n * If a group of meshes is provided, they will outline as a single unit\r\n * @param meshOrGroup Meshes to add to the selection\r\n */\r\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\r\n this._thinEffectLayer.addSelection(meshOrGroup);\r\n }\r\n\r\n /**\r\n * Adds mesh or group of mesh to the current selection\r\n * @param meshOrGroup Meshes to remove from the selection\r\n */\r\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\r\n this._thinEffectLayer.removeSelection(meshOrGroup);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this._thinEffectLayer._disposeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"SelectionOutlineLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this SelectionOutline layer\r\n * @returns a serialized SelectionOutline layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.SelectionOutlineLayer\";\r\n\r\n // Selected meshes\r\n serializationObject.selection = [];\r\n\r\n const selection = this._thinEffectLayer._selection;\r\n if (selection) {\r\n const meshUniqueIdToSelectionId = this._thinEffectLayer._meshUniqueIdToSelectionId;\r\n\r\n // selection can be sparse since _removeMesh can remove entries\r\n const selectionMap: {\r\n [uniqueId: number]: {\r\n meshIds: string[];\r\n };\r\n } = {};\r\n\r\n for (let i = 0; i < selection.length; ++i) {\r\n const mesh = selection[i];\r\n const selectionId = meshUniqueIdToSelectionId[mesh.uniqueId];\r\n\r\n if (!selectionMap[selectionId]) {\r\n selectionMap[selectionId] = {\r\n meshIds: [],\r\n };\r\n }\r\n selectionMap[selectionId].meshIds.push(mesh.id);\r\n }\r\n serializationObject.selection = selectionMap;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a SelectionOutline layer from parsed SelectionOutline layer data\r\n * @param parsedSelectionOutlineLayer defines the SelectionOutline layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the SelectionOutline layer information\r\n * @returns a parsed SelectionOutline layer\r\n */\r\n public static override Parse(parsedSelectionOutlineLayer: any, scene: Scene, rootUrl: string): SelectionOutlineLayer {\r\n const selectionOutlineLayer = SerializationHelper.Parse(\r\n () => new SelectionOutlineLayer(parsedSelectionOutlineLayer.name, scene, parsedSelectionOutlineLayer.options),\r\n parsedSelectionOutlineLayer,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n const selectionMap = parsedSelectionOutlineLayer.selection as { [uniqueId: number]: { meshIds: string[] } };\r\n\r\n // Selected meshes\r\n for (const outlinedMeshes of Object.values(selectionMap)) {\r\n const meshes: AbstractMesh[] = [];\r\n for (let meshIndex = 0; meshIndex < outlinedMeshes.meshIds.length; meshIndex++) {\r\n const meshId = outlinedMeshes.meshIds[meshIndex];\r\n const mesh = scene.getMeshById(meshId);\r\n if (mesh) {\r\n meshes.push(mesh);\r\n }\r\n }\r\n\r\n selectionOutlineLayer.addSelection(meshes);\r\n }\r\n\r\n return selectionOutlineLayer;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SelectionOutlineLayer\", SelectionOutlineLayer);\r\n"]}
1
+ {"version":3,"file":"selectionOutlineLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/selectionOutlineLayer.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAElE,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAMjC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAElD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAEvE,OAAO,EAAE,yBAAyB,EAAE,MAAM,6BAA6B,CAAC;AAGxE,OAAO,0CAA0C,CAAC;AAclD,KAAK,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAAU,IAAY;IACnE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;QAC7D,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,IAAI,KAAK,IAAI,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,aAAa,EAAE,KAAK,qBAAqB,CAAC,UAAU,EAAE,CAAC;YAC1H,OAAa,IAAI,CAAC,YAAY,CAAC,KAAK,CAA2B,CAAC;QACpE,CAAC;IACL,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAaF;;;;;GAKG;AACH,MAAM,OAAO,qBAAsB,SAAQ,WAAW;IAClD;;OAEG;IACI,MAAM,KAAK,UAAU;QACxB,OAAO,yBAAyB,CAAC,UAAU,CAAC;IAChD,CAAC;IAED;;OAEG;IAEH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC;IAC9C,CAAC;IAED,IAAW,YAAY,CAAC,KAAa;QACjC,IAAI,CAAC,gBAAgB,CAAC,YAAY,GAAG,KAAK,CAAC;IAC/C,CAAC;IAED;;OAEG;IAEH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC;IAClD,CAAC;IAED,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,GAAG,KAAK,CAAC;IACnD,CAAC;IAED;;OAEG;IAEH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC;IACnD,CAAC;IAED,IAAW,iBAAiB,CAAC,KAAa;QACtC,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,GAAG,KAAK,CAAC;IACpD,CAAC;IAED;;OAEG;IAEH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,gBAAgB,CAAC,kBAAkB,CAAC;IACpD,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,gBAAgB,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACrD,CAAC;IAOD;;;;;OAKG;IACH,YAAmB,IAAY,EAAE,KAAa,EAAE,OAAgD;QAC5F,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,EAAE,IAAI,yBAAyB,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC,CAAC;QAE7H,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,CAAC;YACvB,iBAAiB,EAAE,SAAS,CAAC,aAAa;YAC1C,MAAM,EAAE,IAAI;YACZ,kBAAkB,EAAE,CAAC;YACrB,gBAAgB,EAAE,CAAC,CAAC;YACpB,eAAe,EAAE,SAAS,CAAC,iBAAiB;YAC5C,iBAAiB,EAAE,SAAS,CAAC,gBAAgB;YAC7C,SAAS,EAAE,KAAK;YAChB,iBAAiB,EAAE,KAAK;YACxB,aAAa,EAAE,SAAS,CAAC,oCAAoC;YAC7D,GAAG,OAAO;SACb,CAAC;QAEF,2GAA2G;QAC3G,qGAAqG;QACrG,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,kBAAkB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC,EAAE,CAAC;YACtK,IAAI,CAAC,QAAQ,CAAC,eAAe,GAAG,SAAS,CAAC,sBAAsB,CAAC;QACrE,CAAC;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,KAAK,SAAS,CAAC,sBAAsB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,sBAAsB,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;YAC3J,IAAI,CAAC,QAAQ,CAAC,eAAe,GAAG,SAAS,CAAC,yBAAyB,CAAC;QACxE,CAAC;QAED,uBAAuB;QACvB,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1B,qDAAqD;QACrD,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAE3B,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC;IACtC,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,qBAAqB,CAAC,UAAU,CAAC;IAC5C,CAAC;IAEkB,iBAAiB;QAChC,OAAO,CAAC,CAAC,CAAC,yDAAyD;IACvE,CAAC;IAED;;;;OAIG;IACO,kBAAkB;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,CAAC;IACtD,CAAC;IAED;;OAEG;IACO,8BAA8B;QACpC,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;QAEpB,IAAI,CAAC,gBAAgB,CAAC,sBAAsB,GAAG,CAAC,MAAc,EAAQ,EAAE;YACpE,MAAM,CAAC,UAAU,CAAC,aAAa,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YACpD,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC;YACxD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;YAE/D,MAAM,sBAAsB,GAAG,IAAI,CAAC,uBAAuB,CAAC;YAC5D,IAAI,CAAC,gBAAgB,CAAC,YAAY,GAAG,sBAAsB,CAAC,KAAK,CAAC;YAClE,IAAI,CAAC,gBAAgB,CAAC,aAAa,GAAG,sBAAsB,CAAC,MAAM,CAAC;QACxE,CAAC,CAAC;QAEF,IAAI,CAAC,gBAAgB,CAAC,8BAA8B,EAAE,CAAC;QAEvD,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;QAEzB,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;QAC7D,IAAI,CAAC,YAAY,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC/C,uFAAuF;YACvF,oFAAoF;YACpF,2BAA2B;YAC3B,iCAAiC;YACjC,0BAA0B;YAC1B,yBAAyB;YACzB,2FAA2F;YAC3F,0GAA0G;YAC1G,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QAClE,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACgB,kBAAkB;QACjC,KAAK,CAAC,kBAAkB,EAAE,CAAC;QAC3B,8CAA8C;QAC9C,IAAI,CAAC,YAAY,CAAC,UAAU,GAAG,IAAI,CAAC,gBAAgB,CAAC,UAAU,CAAC;IACpE,CAAC;IAED;;OAEG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;IAC/C,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAClD,OAAO,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,OAAO,EAAE,YAAY,CAAC,CAAC;IAChE,CAAC;IAED;;;;OAIG;IACO,eAAe,CAAC,MAAc,EAAE,WAAmB;QACzD,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,MAAM,EAAE,WAAW,CAAC,CAAC;IAChE,CAAC;IAED;;OAEG;IACa,YAAY;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC,YAAY,EAAE,CAAC;IAChD,CAAC;IAED;;;;OAIG;IACgB,iBAAiB,CAAC,IAAU;QAC3C,OAAO,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;IACzD,CAAC;IAED;;;;;OAKG;IACgB,cAAc,CAAC,IAAkB,EAAE,QAAkB;QACpE,OAAO,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAChE,CAAC;IAED;;;OAGG;IACgB,uBAAuB,CAAC,OAAiB;QACxD,IAAI,CAAC,gBAAgB,CAAC,uBAAuB,CAAC,OAAO,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;OAKG;IACO,2BAA2B,CAAC,IAAU,EAAE,OAAgB,EAAE,QAAkB;QAClF,IAAI,CAAC,gBAAgB,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;IAC/E,CAAC;IAED;;;;OAIG;IACa,OAAO,CAAC,IAAkB;QACtC,OAAO,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC/C,CAAC;IAED;;OAEG;IACI,cAAc;QACjB,IAAI,CAAC,gBAAgB,CAAC,cAAc,EAAE,CAAC;QACvC,IAAI,CAAC,YAAY,CAAC,UAAU,GAAG,IAAI,CAAC,gBAAgB,CAAC,UAAU,CAAC,CAAC,qBAAqB;IAC1F,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,WAA0C;QAC1D,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;IACpD,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,WAA0C;QAC7D,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,WAAW,CAAC,CAAC;IACvD,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,IAAU;QAC1B,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;IAC7C,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAChE,mBAAmB,CAAC,UAAU,GAAG,+BAA+B,CAAC;QAEjE,kBAAkB;QAClB,mBAAmB,CAAC,SAAS,GAAG,EAAE,CAAC;QAEnC,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,UAAU,CAAC;QACnD,IAAI,SAAS,EAAE,CAAC;YACZ,MAAM,yBAAyB,GAAG,IAAI,CAAC,gBAAgB,CAAC,0BAA0B,CAAC;YAEnF,+DAA+D;YAC/D,MAAM,YAAY,GAId,EAAE,CAAC;YAEP,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;gBACxC,MAAM,IAAI,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;gBAC1B,MAAM,WAAW,GAAG,yBAAyB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;gBAE7D,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,EAAE,CAAC;oBAC7B,YAAY,CAAC,WAAW,CAAC,GAAG;wBACxB,OAAO,EAAE,EAAE;qBACd,CAAC;gBACN,CAAC;gBACD,YAAY,CAAC,WAAW,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACpD,CAAC;YACD,mBAAmB,CAAC,SAAS,GAAG,YAAY,CAAC;QACjD,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAU,KAAK,CAAC,2BAAgC,EAAE,KAAY,EAAE,OAAe;QACxF,MAAM,qBAAqB,GAAG,mBAAmB,CAAC,KAAK,CACnD,GAAG,EAAE,CAAC,IAAI,qBAAqB,CAAC,2BAA2B,CAAC,IAAI,EAAE,KAAK,EAAE,2BAA2B,CAAC,OAAO,CAAC,EAC7G,2BAA2B,EAC3B,KAAK,EACL,OAAO,CACV,CAAC;QAEF,MAAM,YAAY,GAAG,2BAA2B,CAAC,SAA0D,CAAC;QAE5G,kBAAkB;QAClB,KAAK,MAAM,cAAc,IAAI,MAAM,CAAC,MAAM,CAAC,YAAY,CAAC,EAAE,CAAC;YACvD,MAAM,MAAM,GAAmB,EAAE,CAAC;YAClC,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,cAAc,CAAC,OAAO,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE,CAAC;gBAC7E,MAAM,MAAM,GAAG,cAAc,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;gBACjD,MAAM,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;gBACvC,IAAI,IAAI,EAAE,CAAC;oBACP,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACtB,CAAC;YACL,CAAC;YAED,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;QAC/C,CAAC;QAED,OAAO,qBAAqB,CAAC;IACjC,CAAC;CACJ;AA/VG;IADC,iBAAiB,EAAE;yDAGnB;AAUD;IADC,SAAS,EAAE;6DAGX;AAUD;IADC,SAAS,EAAE;8DAGX;AAUD;IADC,SAAS,EAAE;+DAGX;AAOO;IADP,SAAS,CAAC,SAAS,CAAC;uDACqC;AAoT9D,aAAa,CAAC,+BAA+B,EAAE,qBAAqB,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsColor3 } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport type { IThinSelectionOutlineLayerOptions } from \"./thinSelectionOutlineLayer\";\r\nimport { ThinSelectionOutlineLayer } from \"./thinSelectionOutlineLayer\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\n\r\nimport \"../Rendering/depthRendererSceneComponent\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * Return a the first selection outline layer of the scene with a given name.\r\n * @param name The name of the selection outline layer to look for.\r\n * @returns The selection outline layer if found otherwise null.\r\n */\r\n getSelectionOutlineLayerByName(name: string): Nullable<SelectionOutlineLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getSelectionOutlineLayerByName = function (name: string): Nullable<SelectionOutlineLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === SelectionOutlineLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as SelectionOutlineLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Selection outline layer options. This helps customizing the behaviour\r\n * of the selection outline layer.\r\n */\r\nexport interface ISelectionOutlineLayerOptions extends IThinSelectionOutlineLayerOptions {\r\n /**\r\n * Enable MSAA by choosing the number of samples. Default: 1\r\n */\r\n mainTextureSamples?: number;\r\n}\r\n\r\n/**\r\n * The selection outline layer Helps adding a outline effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * outlined meshes to your scene.\r\n */\r\nexport class SelectionOutlineLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the selection outline layer.\r\n */\r\n public static get EffectName() {\r\n return ThinSelectionOutlineLayer.EffectName;\r\n }\r\n\r\n /**\r\n * The outline color (default (1, 0.5, 0))\r\n */\r\n @serializeAsColor3()\r\n public get outlineColor(): Color3 {\r\n return this._thinEffectLayer.outlineColor;\r\n }\r\n\r\n public set outlineColor(value: Color3) {\r\n this._thinEffectLayer.outlineColor = value;\r\n }\r\n\r\n /**\r\n * The thickness of the edges (default: 2.0)\r\n */\r\n @serialize()\r\n public get outlineThickness(): number {\r\n return this._thinEffectLayer.outlineThickness;\r\n }\r\n\r\n public set outlineThickness(value: number) {\r\n this._thinEffectLayer.outlineThickness = value;\r\n }\r\n\r\n /**\r\n * The strength of the occlusion effect (default: 0.8)\r\n */\r\n @serialize()\r\n public get occlusionStrength(): number {\r\n return this._thinEffectLayer.occlusionStrength;\r\n }\r\n\r\n public set occlusionStrength(value: number) {\r\n this._thinEffectLayer.occlusionStrength = value;\r\n }\r\n\r\n /**\r\n * The occlusion threshold (default: 0.01)\r\n */\r\n @serialize()\r\n public get occlusionThreshold(): number {\r\n return this._thinEffectLayer.occlusionThreshold;\r\n }\r\n\r\n public set occlusionThreshold(value: number) {\r\n this._thinEffectLayer.occlusionThreshold = value;\r\n }\r\n\r\n @serialize(\"options\")\r\n private _options: Required<ISelectionOutlineLayerOptions>;\r\n\r\n protected override readonly _thinEffectLayer: ThinSelectionOutlineLayer;\r\n\r\n /**\r\n * Instantiates a new selection outline Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see ISelectionOutlineLayerOptions for more information)\r\n */\r\n public constructor(name: string, scene?: Scene, options?: Partial<ISelectionOutlineLayerOptions>) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false, new ThinSelectionOutlineLayer(name, scene, options));\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 1.0,\r\n mainTextureFixedSize: 0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\r\n forceGLSL: false,\r\n storeCameraSpaceZ: false,\r\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\r\n ...options,\r\n };\r\n\r\n // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers\r\n // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)\r\n if (this._options.mainTextureType === Constants.TEXTURETYPE_FLOAT && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {\r\n this._options.mainTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n if (this._options.mainTextureType === Constants.TEXTURETYPE_HALF_FLOAT && !this._engine.getCaps().textureHalfFloatRender && !this._options.storeCameraSpaceZ) {\r\n this._options.mainTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n\r\n this._scene.enableDepthRenderer();\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return SelectionOutlineLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 1; // draw depth mask on main pass and outline on merge pass\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinEffectLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the selection outline layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n this._textures = [];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect): void => {\r\n effect.setTexture(\"maskSampler\", this._mainTexture);\r\n const depthRenderer = this._scene.enableDepthRenderer();\r\n effect.setTexture(\"depthSampler\", depthRenderer.getDepthMap());\r\n\r\n const mainTextureDesiredSize = this._mainTextureDesiredSize;\r\n this._thinEffectLayer.textureWidth = mainTextureDesiredSize.width;\r\n this._thinEffectLayer.textureHeight = mainTextureDesiredSize.height;\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n this._postProcesses = [];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n // glow layer and highlight layer both call this._scene.postProcessManager.directRender\r\n // when you call this._scene.postProcessManager.directRender, it has 4 side effects:\r\n // 1. binds the framebuffer\r\n // 2. setAlphaMode(ALPHA_DISABLE)\r\n // 3. setDepthBuffer(true)\r\n // 4. setDepthWrite(true)\r\n // glow layer and highlight layer are restore framebuffer and depends on other side effects\r\n // but for now 3 and 4 are not needed to resolve the state management issue, so we just restore alpha mode\r\n this._scene.getEngine().setAlphaMode(Constants.ALPHA_DISABLE);\r\n });\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected override _createMainTexture(): void {\r\n super._createMainTexture();\r\n // set the render list for selective rendering\r\n this._mainTexture.renderList = this._thinEffectLayer._selection;\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return this._thinEffectLayer.needStencil();\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n return this._thinEffectLayer.isReady(subMesh, useInstances);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n this._thinEffectLayer._internalCompose(effect, renderIndex);\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n return this._thinEffectLayer.shouldRender();\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n this._thinEffectLayer._addCustomEffectDefines(defines);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current SelectionOutlineLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current SelectionOutlineLayer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the selection outline layer\r\n */\r\n public clearSelection(): void {\r\n this._thinEffectLayer.clearSelection();\r\n this._mainTexture.renderList = this._thinEffectLayer._selection; // update render list\r\n }\r\n\r\n /**\r\n * Adds mesh or group of mesh to the current selection\r\n *\r\n * If a group of meshes is provided, they will outline as a single unit\r\n * @param meshOrGroup Meshes to add to the selection\r\n */\r\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\r\n this._thinEffectLayer.addSelection(meshOrGroup);\r\n }\r\n\r\n /**\r\n * Adds mesh or group of mesh to the current selection\r\n * @param meshOrGroup Meshes to remove from the selection\r\n */\r\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\r\n this._thinEffectLayer.removeSelection(meshOrGroup);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this._thinEffectLayer._disposeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"SelectionOutlineLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this SelectionOutline layer\r\n * @returns a serialized SelectionOutline layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.SelectionOutlineLayer\";\r\n\r\n // Selected meshes\r\n serializationObject.selection = [];\r\n\r\n const selection = this._thinEffectLayer._selection;\r\n if (selection) {\r\n const meshUniqueIdToSelectionId = this._thinEffectLayer._meshUniqueIdToSelectionId;\r\n\r\n // selection can be sparse since _removeMesh can remove entries\r\n const selectionMap: {\r\n [uniqueId: number]: {\r\n meshIds: string[];\r\n };\r\n } = {};\r\n\r\n for (let i = 0; i < selection.length; ++i) {\r\n const mesh = selection[i];\r\n const selectionId = meshUniqueIdToSelectionId[mesh.uniqueId];\r\n\r\n if (!selectionMap[selectionId]) {\r\n selectionMap[selectionId] = {\r\n meshIds: [],\r\n };\r\n }\r\n selectionMap[selectionId].meshIds.push(mesh.id);\r\n }\r\n serializationObject.selection = selectionMap;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a SelectionOutline layer from parsed SelectionOutline layer data\r\n * @param parsedSelectionOutlineLayer defines the SelectionOutline layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the SelectionOutline layer information\r\n * @returns a parsed SelectionOutline layer\r\n */\r\n public static override Parse(parsedSelectionOutlineLayer: any, scene: Scene, rootUrl: string): SelectionOutlineLayer {\r\n const selectionOutlineLayer = SerializationHelper.Parse(\r\n () => new SelectionOutlineLayer(parsedSelectionOutlineLayer.name, scene, parsedSelectionOutlineLayer.options),\r\n parsedSelectionOutlineLayer,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n const selectionMap = parsedSelectionOutlineLayer.selection as { [uniqueId: number]: { meshIds: string[] } };\r\n\r\n // Selected meshes\r\n for (const outlinedMeshes of Object.values(selectionMap)) {\r\n const meshes: AbstractMesh[] = [];\r\n for (let meshIndex = 0; meshIndex < outlinedMeshes.meshIds.length; meshIndex++) {\r\n const meshId = outlinedMeshes.meshIds[meshIndex];\r\n const mesh = scene.getMeshById(meshId);\r\n if (mesh) {\r\n meshes.push(mesh);\r\n }\r\n }\r\n\r\n selectionOutlineLayer.addSelection(meshes);\r\n }\r\n\r\n return selectionOutlineLayer;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SelectionOutlineLayer\", SelectionOutlineLayer);\r\n"]}
@@ -63,6 +63,21 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
63
63
  outlineMethod: 0,
64
64
  ...options,
65
65
  };
66
+ // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers
67
+ // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)
68
+ if (this._options.mainTextureType === 1 && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {
69
+ this._options.mainTextureType = 2;
70
+ }
71
+ if (this._options.mainTextureType === 2 &&
72
+ !(this._engine.getCaps().textureHalfFloatRender && this._engine.getCaps().textureHalfFloatLinearFiltering)) {
73
+ this._options.mainTextureType = 0;
74
+ }
75
+ // When using an 8-bit render target, we cannot reliably store camera-space Z in the mask texture:
76
+ // depth would be clamped/quantized, breaking occlusion comparisons. In that case, force-disable
77
+ // storeCameraSpaceZ so the layer falls back to the supported behavior.
78
+ if (this._options.storeCameraSpaceZ && this._options.mainTextureType === 0) {
79
+ this._options.storeCameraSpaceZ = false;
80
+ }
66
81
  // set clear color
67
82
  this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);
68
83
  // Initialize the layer
@@ -1 +1 @@
1
- {"version":3,"file":"thinSelectionOutlineLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/thinSelectionOutlineLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,iCAAiC,EAAE,MAAM,sCAAsC,CAAC;AAE9H,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAC/D,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,0CAA0C,EAAE,0BAA0B,EAAE,MAAM,uCAAuC,CAAC;AAG/K,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAQrD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAyBpD;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,eAAe;IAmD1D;;;;;;OAMG;IACH,YAAmB,IAAY,EAAE,KAAa,EAAE,OAAoD,EAAE,gBAAgB,GAAG,KAAK;QAC1H,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QA/C5E;;WAEG;QACI,iBAAY,GAAW,IAAI,MAAM,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QAEpD;;WAEG;QACI,qBAAgB,GAAW,GAAG,CAAC;QAEtC;;WAEG;QACI,sBAAiB,GAAW,GAAG,CAAC;QAEvC;;WAEG;QACI,uBAAkB,GAAW,MAAM,CAAC;QAE3C;;WAEG;QACI,iBAAY,GAAW,CAAC,CAAC;QAEhC;;WAEG;QACI,kBAAa,GAAW,CAAC,CAAC;QAKjC,gBAAgB;QACA,+BAA0B,GAAa,EAAE,CAAC;QAC1D,gBAAgB;QACT,eAAU,GAA6B,EAAE,CAAC;QACzC,qBAAgB,GAAG,CAAC,CAAC;QAYzB,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,CAAC;YACvB,iBAAiB,EAAE,SAAS,CAAC,aAAa;YAC1C,MAAM,EAAE,IAAI;YACZ,gBAAgB,EAAE,CAAC,CAAC;YACpB,SAAS,EAAE,KAAK;YAChB,eAAe,EAAE,SAAS,CAAC,iBAAiB;YAC5C,iBAAiB,EAAE,SAAS,CAAC,gBAAgB;YAC7C,iBAAiB,EAAE,KAAK;YACxB,aAAa,EAAE,SAAS,CAAC,oCAAoC;YAC7D,GAAG,OAAO;SACb,CAAC;QAEF,kBAAkB;QAClB,IAAI,CAAC,YAAY,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAE3F,uBAAuB;QACvB,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1B,qDAAqD;QACrD,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAE3B,IAAI,gBAAgB,EAAE,CAAC;YACnB,wKAAwK;YACxK,IAAI,CAAC,8BAA8B,EAAE,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAEO,MAAM,CAAC,GAAQ;QACnB,OAAO,GAAG,KAAK,KAAK,CAAC,IAAI,GAAG,KAAK,IAAI,CAAC;IAC1C,CAAC;IAED,gBAAgB;IACA,uBAAuB,CAAC,OAAgB,EAAE,YAAqB,EAAE,gBAAuC;QACpH,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAE/B,MAAM,iBAAiB,GAAG,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAC5E,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QAEvC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,kEAAkE;QAClE,2DAA2D;QAC3D,mFAAmF;QACnF,IAAI;QAEJ,MAAM,OAAO,GAAa,EAAE,CAAC;QAE7B,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,MAAM,KAAK,GAAG,KAAK,CAAC;QAEpB,aAAa;QACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,IAAI,CAAC,EAAE,CAAC;YACzC,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;gBACnD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;QACL,CAAC;QAED,QAAQ;QACR,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;QACxC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YACjD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;YACxD,CAAC;YAED,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAExE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC/B,IAAI,QAAQ,IAAI,QAAQ,CAAC,yBAAyB,EAAE,CAAC;gBACjD,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvF,CAAC;YAED,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;QACnD,CAAC;QAED,gBAAgB;QAChB,MAAM,mBAAmB,GAAG,IAAI,CAAC,kBAAkB;YAC/C,CAAC,CAAC,0CAA0C,CACtC,IAAI,CAAC,kBAAkB,EACvB,OAAO,EACP,OAAO,EACP,IAAI,EACJ,IAAI,EAAE,mBAAmB;YACzB,KAAK,EAAE,iBAAiB;YACxB,KAAK,EAAE,kBAAkB;YACzB,GAAG,EAAE,aAAa;YAClB,GAAG,EAAE,cAAc;YACnB,KAAK,CAAC,gBAAgB;aACzB;YACH,CAAC,CAAC,CAAC,CAAC;QAER,YAAY;QACZ,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACpC,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBAC9C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,0BAA0B;QAC1B,MAAM,UAAU,GAAG,IAAI,CAAC,2BAA2B,CAAC;QACpD,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,wCAAwC,CAAC,CAAC;YACvD,IAAI,YAAY,EAAE,CAAC;gBACf,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;QAED,aAAa;QACb,iCAAiC,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;QAElE,eAAe;QACf,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC;QAC7E,CAAC;QAED,IAAI,CAAC,uBAAuB,CAAC,OAAO,CAAC,CAAC;QAEtC,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAiB,CAAC;QACpD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,gBAAgB;gBAChB,MAAM;gBACN,uBAAuB;gBACvB,kBAAkB;gBAClB,kBAAkB;gBAClB,eAAe;gBACf,wBAAwB;gBACxB,2BAA2B;gBAC3B,8BAA8B;gBAC9B,yCAAyC;gBACzC,0BAA0B;gBAC1B,6BAA6B;gBAC7B,aAAa;gBACb,aAAa;aAChB,CAAC;YAEF,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,IAAI,CAAC,OAAO,CAAC,YAAY,CACrB,WAAW,EACa;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,EAAE;gBACvB,QAAQ,EAAE,CAAC,gBAAgB,EAAE,aAAa,EAAE,cAAc,EAAE,6BAA6B,CAAC;gBAC1F,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI;gBAChB,OAAO,EAAE,IAAI;gBACb,eAAe,EAAE,EAAE,2BAA2B,EAAE,mBAAmB,EAAE;gBACrE,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,IAAI,CAAC,cAAc;oBAC1C,CAAC,CAAC,SAAS;oBACX,CAAC,CAAC,KAAK,IAAI,EAAE;wBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;wBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;oBAC/B,CAAC;aACV,EACD,IAAI,CAAC,OAAO,CACf,EACD,IAAI,CACP,CAAC;QACN,CAAC;QAED,MAAM,aAAa,GAAG,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;QAEpD,OAAO,aAAa,IAAI,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;IACzG,CAAC;IAEkB,KAAK,CAAC,mBAAmB;QACxC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;YAC/C,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,iCAAiC,CAAC;gBACzC,MAAM,CAAC,mCAAmC,CAAC;gBAC3C,MAAM,CAAC,oCAAoC,CAAC;gBAC5C,MAAM,CAAC,0CAA0C,CAAC;aACrD,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,6BAA6B,CAAC;gBACrC,MAAM,CAAC,+BAA+B,CAAC;gBACvC,MAAM,CAAC,gCAAgC,CAAC;gBACxC,MAAM,CAAC,sCAAsC,CAAC;aACjD,CAAC,CAAC;QACP,CAAC;QAED,MAAM,KAAK,CAAC,mBAAmB,EAAE,CAAC;IACtC,CAAC;IAED;;;OAGG;IACa,aAAa;QACzB,OAAO,yBAAyB,CAAC,UAAU,CAAC;IAChD,CAAC;IAED,gBAAgB;IACA,kBAAkB;QAC9B,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,QAAQ,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC;YAClC,KAAK,SAAS,CAAC,oCAAoC;gBAC/C,OAAO,CAAC,IAAI,CAAC,8CAA8C,CAAC,CAAC;gBAC7D,MAAM;YACV,KAAK,SAAS,CAAC,qCAAqC;gBAChD,OAAO,CAAC,IAAI,CAAC,+CAA+C,CAAC,CAAC;gBAC9D,MAAM;QACd,CAAC;QACD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEhC,OAAO,IAAI,CAAC,OAAO,CAAC,YAAY,CAC5B;YACI,4FAA4F;YAC5F,MAAM,EAAE,cAAc;YACtB,yFAAyF;YACzF,QAAQ,EAAE,kBAAkB;SAC/B,EACuB;YACpB,UAAU,EAAE,CAAC,YAAY,CAAC,YAAY,CAAC;YACvC,aAAa,EAAE,CAAC,YAAY,EAAE,cAAc,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,oBAAoB,CAAC;YAC5G,QAAQ,EAAE,CAAC,aAAa,EAAE,cAAc,CAAC;YACzC,OAAO,EAAE,IAAI;YACb,SAAS,EAAE,IAAI;YACf,UAAU,EAAE,IAAI;YAChB,OAAO,EAAE,IAAI;YACb,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,IAAI,CAAC,cAAc;gBAC1C,CAAC,CAAC,SAAS;gBACX,CAAC,CAAC,KAAK,IAAI,EAAE;oBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;gBAC/B,CAAC;SACV,EACD,IAAI,CAAC,OAAO,CACf,CAAC;IACN,CAAC;IAED,gBAAgB;IACA,8BAA8B;QAC1C,sGAAsG;IAC1G,CAAC;IAED;;;;;OAKG;IACa,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAC3D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACzC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,KAAK,CAAC,eAAe,CAAC,OAAO,EAAE,YAAY,EAAE,IAAI,CAAC,CAAC;IAC9D,CAAC;IAED,gBAAgB;IACA,cAAc,CAAC,KAAmB,EAAE,SAAmB;QACnE,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,cAAc,CAAC,OAAgB,EAAE,kBAA2B,KAAK;QAChF,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,EAAE,CAAC;YAChC,OAAO;QACX,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,SAAS,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QACpC,MAAM,eAAe,GAAG,OAAO,CAAC,kBAAkB,EAAE,CAAC;QACrD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAE1E,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO;QACX,CAAC;QAED,8BAA8B;QAC9B,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,aAAa,EAAE,QAAQ,CAAC,EAAE,CAAC;YAChD,OAAO;QACX,CAAC;QAED,UAAU;QACV,IAAI,eAAe,GAAG,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC;QACvE,MAAM,eAAe,GAAG,aAAa,CAAC,0BAA0B,EAAE,CAAC;QACnE,IAAI,eAAe,GAAG,CAAC,EAAE,CAAC;YACtB,eAAe,GAAG,eAAe,KAAK,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,QAAQ,CAAC,+BAA+B,CAAC,CAAC,CAAC,QAAQ,CAAC,wBAAwB,CAAC;QAC3J,CAAC;QAED,MAAM,OAAO,GAAG,eAAe,KAAK,QAAQ,CAAC,wBAAwB,CAAC;QACtE,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,CAAC,OAAO,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,CAAC,aAAa,EAAE,SAAS,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;QAE1I,qBAAqB;QACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,eAAe,CAAC,CAAC;QACpF,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QAED,sBAAsB;QACtB,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,aAAa,CAAC,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,MAAM,0BAA0B,GAAG,KAAK,CAAC,0BAA0B,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,aAAa,CAAC,gBAAgB,IAAI,CAAC,CAAC,aAAa,CAAC,4BAA4B,CAAC;QAEnK,IAAI,CAAC,2BAA2B,CAAC,aAAa,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;QAEnE,IAAI,CAAC,0BAA0B,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAE3D,kEAAkE;QAClE,8CAA8C;QAC9C,sDAAsD;QACtD,oFAAoF;QACpF,uDAAuD;QACvD,SAAS;QACT,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnG,MAAM,iBAAiB,GAAG,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;YAE3H,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;YAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE,CAAC;gBACpC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;YACtD,CAAC;YAED,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,OAAO;YACX,CAAC;YAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;YAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YACjC,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBAC9B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAC5D,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;gBAC/D,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;oBAClC,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;gBACpD,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,IAAI,KAAK,CAAC,YAAY,CAAC;oBACjD,IAAI,MAAM,EAAE,CAAC;wBACT,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;wBAEjE,IAAI,IAAY,EAAE,IAAY,CAAC;wBAE/B,IAAI,aAAa,EAAE,CAAC;4BAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;4BACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;wBAC1E,CAAC;6BAAM,CAAC;4BACJ,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;4BACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;wBACpF,CAAC;wBAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;oBACvD,CAAC;gBACL,CAAC;gBACD,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;YAC9D,CAAC;iBAAM,CAAC;gBACJ,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;YACrG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,aAAa;gBACb,IAAI,QAAQ,IAAI,QAAQ,CAAC,uBAAuB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC9D,MAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;oBACpD,IAAI,YAAY,EAAE,CAAC;wBACf,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;wBAClD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;oBACvE,CAAC;gBACL,CAAC;gBAED,QAAQ;gBACR,mBAAmB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;gBAE3C,gBAAgB;gBAChB,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;gBACjD,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC;oBAChG,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;gBACnD,CAAC;gBAED,0BAA0B;gBAC1B,MAAM,UAAU,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;gBACjE,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;oBACrC,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,0BAA0B,CAAC,CAAC;gBACxD,CAAC;gBAED,aAAa;gBACb,IAAI,eAAe,EAAE,CAAC;oBAClB,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;gBAC5C,CAAC;gBAED,cAAc;gBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;gBAEvC,eAAe;gBACf,MAAM,WAAW,GAAG,IAAI,CAAC,0BAA0B,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;gBAC5E,IAAI,CAAC,aAAa,CAAC,YAAY,IAAI,CAAC,aAAa,CAAC,gBAAgB,IAAI,CAAC,aAAa,CAAC,YAAY,IAAI,WAAW,KAAK,SAAS,EAAE,CAAC;oBAC7H,MAAM,CAAC,QAAQ,CAAC,aAAa,EAAE,WAAW,CAAC,CAAC;gBAChD,CAAC;YACL,CAAC;YAED,OAAO;YACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;QACN,CAAC;aAAM,CAAC;YACJ,6CAA6C;YAC7C,IAAI,CAAC,eAAe,CAAC,mBAAmB,EAAE,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;IAC9D,CAAC;IAED,gBAAgB;IACA,gBAAgB,CAAC,MAAc,EAAE,YAAoB;QACjE,UAAU;QACV,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;QACpC,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACtE,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACpD,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC3D,MAAM,CAAC,QAAQ,CAAC,mBAAmB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC7D,MAAM,CAAC,QAAQ,CAAC,oBAAoB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAE/D,QAAQ;QACR,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,MAAM,qBAAqB,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAExD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,qBAAqB,CAAC,CAAC;IACnD,CAAC;IAED,gBAAgB;IACA,2BAA2B,CAAC,KAAW,EAAE,QAAiB,EAAE,SAAmB;QAC3F,wDAAwD;IAC5D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,IAAI,CAAC,UAAU,IAAI,KAAK,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAClE,CAAC;IAED,gBAAgB;IACA,iBAAiB,CAAC,IAAU;QACxC,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC9B,CAAC;IAED,gBAAgB;IACA,uBAAuB,CAAC,OAAiB;QACrD,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;YAClC,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;IACL,CAAC;IAED;;;;OAIG;IACa,OAAO,CAAC,IAAkB;QACtC,0CAA0C;QAC1C,OAAO,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC/B,CAAC;IAED,gBAAgB;IACA,gBAAgB,CAAC,KAAmB;QAChD,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,mBAAmB,CAAC,IAAU;QAClC,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YACpC,MAAM,IAAI,GAAG,yBAAyB,CAAC,gCAAgC,CAAC;YACxE,IAAI,CAAC,4BAA4B,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,OAAO,EAAE,CAAC;YAEjE,MAAM,GAAG,GAAG,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,EAAE,CAAC,IAAI,CAAC,CAAC;YACzE,IAAI,GAAG,EAAE,CAAC;gBACN,+EAA+E;gBAC9E,IAAI,CAAC,OAAsB,CAAC,wBAAwB,CAAC,GAAG,CAAC,CAAC;gBAC3D,OAAO,IAAI,CAAC,4BAA4B,CAAC,kBAAmB,CAAC,IAAI,CAAC,CAAC;YACvE,CAAC;YAED,OAAO,IAAI,CAAC,4BAA4B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YACpD,OAAO,IAAI,CAAC,4BAA4B,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC7D,OAAO,IAAI,CAAC,4BAA4B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACvD,OAAO,IAAI,CAAC,4BAA4B,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAErD,IAAI,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,4BAA4B,CAAC,aAAa,CAAC,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBAC5E,IAAI,CAAC,4BAA4B,GAAG,SAAU,CAAC;YACnD,CAAC;QACL,CAAC;QACD,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC,EAAE,CAAC;YACnG,OAAO,IAAI,CAAC,gBAAgB,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC;QAC7F,CAAC;QACD,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,CAAC,KAAK,EAAE,CAAC;gBACT,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YACrC,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QAED,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,EAAE,KAAK,EAAE,CAAC;YAC1D,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAS,CAAC;YAC5C,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC;YAC/B,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC,EAAE,CAAC;gBACnG,OAAO,IAAI,CAAC,gBAAgB,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC;YAC7F,CAAC;QACL,CAAC;QACD,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;QAC3B,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,CAAC,CAAC;QAE3C,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;QAE1B,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,WAA0C;QAC1D,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAErC,MAAM,KAAK,GAAG,KAAK,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC;QACvE,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACrB,OAAO;QACX,CAAC;QAED,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,KAAK,CAAC,MAAM,EAAE,EAAE,SAAS,EAAE,CAAC;YAC5D,MAAM,IAAI,GAAG,KAAK,CAAC,SAAS,CAAC,CAAC;YAE9B,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,qBAAqB;YAEjD,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACzC,MAAM,UAAU,GAAI,IAAsB,CAAC,UAAU,IAAK,IAAa,CAAC;gBAExE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC,EAAE,CAAC;oBAC1G,UAAU,CAAC,uBAAuB,CAAC,yBAAyB,CAAC,gCAAgC,EAAE,CAAC,CAAC,CAAC;gBACtG,CAAC;gBAED,IAAI,CAAC,gBAAgB,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,GAAG,MAAM,CAAC;YAC/F,CAAC;iBAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBAC/B,MAAM,iBAAiB,GAAI,IAAa,CAAC,iBAAiB,CAAC;gBAC3D,MAAM,eAAe,GAAG,IAAI,YAAY,CAAC,iBAAiB,CAAC,CAAC;gBAC5D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC;oBACzC,eAAe,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC;gBAChC,CAAC;gBACA,IAAa,CAAC,qBAAqB,CAAC,yBAAyB,CAAC,gCAAgC,EAAE,eAAe,EAAE,CAAC,CAAC,CAAC;YACzH,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,MAAM,CAAC;YAC5D,CAAC;QACL,CAAC;QACD,IAAI,CAAC,gBAAgB,IAAI,CAAC,CAAC;QAE3B,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;OAGG;IAEI,eAAe,CAAC,WAA0C;QAC7D,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QACD,MAAM,KAAK,GAAG,KAAK,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC;QACvE,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACrB,OAAO;QACX,CAAC;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpC,MAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAS,CAAC;YAC9B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC;YAC/B,OAAO,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC1D,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC;YAC9C,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,CAAC,CAAC;YAE3C,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;YAE1B,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC/B,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,IAAU;QAC1B,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;QAClC,IAAI,CAAC,SAAS,EAAE,CAAC;YACb,OAAO;QACX,CAAC;QAED,MAAM,KAAK,GAAG,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACtC,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,SAAS,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAE3B,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACpB,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC;YACxF,CAAC;iBAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBAC9B,IAAa,CAAC,qBAAqB,CAAC,yBAAyB,CAAC,gCAAgC,EAAE,IAAI,CAAC,CAAC;YAC3G,CAAC;YAED,IAAI,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBACzB,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;YAC/B,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QAEvB,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;;AAjvBD;;GAEG;AACoB,oCAAU,GAAG,uBAAuB,AAA1B,CAA2B;AAE5D;;;GAGG;AACoB,0DAAgC,GAAG,qBAAqB,AAAxB,CAAyB","sourcesContent":["import { VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport type { ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport type { InstancedMesh } from \"../Meshes/instancedMesh\";\nimport type { Mesh } from \"../Meshes/mesh\";\nimport type { SubMesh } from \"../Meshes/subMesh\";\nimport type { Scene } from \"../scene\";\nimport type { Nullable } from \"../types\";\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n\n /**\n * Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)\n *\n * @see {@link Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL}\n */\n outlineMethod?: number;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\n ...options,\n };\n\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n private _isDef(val: any) {\n return val !== void 0 && val !== null;\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureWidth\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n const defines: string[] = [];\n switch (this._options.outlineMethod) {\n case Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\");\n break;\n case Constants.OUTLINELAYER_SAMPLING_OCTADIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_OCTADIRECTIONAL\");\n break;\n }\n const join = defines.join(\"\\n\");\n\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: join,\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances || !!renderingMesh._userInstancedBuffersStorage;\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n const selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n if (!renderingMesh.hasInstances && !renderingMesh.hasThinInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n return this.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n // we control selection as RTT render list\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n private _clearMeshSelection(mesh: Mesh): void {\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n if (this._selection) {\n const index = this._selection.indexOf(mesh);\n if (~index) {\n this._selection.splice(index, 1);\n }\n }\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n const mesh = this._selection[index] as Mesh;\n this._clearMeshSelection(mesh);\n if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n }\n this._selection.length = 0;\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (!this._isDef(sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n } else if (mesh.hasThinInstances) {\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\n const selectionIdData = new Float32Array(thinInstanceCount);\n for (let i = 0; i < thinInstanceCount; i++) {\n selectionIdData[i] = nextId;\n }\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, selectionIdData, 1);\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n * @param meshOrGroup Meshes to remove from the selection\n */\n\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]) {\n if (!this._selection) {\n return;\n }\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n for (let i = 0; i < group.length; i++) {\n const mesh = group[i] as Mesh;\n this._clearMeshSelection(mesh);\n delete this._meshUniqueIdToSelectionId[mesh.uniqueId];\n }\n if (!this._selection || !this._selection.length) {\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n } else if (mesh.hasThinInstances) {\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, null);\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
1
+ {"version":3,"file":"thinSelectionOutlineLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/thinSelectionOutlineLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,iCAAiC,EAAE,MAAM,sCAAsC,CAAC;AAE9H,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAC/D,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,0CAA0C,EAAE,0BAA0B,EAAE,MAAM,uCAAuC,CAAC;AAG/K,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAQrD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAyBpD;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,eAAe;IAmD1D;;;;;;OAMG;IACH,YAAmB,IAAY,EAAE,KAAa,EAAE,OAAoD,EAAE,gBAAgB,GAAG,KAAK;QAC1H,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QA/C5E;;WAEG;QACI,iBAAY,GAAW,IAAI,MAAM,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QAEpD;;WAEG;QACI,qBAAgB,GAAW,GAAG,CAAC;QAEtC;;WAEG;QACI,sBAAiB,GAAW,GAAG,CAAC;QAEvC;;WAEG;QACI,uBAAkB,GAAW,MAAM,CAAC;QAE3C;;WAEG;QACI,iBAAY,GAAW,CAAC,CAAC;QAEhC;;WAEG;QACI,kBAAa,GAAW,CAAC,CAAC;QAKjC,gBAAgB;QACA,+BAA0B,GAAa,EAAE,CAAC;QAC1D,gBAAgB;QACT,eAAU,GAA6B,EAAE,CAAC;QACzC,qBAAgB,GAAG,CAAC,CAAC;QAYzB,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,CAAC;YACvB,iBAAiB,EAAE,SAAS,CAAC,aAAa;YAC1C,MAAM,EAAE,IAAI;YACZ,gBAAgB,EAAE,CAAC,CAAC;YACpB,SAAS,EAAE,KAAK;YAChB,eAAe,EAAE,SAAS,CAAC,iBAAiB;YAC5C,iBAAiB,EAAE,SAAS,CAAC,gBAAgB;YAC7C,iBAAiB,EAAE,KAAK;YACxB,aAAa,EAAE,SAAS,CAAC,oCAAoC;YAC7D,GAAG,OAAO;SACb,CAAC;QAEF,2GAA2G;QAC3G,qGAAqG;QACrG,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,kBAAkB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC,EAAE,CAAC;YACtK,IAAI,CAAC,QAAQ,CAAC,eAAe,GAAG,SAAS,CAAC,sBAAsB,CAAC;QACrE,CAAC;QACD,IACI,IAAI,CAAC,QAAQ,CAAC,eAAe,KAAK,SAAS,CAAC,sBAAsB;YAClE,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,sBAAsB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,+BAA+B,CAAC,EAC5G,CAAC;YACC,IAAI,CAAC,QAAQ,CAAC,eAAe,GAAG,SAAS,CAAC,yBAAyB,CAAC;QACxE,CAAC;QAED,kGAAkG;QAClG,gGAAgG;QAChG,uEAAuE;QACvE,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,KAAK,SAAS,CAAC,yBAAyB,EAAE,CAAC;YAC3G,IAAI,CAAC,QAAQ,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC5C,CAAC;QACD,kBAAkB;QAClB,IAAI,CAAC,YAAY,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAE3F,uBAAuB;QACvB,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1B,qDAAqD;QACrD,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAE3B,IAAI,gBAAgB,EAAE,CAAC;YACnB,wKAAwK;YACxK,IAAI,CAAC,8BAA8B,EAAE,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAEO,MAAM,CAAC,GAAQ;QACnB,OAAO,GAAG,KAAK,KAAK,CAAC,IAAI,GAAG,KAAK,IAAI,CAAC;IAC1C,CAAC;IAED,gBAAgB;IACA,uBAAuB,CAAC,OAAgB,EAAE,YAAqB,EAAE,gBAAuC;QACpH,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAE/B,MAAM,iBAAiB,GAAG,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAC5E,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QAEvC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,kEAAkE;QAClE,2DAA2D;QAC3D,mFAAmF;QACnF,IAAI;QAEJ,MAAM,OAAO,GAAa,EAAE,CAAC;QAE7B,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,MAAM,KAAK,GAAG,KAAK,CAAC;QAEpB,aAAa;QACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,IAAI,CAAC,EAAE,CAAC;YACzC,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;gBACnD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;QACL,CAAC;QAED,QAAQ;QACR,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;QACxC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YACjD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;YACxD,CAAC;YAED,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAExE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC/B,IAAI,QAAQ,IAAI,QAAQ,CAAC,yBAAyB,EAAE,CAAC;gBACjD,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvF,CAAC;YAED,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;QACnD,CAAC;QAED,gBAAgB;QAChB,MAAM,mBAAmB,GAAG,IAAI,CAAC,kBAAkB;YAC/C,CAAC,CAAC,0CAA0C,CACtC,IAAI,CAAC,kBAAkB,EACvB,OAAO,EACP,OAAO,EACP,IAAI,EACJ,IAAI,EAAE,mBAAmB;YACzB,KAAK,EAAE,iBAAiB;YACxB,KAAK,EAAE,kBAAkB;YACzB,GAAG,EAAE,aAAa;YAClB,GAAG,EAAE,cAAc;YACnB,KAAK,CAAC,gBAAgB;aACzB;YACH,CAAC,CAAC,CAAC,CAAC;QAER,YAAY;QACZ,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACpC,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBAC9C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,0BAA0B;QAC1B,MAAM,UAAU,GAAG,IAAI,CAAC,2BAA2B,CAAC;QACpD,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,wCAAwC,CAAC,CAAC;YACvD,IAAI,YAAY,EAAE,CAAC;gBACf,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;QAED,aAAa;QACb,iCAAiC,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;QAElE,eAAe;QACf,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC;QAC7E,CAAC;QAED,IAAI,CAAC,uBAAuB,CAAC,OAAO,CAAC,CAAC;QAEtC,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAiB,CAAC;QACpD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,gBAAgB;gBAChB,MAAM;gBACN,uBAAuB;gBACvB,kBAAkB;gBAClB,kBAAkB;gBAClB,eAAe;gBACf,wBAAwB;gBACxB,2BAA2B;gBAC3B,8BAA8B;gBAC9B,yCAAyC;gBACzC,0BAA0B;gBAC1B,6BAA6B;gBAC7B,aAAa;gBACb,aAAa;aAChB,CAAC;YAEF,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,IAAI,CAAC,OAAO,CAAC,YAAY,CACrB,WAAW,EACa;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,EAAE;gBACvB,QAAQ,EAAE,CAAC,gBAAgB,EAAE,aAAa,EAAE,cAAc,EAAE,6BAA6B,CAAC;gBAC1F,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI;gBAChB,OAAO,EAAE,IAAI;gBACb,eAAe,EAAE,EAAE,2BAA2B,EAAE,mBAAmB,EAAE;gBACrE,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,IAAI,CAAC,cAAc;oBAC1C,CAAC,CAAC,SAAS;oBACX,CAAC,CAAC,KAAK,IAAI,EAAE;wBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;wBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;oBAC/B,CAAC;aACV,EACD,IAAI,CAAC,OAAO,CACf,EACD,IAAI,CACP,CAAC;QACN,CAAC;QAED,MAAM,aAAa,GAAG,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;QAEpD,OAAO,aAAa,IAAI,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;IACzG,CAAC;IAEkB,KAAK,CAAC,mBAAmB;QACxC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;YAC/C,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,iCAAiC,CAAC;gBACzC,MAAM,CAAC,mCAAmC,CAAC;gBAC3C,MAAM,CAAC,oCAAoC,CAAC;gBAC5C,MAAM,CAAC,0CAA0C,CAAC;aACrD,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,6BAA6B,CAAC;gBACrC,MAAM,CAAC,+BAA+B,CAAC;gBACvC,MAAM,CAAC,gCAAgC,CAAC;gBACxC,MAAM,CAAC,sCAAsC,CAAC;aACjD,CAAC,CAAC;QACP,CAAC;QAED,MAAM,KAAK,CAAC,mBAAmB,EAAE,CAAC;IACtC,CAAC;IAED;;;OAGG;IACa,aAAa;QACzB,OAAO,yBAAyB,CAAC,UAAU,CAAC;IAChD,CAAC;IAED,gBAAgB;IACA,kBAAkB;QAC9B,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,QAAQ,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC;YAClC,KAAK,SAAS,CAAC,oCAAoC;gBAC/C,OAAO,CAAC,IAAI,CAAC,8CAA8C,CAAC,CAAC;gBAC7D,MAAM;YACV,KAAK,SAAS,CAAC,qCAAqC;gBAChD,OAAO,CAAC,IAAI,CAAC,+CAA+C,CAAC,CAAC;gBAC9D,MAAM;QACd,CAAC;QACD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEhC,OAAO,IAAI,CAAC,OAAO,CAAC,YAAY,CAC5B;YACI,4FAA4F;YAC5F,MAAM,EAAE,cAAc;YACtB,yFAAyF;YACzF,QAAQ,EAAE,kBAAkB;SAC/B,EACuB;YACpB,UAAU,EAAE,CAAC,YAAY,CAAC,YAAY,CAAC;YACvC,aAAa,EAAE,CAAC,YAAY,EAAE,cAAc,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,oBAAoB,CAAC;YAC5G,QAAQ,EAAE,CAAC,aAAa,EAAE,cAAc,CAAC;YACzC,OAAO,EAAE,IAAI;YACb,SAAS,EAAE,IAAI;YACf,UAAU,EAAE,IAAI;YAChB,OAAO,EAAE,IAAI;YACb,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,IAAI,CAAC,cAAc;gBAC1C,CAAC,CAAC,SAAS;gBACX,CAAC,CAAC,KAAK,IAAI,EAAE;oBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;gBAC/B,CAAC;SACV,EACD,IAAI,CAAC,OAAO,CACf,CAAC;IACN,CAAC;IAED,gBAAgB;IACA,8BAA8B;QAC1C,sGAAsG;IAC1G,CAAC;IAED;;;;;OAKG;IACa,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAC3D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACzC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,KAAK,CAAC,eAAe,CAAC,OAAO,EAAE,YAAY,EAAE,IAAI,CAAC,CAAC;IAC9D,CAAC;IAED,gBAAgB;IACA,cAAc,CAAC,KAAmB,EAAE,SAAmB;QACnE,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,cAAc,CAAC,OAAgB,EAAE,kBAA2B,KAAK;QAChF,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,EAAE,CAAC;YAChC,OAAO;QACX,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,SAAS,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QACpC,MAAM,eAAe,GAAG,OAAO,CAAC,kBAAkB,EAAE,CAAC;QACrD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAE1E,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO;QACX,CAAC;QAED,8BAA8B;QAC9B,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,aAAa,EAAE,QAAQ,CAAC,EAAE,CAAC;YAChD,OAAO;QACX,CAAC;QAED,UAAU;QACV,IAAI,eAAe,GAAG,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC;QACvE,MAAM,eAAe,GAAG,aAAa,CAAC,0BAA0B,EAAE,CAAC;QACnE,IAAI,eAAe,GAAG,CAAC,EAAE,CAAC;YACtB,eAAe,GAAG,eAAe,KAAK,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,QAAQ,CAAC,+BAA+B,CAAC,CAAC,CAAC,QAAQ,CAAC,wBAAwB,CAAC;QAC3J,CAAC;QAED,MAAM,OAAO,GAAG,eAAe,KAAK,QAAQ,CAAC,wBAAwB,CAAC;QACtE,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,CAAC,OAAO,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,CAAC,aAAa,EAAE,SAAS,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;QAE1I,qBAAqB;QACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,eAAe,CAAC,CAAC;QACpF,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QAED,sBAAsB;QACtB,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,aAAa,CAAC,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,MAAM,0BAA0B,GAAG,KAAK,CAAC,0BAA0B,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,aAAa,CAAC,gBAAgB,IAAI,CAAC,CAAC,aAAa,CAAC,4BAA4B,CAAC;QAEnK,IAAI,CAAC,2BAA2B,CAAC,aAAa,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;QAEnE,IAAI,CAAC,0BAA0B,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAE3D,kEAAkE;QAClE,8CAA8C;QAC9C,sDAAsD;QACtD,oFAAoF;QACpF,uDAAuD;QACvD,SAAS;QACT,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnG,MAAM,iBAAiB,GAAG,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;YAE3H,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;YAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE,CAAC;gBACpC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;YACtD,CAAC;YAED,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,OAAO;YACX,CAAC;YAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;YAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YACjC,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBAC9B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAC5D,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;gBAC/D,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;oBAClC,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;gBACpD,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,IAAI,KAAK,CAAC,YAAY,CAAC;oBACjD,IAAI,MAAM,EAAE,CAAC;wBACT,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;wBAEjE,IAAI,IAAY,EAAE,IAAY,CAAC;wBAE/B,IAAI,aAAa,EAAE,CAAC;4BAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;4BACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;wBAC1E,CAAC;6BAAM,CAAC;4BACJ,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;4BACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;wBACpF,CAAC;wBAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;oBACvD,CAAC;gBACL,CAAC;gBACD,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;YAC9D,CAAC;iBAAM,CAAC;gBACJ,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;YACrG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,aAAa;gBACb,IAAI,QAAQ,IAAI,QAAQ,CAAC,uBAAuB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC9D,MAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;oBACpD,IAAI,YAAY,EAAE,CAAC;wBACf,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;wBAClD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;oBACvE,CAAC;gBACL,CAAC;gBAED,QAAQ;gBACR,mBAAmB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;gBAE3C,gBAAgB;gBAChB,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;gBACjD,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC;oBAChG,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;gBACnD,CAAC;gBAED,0BAA0B;gBAC1B,MAAM,UAAU,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;gBACjE,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;oBACrC,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,0BAA0B,CAAC,CAAC;gBACxD,CAAC;gBAED,aAAa;gBACb,IAAI,eAAe,EAAE,CAAC;oBAClB,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;gBAC5C,CAAC;gBAED,cAAc;gBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;gBAEvC,eAAe;gBACf,MAAM,WAAW,GAAG,IAAI,CAAC,0BAA0B,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;gBAC5E,IAAI,CAAC,aAAa,CAAC,YAAY,IAAI,CAAC,aAAa,CAAC,gBAAgB,IAAI,CAAC,aAAa,CAAC,YAAY,IAAI,WAAW,KAAK,SAAS,EAAE,CAAC;oBAC7H,MAAM,CAAC,QAAQ,CAAC,aAAa,EAAE,WAAW,CAAC,CAAC;gBAChD,CAAC;YACL,CAAC;YAED,OAAO;YACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;QACN,CAAC;aAAM,CAAC;YACJ,6CAA6C;YAC7C,IAAI,CAAC,eAAe,CAAC,mBAAmB,EAAE,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;IAC9D,CAAC;IAED,gBAAgB;IACA,gBAAgB,CAAC,MAAc,EAAE,YAAoB;QACjE,UAAU;QACV,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;QACpC,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACtE,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACpD,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC3D,MAAM,CAAC,QAAQ,CAAC,mBAAmB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC7D,MAAM,CAAC,QAAQ,CAAC,oBAAoB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAE/D,QAAQ;QACR,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,MAAM,qBAAqB,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAExD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,qBAAqB,CAAC,CAAC;IACnD,CAAC;IAED,gBAAgB;IACA,2BAA2B,CAAC,KAAW,EAAE,QAAiB,EAAE,SAAmB;QAC3F,wDAAwD;IAC5D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,IAAI,CAAC,UAAU,IAAI,KAAK,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAClE,CAAC;IAED,gBAAgB;IACA,iBAAiB,CAAC,IAAU;QACxC,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC9B,CAAC;IAED,gBAAgB;IACA,uBAAuB,CAAC,OAAiB;QACrD,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;YAClC,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;IACL,CAAC;IAED;;;;OAIG;IACa,OAAO,CAAC,IAAkB;QACtC,0CAA0C;QAC1C,OAAO,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC/B,CAAC;IAED,gBAAgB;IACA,gBAAgB,CAAC,KAAmB;QAChD,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,mBAAmB,CAAC,IAAU;QAClC,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YACpC,MAAM,IAAI,GAAG,yBAAyB,CAAC,gCAAgC,CAAC;YACxE,IAAI,CAAC,4BAA4B,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,OAAO,EAAE,CAAC;YAEjE,MAAM,GAAG,GAAG,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,EAAE,CAAC,IAAI,CAAC,CAAC;YACzE,IAAI,GAAG,EAAE,CAAC;gBACN,+EAA+E;gBAC9E,IAAI,CAAC,OAAsB,CAAC,wBAAwB,CAAC,GAAG,CAAC,CAAC;gBAC3D,OAAO,IAAI,CAAC,4BAA4B,CAAC,kBAAmB,CAAC,IAAI,CAAC,CAAC;YACvE,CAAC;YAED,OAAO,IAAI,CAAC,4BAA4B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YACpD,OAAO,IAAI,CAAC,4BAA4B,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC7D,OAAO,IAAI,CAAC,4BAA4B,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACvD,OAAO,IAAI,CAAC,4BAA4B,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAErD,IAAI,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,4BAA4B,CAAC,aAAa,CAAC,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBAC5E,IAAI,CAAC,4BAA4B,GAAG,SAAU,CAAC;YACnD,CAAC;QACL,CAAC;QACD,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC,EAAE,CAAC;YACnG,OAAO,IAAI,CAAC,gBAAgB,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC;QAC7F,CAAC;QACD,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,CAAC,KAAK,EAAE,CAAC;gBACT,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YACrC,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QAED,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,EAAE,KAAK,EAAE,CAAC;YAC1D,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAS,CAAC;YAC5C,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC;YAC/B,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC,EAAE,CAAC;gBACnG,OAAO,IAAI,CAAC,gBAAgB,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC;YAC7F,CAAC;QACL,CAAC;QACD,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;QAC3B,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,CAAC,CAAC;QAE3C,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;QAE1B,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,WAA0C;QAC1D,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAErC,MAAM,KAAK,GAAG,KAAK,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC;QACvE,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACrB,OAAO;QACX,CAAC;QAED,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,KAAK,CAAC,MAAM,EAAE,EAAE,SAAS,EAAE,CAAC;YAC5D,MAAM,IAAI,GAAG,KAAK,CAAC,SAAS,CAAC,CAAC;YAE9B,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,qBAAqB;YAEjD,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACzC,MAAM,UAAU,GAAI,IAAsB,CAAC,UAAU,IAAK,IAAa,CAAC;gBAExE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC,EAAE,CAAC;oBAC1G,UAAU,CAAC,uBAAuB,CAAC,yBAAyB,CAAC,gCAAgC,EAAE,CAAC,CAAC,CAAC;gBACtG,CAAC;gBAED,IAAI,CAAC,gBAAgB,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,GAAG,MAAM,CAAC;YAC/F,CAAC;iBAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBAC/B,MAAM,iBAAiB,GAAI,IAAa,CAAC,iBAAiB,CAAC;gBAC3D,MAAM,eAAe,GAAG,IAAI,YAAY,CAAC,iBAAiB,CAAC,CAAC;gBAC5D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC;oBACzC,eAAe,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC;gBAChC,CAAC;gBACA,IAAa,CAAC,qBAAqB,CAAC,yBAAyB,CAAC,gCAAgC,EAAE,eAAe,EAAE,CAAC,CAAC,CAAC;YACzH,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,MAAM,CAAC;YAC5D,CAAC;QACL,CAAC;QACD,IAAI,CAAC,gBAAgB,IAAI,CAAC,CAAC;QAE3B,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;OAGG;IAEI,eAAe,CAAC,WAA0C;QAC7D,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QACD,MAAM,KAAK,GAAG,KAAK,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC;QACvE,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACrB,OAAO;QACX,CAAC;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpC,MAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAS,CAAC;YAC9B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC;YAC/B,OAAO,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC1D,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC;YAC9C,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,CAAC,CAAC;YAE3C,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;YAE1B,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC/B,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,IAAU;QAC1B,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;QAClC,IAAI,CAAC,SAAS,EAAE,CAAC;YACb,OAAO;QACX,CAAC;QAED,MAAM,KAAK,GAAG,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACtC,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,SAAS,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAE3B,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACpB,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,CAAC,gCAAgC,CAAC,CAAC;YACxF,CAAC;iBAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBAC9B,IAAa,CAAC,qBAAqB,CAAC,yBAAyB,CAAC,gCAAgC,EAAE,IAAI,CAAC,CAAC;YAC3G,CAAC;YAED,IAAI,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBACzB,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;YAC/B,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QAEvB,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;;AAnwBD;;GAEG;AACoB,oCAAU,GAAG,uBAAuB,AAA1B,CAA2B;AAE5D;;;GAGG;AACoB,0DAAgC,GAAG,qBAAqB,AAAxB,CAAyB","sourcesContent":["import { VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport type { ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport type { InstancedMesh } from \"../Meshes/instancedMesh\";\nimport type { Mesh } from \"../Meshes/mesh\";\nimport type { SubMesh } from \"../Meshes/subMesh\";\nimport type { Scene } from \"../scene\";\nimport type { Nullable } from \"../types\";\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n\n /**\n * Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)\n *\n * @see {@link Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL}\n */\n outlineMethod?: number;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\n ...options,\n };\n\n // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers\n // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)\n if (this._options.mainTextureType === Constants.TEXTURETYPE_FLOAT && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {\n this._options.mainTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\n }\n if (\n this._options.mainTextureType === Constants.TEXTURETYPE_HALF_FLOAT &&\n !(this._engine.getCaps().textureHalfFloatRender && this._engine.getCaps().textureHalfFloatLinearFiltering)\n ) {\n this._options.mainTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\n }\n\n // When using an 8-bit render target, we cannot reliably store camera-space Z in the mask texture:\n // depth would be clamped/quantized, breaking occlusion comparisons. In that case, force-disable\n // storeCameraSpaceZ so the layer falls back to the supported behavior.\n if (this._options.storeCameraSpaceZ && this._options.mainTextureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\n this._options.storeCameraSpaceZ = false;\n }\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n private _isDef(val: any) {\n return val !== void 0 && val !== null;\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureWidth\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n const defines: string[] = [];\n switch (this._options.outlineMethod) {\n case Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\");\n break;\n case Constants.OUTLINELAYER_SAMPLING_OCTADIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_OCTADIRECTIONAL\");\n break;\n }\n const join = defines.join(\"\\n\");\n\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: join,\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances || !!renderingMesh._userInstancedBuffersStorage;\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n const selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n if (!renderingMesh.hasInstances && !renderingMesh.hasThinInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n return this.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n // we control selection as RTT render list\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n private _clearMeshSelection(mesh: Mesh): void {\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n if (this._selection) {\n const index = this._selection.indexOf(mesh);\n if (~index) {\n this._selection.splice(index, 1);\n }\n }\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n const mesh = this._selection[index] as Mesh;\n this._clearMeshSelection(mesh);\n if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n }\n this._selection.length = 0;\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (!this._isDef(sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n } else if (mesh.hasThinInstances) {\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\n const selectionIdData = new Float32Array(thinInstanceCount);\n for (let i = 0; i < thinInstanceCount; i++) {\n selectionIdData[i] = nextId;\n }\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, selectionIdData, 1);\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n * @param meshOrGroup Meshes to remove from the selection\n */\n\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]) {\n if (!this._selection) {\n return;\n }\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n for (let i = 0; i < group.length; i++) {\n const mesh = group[i] as Mesh;\n this._clearMeshSelection(mesh);\n delete this._meshUniqueIdToSelectionId[mesh.uniqueId];\n }\n if (!this._selection || !this._selection.length) {\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n } else if (mesh.hasThinInstances) {\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, null);\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
@@ -1,6 +1,6 @@
1
1
  import { MaterialPluginBase } from "../materialPluginBase.js";
2
2
  import { RegisterClass } from "../../Misc/typeStore.js";
3
- import { GaussianSplattingMaxPartCount } from "./gaussianSplattingMaterial.js";
3
+ import { GetGaussianSplattingMaxPartCount } from "./gaussianSplattingMaterial.js";
4
4
  /**
5
5
  * Plugin for GaussianSplattingMaterial that replaces per-splat color output with
6
6
  * a pre-computed picking color for GPU-based hit testing.
@@ -15,12 +15,12 @@ export class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBas
15
15
  * @param material The GaussianSplattingMaterial to attach the plugin to.
16
16
  * @param maxPartCount The maximum number of parts supported for compound meshes.
17
17
  */
18
- constructor(material, maxPartCount = GaussianSplattingMaxPartCount) {
18
+ constructor(material, maxPartCount) {
19
19
  super(material, "GaussianSplatGpuPicking", 200);
20
20
  this._pickingColor = [0, 0, 0];
21
21
  this._isCompound = false;
22
22
  this._partPickingColors = [];
23
- this._maxPartCount = maxPartCount;
23
+ this._maxPartCount = maxPartCount ?? GetGaussianSplattingMaxPartCount(material.getScene().getEngine());
24
24
  this._enable(true);
25
25
  }
26
26
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplattingGpuPickingMaterialPlugin.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAE3D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,6BAA6B,EAAE,MAAM,6BAA6B,CAAC;AAG5E;;;;;;;GAOG;AACH,MAAM,OAAO,yCAA0C,SAAQ,kBAAkB;IAM7E;;;;OAIG;IACH,YAAY,QAAmC,EAAE,YAAY,GAAG,6BAA6B;QACzF,KAAK,CAAC,QAAQ,EAAE,yBAAyB,EAAE,GAAG,CAAC,CAAC;QAX5C,kBAAa,GAA6B,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACpD,gBAAW,GAAY,KAAK,CAAC;QAC7B,uBAAkB,GAAa,EAAE,CAAC;QAWtC,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;QAClC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAe,CAAC,EAAU;QACpC,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;IACpF,CAAC;IAED;;;;OAIG;IACH,IAAW,MAAM,CAAC,EAAU;QACxB,IAAI,CAAC,aAAa,GAAG,yCAAyC,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC;IACvF,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;;OAIG;IACH,IAAW,WAAW,CAAC,GAAa;QAChC,MAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;YAC1C,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,yCAAyC,CAAC,eAAe,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAA8B,CAAC;YACvI,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAClC,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC;IACrC,CAAC;IAED;;OAEG;IACa,YAAY;QACxB,OAAO,2CAA2C,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,cAA8B;QACvD,QAAQ,cAAc,EAAE,CAAC;YACrB,iCAAyB;YACzB;gBACI,OAAO,IAAI,CAAC;YAChB;gBACI,OAAO,KAAK,CAAC;QACrB,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACa,iBAAiB,CAAC,QAAyB,EAAE,MAAa,EAAE,OAAuB,EAAE,QAAiB;QAClH,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACa,aAAa,CAAC,UAAkB,EAAE,cAAc,8BAAsB;QAClF,IAAI,cAAc,gCAAwB,EAAE,CAAC;YACzC,OAAO,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;QAC/C,CAAC;QACD,OAAO,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;IAC/C,CAAC;IAEO,kBAAkB,CAAC,UAAkB;QACzC,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO;gBACH,yBAAyB,EAAE,2BAA2B;gBACtD,oBAAoB,EAAE;;;;;;iBAMrB;aACJ,CAAC;QACN,CAAC;aAAM,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;YACnC,OAAO;gBACH,2BAA2B,EAAE;;;iCAGZ,IAAI,CAAC,aAAa;;;;iBAIlC;gBACD,gCAAgC,EAAE;;;;;;iBAMjC;aACJ,CAAC;QACN,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,kBAAkB,CAAC,UAAkB;QACzC,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO;gBACH,yBAAyB,EAAE,0BAA0B;gBACrD,oBAAoB,EAAE;;;;;;iBAMrB;aACJ,CAAC;QACN,CAAC;aAAM,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;YACnC,OAAO;gBACH,2BAA2B,EAAE;;;0CAGH,IAAI,CAAC,aAAa;;;;iBAI3C;gBACD,gCAAgC,EAAE;;;;;;iBAMjC;aACJ,CAAC;QACN,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACa,WAAW;QAMvB,OAAO;YACH,gBAAgB,EAAE,CAAC,cAAc,EAAE,mBAAmB,CAAC;SAC1D,CAAC;IACN,CAAC;IAED;;;;;;OAMG;IACa,cAAc,CAAC,cAA6B,EAAE,MAAa,EAAE,OAAuB,EAAE,OAAgB;QAClH,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC;YACnB,MAAM,CAAC,SAAS,CAAC,mBAAmB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1G,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,mDAAmD,EAAE,yCAAyC,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\nimport type { MaterialDefines } from \"../materialDefines\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { GaussianSplattingMaxPartCount } from \"./gaussianSplattingMaterial\";\r\nimport type { GaussianSplattingMaterial } from \"./gaussianSplattingMaterial\";\r\n\r\n/**\r\n * Plugin for GaussianSplattingMaterial that replaces per-splat color output with\r\n * a pre-computed picking color for GPU-based hit testing.\r\n *\r\n * The picking color is computed on the CPU by encoding a 24-bit picking ID as RGB\r\n * (matching the readback decoding in GPUPicker).\r\n * @experimental\r\n */\r\nexport class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBase {\r\n private _pickingColor: [number, number, number] = [0, 0, 0];\r\n private _isCompound: boolean = false;\r\n private _partPickingColors: number[] = [];\r\n private _maxPartCount: number;\r\n\r\n /**\r\n * Creates a new GaussianSplattingGpuPickingMaterialPlugin.\r\n * @param material The GaussianSplattingMaterial to attach the plugin to.\r\n * @param maxPartCount The maximum number of parts supported for compound meshes.\r\n */\r\n constructor(material: GaussianSplattingMaterial, maxPartCount = GaussianSplattingMaxPartCount) {\r\n super(material, \"GaussianSplatGpuPicking\", 200);\r\n\r\n this._maxPartCount = maxPartCount;\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Encodes a 24-bit picking ID into normalized RGB components.\r\n * @param id The picking ID to encode\r\n * @returns A tuple [r, g, b] with values in [0, 1]\r\n */\r\n public static EncodeIdToColor(id: number): [number, number, number] {\r\n return [((id >> 16) & 0xff) / 255, ((id >> 8) & 0xff) / 255, (id & 0xff) / 255];\r\n }\r\n\r\n /**\r\n * Sets the picking color for a non-compound mesh from a picking ID.\r\n * The ID is encoded into an RGB color on the CPU.\r\n * @param id The 24-bit picking ID.\r\n */\r\n public set meshId(id: number) {\r\n this._pickingColor = GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(id);\r\n }\r\n\r\n /**\r\n * Sets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public set isCompound(value: boolean) {\r\n this._isCompound = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public get isCompound(): boolean {\r\n return this._isCompound;\r\n }\r\n\r\n /**\r\n * Sets the per-part picking colors from an array of picking IDs.\r\n * Each ID is encoded into an RGB color on the CPU.\r\n * @param ids Array mapping part index to picking ID.\r\n */\r\n public set partMeshIds(ids: number[]) {\r\n const colors: number[] = [];\r\n for (let i = 0; i < this._maxPartCount; i++) {\r\n const c = i < ids.length ? GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(ids[i]) : ([0, 0, 0] as [number, number, number]);\r\n colors.push(c[0], c[1], c[2]);\r\n }\r\n this._partPickingColors = colors;\r\n }\r\n\r\n /**\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingGpuPickingMaterialPlugin\";\r\n }\r\n\r\n /**\r\n * Indicates this plugin supports both GLSL and WGSL.\r\n * @param shaderLanguage the shader language to check\r\n * @returns true for GLSL and WGSL\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Always ready — no textures or async resources to wait on.\r\n * @param _defines the defines\r\n * @param _scene the scene\r\n * @param _engine the engine\r\n * @param _subMesh the submesh\r\n * @returns true\r\n */\r\n public override isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns custom shader code to inject GPU picking color output.\r\n *\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage the shader language to use (default: GLSL)\r\n * @returns null or a map of injection point names to code strings\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return this._getCustomCodeWGSL(shaderType);\r\n }\r\n return this._getCustomCodeGLSL(shaderType);\r\n }\r\n\r\n private _getCustomCodeGLSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying float vPartIndex;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vPartIndex = float(splat.partIndex);\r\n#else\r\n vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying float vPartIndex;\r\n#if IS_COMPOUND\r\nuniform vec3 partPickingColors[${this._maxPartCount}];\r\n#else\r\nuniform vec3 pickingColor;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n finalColor = vec4(partPickingColors[int(vPartIndex + 0.5)], 1.0);\r\n#else\r\n finalColor = vec4(pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n private _getCustomCodeWGSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying vPartIndex: f32;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vertexOutputs.vPartIndex = f32(splat.partIndex);\r\n#else\r\n vertexOutputs.vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying vPartIndex: f32;\r\n#if IS_COMPOUND\r\nuniform partPickingColors: array<vec3f, ${this._maxPartCount}>;\r\n#else\r\nuniform pickingColor: vec3f;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n finalColor = vec4f(uniforms.partPickingColors[i32(fragmentInputs.vPartIndex + 0.5)], 1.0);\r\n#else\r\n finalColor = vec4f(uniforms.pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Registers the picking uniforms with the engine.\r\n * @returns uniform descriptions\r\n */\r\n public override getUniforms(): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {\r\n externalUniforms: [\"pickingColor\", \"partPickingColors\"],\r\n };\r\n }\r\n\r\n /**\r\n * Binds the picking color uniform(s) each frame.\r\n * @param _uniformBuffer the uniform buffer (unused — we bind directly on the effect)\r\n * @param _scene the current scene\r\n * @param _engine the current engine\r\n * @param subMesh the submesh being rendered\r\n */\r\n public override bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void {\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (this._isCompound) {\r\n effect.setArray3(\"partPickingColors\", this._partPickingColors);\r\n } else {\r\n effect.setFloat3(\"pickingColor\", this._pickingColor[0], this._pickingColor[1], this._pickingColor[2]);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingGpuPickingMaterialPlugin\", GaussianSplattingGpuPickingMaterialPlugin);\r\n"]}
1
+ {"version":3,"file":"gaussianSplattingGpuPickingMaterialPlugin.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAE3D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,gCAAgC,EAAE,MAAM,6BAA6B,CAAC;AAG/E;;;;;;;GAOG;AACH,MAAM,OAAO,yCAA0C,SAAQ,kBAAkB;IAM7E;;;;OAIG;IACH,YAAY,QAAmC,EAAE,YAAqB;QAClE,KAAK,CAAC,QAAQ,EAAE,yBAAyB,EAAE,GAAG,CAAC,CAAC;QAX5C,kBAAa,GAA6B,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACpD,gBAAW,GAAY,KAAK,CAAC;QAC7B,uBAAkB,GAAa,EAAE,CAAC;QAWtC,IAAI,CAAC,aAAa,GAAG,YAAY,IAAI,gCAAgC,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,CAAC;QACvG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAe,CAAC,EAAU;QACpC,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;IACpF,CAAC;IAED;;;;OAIG;IACH,IAAW,MAAM,CAAC,EAAU;QACxB,IAAI,CAAC,aAAa,GAAG,yCAAyC,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC;IACvF,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;;OAIG;IACH,IAAW,WAAW,CAAC,GAAa;QAChC,MAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;YAC1C,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,yCAAyC,CAAC,eAAe,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAA8B,CAAC;YACvI,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAClC,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC;IACrC,CAAC;IAED;;OAEG;IACa,YAAY;QACxB,OAAO,2CAA2C,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,cAA8B;QACvD,QAAQ,cAAc,EAAE,CAAC;YACrB,iCAAyB;YACzB;gBACI,OAAO,IAAI,CAAC;YAChB;gBACI,OAAO,KAAK,CAAC;QACrB,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACa,iBAAiB,CAAC,QAAyB,EAAE,MAAa,EAAE,OAAuB,EAAE,QAAiB;QAClH,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACa,aAAa,CAAC,UAAkB,EAAE,cAAc,8BAAsB;QAClF,IAAI,cAAc,gCAAwB,EAAE,CAAC;YACzC,OAAO,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;QAC/C,CAAC;QACD,OAAO,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;IAC/C,CAAC;IAEO,kBAAkB,CAAC,UAAkB;QACzC,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO;gBACH,yBAAyB,EAAE,2BAA2B;gBACtD,oBAAoB,EAAE;;;;;;iBAMrB;aACJ,CAAC;QACN,CAAC;aAAM,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;YACnC,OAAO;gBACH,2BAA2B,EAAE;;;iCAGZ,IAAI,CAAC,aAAa;;;;iBAIlC;gBACD,gCAAgC,EAAE;;;;;;iBAMjC;aACJ,CAAC;QACN,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,kBAAkB,CAAC,UAAkB;QACzC,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO;gBACH,yBAAyB,EAAE,0BAA0B;gBACrD,oBAAoB,EAAE;;;;;;iBAMrB;aACJ,CAAC;QACN,CAAC;aAAM,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;YACnC,OAAO;gBACH,2BAA2B,EAAE;;;0CAGH,IAAI,CAAC,aAAa;;;;iBAI3C;gBACD,gCAAgC,EAAE;;;;;;iBAMjC;aACJ,CAAC;QACN,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACa,WAAW;QAMvB,OAAO;YACH,gBAAgB,EAAE,CAAC,cAAc,EAAE,mBAAmB,CAAC;SAC1D,CAAC;IACN,CAAC;IAED;;;;;;OAMG;IACa,cAAc,CAAC,cAA6B,EAAE,MAAa,EAAE,OAAuB,EAAE,OAAgB;QAClH,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC;YACnB,MAAM,CAAC,SAAS,CAAC,mBAAmB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1G,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,mDAAmD,EAAE,yCAAyC,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\nimport type { MaterialDefines } from \"../materialDefines\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { GetGaussianSplattingMaxPartCount } from \"./gaussianSplattingMaterial\";\r\nimport type { GaussianSplattingMaterial } from \"./gaussianSplattingMaterial\";\r\n\r\n/**\r\n * Plugin for GaussianSplattingMaterial that replaces per-splat color output with\r\n * a pre-computed picking color for GPU-based hit testing.\r\n *\r\n * The picking color is computed on the CPU by encoding a 24-bit picking ID as RGB\r\n * (matching the readback decoding in GPUPicker).\r\n * @experimental\r\n */\r\nexport class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBase {\r\n private _pickingColor: [number, number, number] = [0, 0, 0];\r\n private _isCompound: boolean = false;\r\n private _partPickingColors: number[] = [];\r\n private _maxPartCount: number;\r\n\r\n /**\r\n * Creates a new GaussianSplattingGpuPickingMaterialPlugin.\r\n * @param material The GaussianSplattingMaterial to attach the plugin to.\r\n * @param maxPartCount The maximum number of parts supported for compound meshes.\r\n */\r\n constructor(material: GaussianSplattingMaterial, maxPartCount?: number) {\r\n super(material, \"GaussianSplatGpuPicking\", 200);\r\n\r\n this._maxPartCount = maxPartCount ?? GetGaussianSplattingMaxPartCount(material.getScene().getEngine());\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Encodes a 24-bit picking ID into normalized RGB components.\r\n * @param id The picking ID to encode\r\n * @returns A tuple [r, g, b] with values in [0, 1]\r\n */\r\n public static EncodeIdToColor(id: number): [number, number, number] {\r\n return [((id >> 16) & 0xff) / 255, ((id >> 8) & 0xff) / 255, (id & 0xff) / 255];\r\n }\r\n\r\n /**\r\n * Sets the picking color for a non-compound mesh from a picking ID.\r\n * The ID is encoded into an RGB color on the CPU.\r\n * @param id The 24-bit picking ID.\r\n */\r\n public set meshId(id: number) {\r\n this._pickingColor = GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(id);\r\n }\r\n\r\n /**\r\n * Sets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public set isCompound(value: boolean) {\r\n this._isCompound = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public get isCompound(): boolean {\r\n return this._isCompound;\r\n }\r\n\r\n /**\r\n * Sets the per-part picking colors from an array of picking IDs.\r\n * Each ID is encoded into an RGB color on the CPU.\r\n * @param ids Array mapping part index to picking ID.\r\n */\r\n public set partMeshIds(ids: number[]) {\r\n const colors: number[] = [];\r\n for (let i = 0; i < this._maxPartCount; i++) {\r\n const c = i < ids.length ? GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(ids[i]) : ([0, 0, 0] as [number, number, number]);\r\n colors.push(c[0], c[1], c[2]);\r\n }\r\n this._partPickingColors = colors;\r\n }\r\n\r\n /**\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingGpuPickingMaterialPlugin\";\r\n }\r\n\r\n /**\r\n * Indicates this plugin supports both GLSL and WGSL.\r\n * @param shaderLanguage the shader language to check\r\n * @returns true for GLSL and WGSL\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Always ready — no textures or async resources to wait on.\r\n * @param _defines the defines\r\n * @param _scene the scene\r\n * @param _engine the engine\r\n * @param _subMesh the submesh\r\n * @returns true\r\n */\r\n public override isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns custom shader code to inject GPU picking color output.\r\n *\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage the shader language to use (default: GLSL)\r\n * @returns null or a map of injection point names to code strings\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return this._getCustomCodeWGSL(shaderType);\r\n }\r\n return this._getCustomCodeGLSL(shaderType);\r\n }\r\n\r\n private _getCustomCodeGLSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying float vPartIndex;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vPartIndex = float(splat.partIndex);\r\n#else\r\n vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying float vPartIndex;\r\n#if IS_COMPOUND\r\nuniform vec3 partPickingColors[${this._maxPartCount}];\r\n#else\r\nuniform vec3 pickingColor;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n finalColor = vec4(partPickingColors[int(vPartIndex + 0.5)], 1.0);\r\n#else\r\n finalColor = vec4(pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n private _getCustomCodeWGSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying vPartIndex: f32;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vertexOutputs.vPartIndex = f32(splat.partIndex);\r\n#else\r\n vertexOutputs.vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying vPartIndex: f32;\r\n#if IS_COMPOUND\r\nuniform partPickingColors: array<vec3f, ${this._maxPartCount}>;\r\n#else\r\nuniform pickingColor: vec3f;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n finalColor = vec4f(uniforms.partPickingColors[i32(fragmentInputs.vPartIndex + 0.5)], 1.0);\r\n#else\r\n finalColor = vec4f(uniforms.pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Registers the picking uniforms with the engine.\r\n * @returns uniform descriptions\r\n */\r\n public override getUniforms(): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {\r\n externalUniforms: [\"pickingColor\", \"partPickingColors\"],\r\n };\r\n }\r\n\r\n /**\r\n * Binds the picking color uniform(s) each frame.\r\n * @param _uniformBuffer the uniform buffer (unused — we bind directly on the effect)\r\n * @param _scene the current scene\r\n * @param _engine the current engine\r\n * @param subMesh the submesh being rendered\r\n */\r\n public override bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void {\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (this._isCompound) {\r\n effect.setArray3(\"partPickingColors\", this._partPickingColors);\r\n } else {\r\n effect.setFloat3(\"pickingColor\", this._pickingColor[0], this._pickingColor[1], this._pickingColor[2]);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingGpuPickingMaterialPlugin\", GaussianSplattingGpuPickingMaterialPlugin);\r\n"]}
@@ -5,6 +5,7 @@ import type { Effect } from "../../Materials/effect.js";
5
5
  import type { Scene } from "../../scene.js";
6
6
  import type { Matrix } from "../../Maths/math.vector.js";
7
7
  import type { GaussianSplattingMesh } from "../../Meshes/GaussianSplatting/gaussianSplattingMesh.js";
8
+ import type { AbstractEngine } from "../../Engines/abstractEngine.js";
8
9
  import { PushMaterial } from "../../Materials/pushMaterial.js";
9
10
  import { ShadowDepthWrapper } from "../../Materials/shadowDepthWrapper.js";
10
11
  import { ShaderMaterial } from "../../Materials/shaderMaterial.js";
@@ -17,6 +18,16 @@ import "../../Shaders/gaussianSplattingDepth.vertex.js";
17
18
  import "../../ShadersWGSL/gaussianSplattingDepth.fragment.js";
18
19
  import "../../ShadersWGSL/gaussianSplattingDepth.vertex.js";
19
20
  import { ShaderLanguage } from "../shaderLanguage.js";
21
+ /**
22
+ * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.
23
+ * The limit is derived from the engine's maximum vertex uniform vectors capability.
24
+ * @param engine - The engine to compute the limit for
25
+ * @returns The maximum number of parts supported
26
+ */
27
+ export declare function GetGaussianSplattingMaxPartCount(engine: AbstractEngine): number;
28
+ /**
29
+ * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.
30
+ */
20
31
  export declare const GaussianSplattingMaxPartCount = 128;
21
32
  /**
22
33
  * GaussianSplattingMaterial material used to render Gaussian Splatting
@@ -82,6 +93,11 @@ export declare class GaussianSplattingMaterial extends PushMaterial {
82
93
  * @param mesh mesh this material belongs to
83
94
  */
84
95
  setSourceMesh(mesh: GaussianSplattingMesh): void;
96
+ /**
97
+ * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering
98
+ * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set
99
+ */
100
+ getSourceMesh(): GaussianSplattingMesh | null;
85
101
  /**
86
102
  * Bind material effect for a specific Gaussian Splatting mesh
87
103
  * @param mesh Gaussian splatting mesh
@@ -17,9 +17,26 @@ import "../../Shaders/gaussianSplattingDepth.vertex.js";
17
17
  import "../../ShadersWGSL/gaussianSplattingDepth.fragment.js";
18
18
  import "../../ShadersWGSL/gaussianSplattingDepth.vertex.js";
19
19
  import { BindFogParameters, BindLogDepth, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "../materialHelper.functions.js";
20
- // Can be up to 256, then we'll need to change the partIndices texture format to uint16
21
- // with Mac WebGL 2 on Apple Silicon, we can encounter lower MAX_UNIFORM_BLOCK_SIZE limits (16 KB compared to 64 KB)
22
- // Using 128 to be conservative and not fail to compile splat shaders.
20
+ /**
21
+ * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.
22
+ * The limit is derived from the engine's maximum vertex uniform vectors capability.
23
+ * @param engine - The engine to compute the limit for
24
+ * @returns The maximum number of parts supported
25
+ */
26
+ export function GetGaussianSplattingMaxPartCount(engine) {
27
+ // Each GS compound part requires 5 uniform vectors: 4 for the mat4 world matrix + 1 for the visibility float.
28
+ // The maximum number of parts is limited by the engine's uniform vector capacity and by the uint8 partIndices texture format (max 256).
29
+ const uniformsPerSplat = 5;
30
+ const reservedUniforms = 40; // base shader uniforms + margin for plugins/clip planes
31
+ const absoluteMax = 256; // uint8 partIndices texture format limit
32
+ const maxUniformVectors = engine.getCaps().maxVertexUniformVectors;
33
+ const available = Math.max(maxUniformVectors - reservedUniforms, 0);
34
+ const maxFromUniforms = Math.floor(available / uniformsPerSplat);
35
+ return Math.min(Math.max(maxFromUniforms, 1), absoluteMax);
36
+ }
37
+ /**
38
+ * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.
39
+ */
23
40
  export const GaussianSplattingMaxPartCount = 128;
24
41
  /**
25
42
  * @internal
@@ -55,7 +72,7 @@ class GaussianSplattingMaterialDefines extends MaterialDefines {
55
72
  this.COMPENSATION = false;
56
73
  /** Defines whether this is a compound splat */
57
74
  this.IS_COMPOUND = false;
58
- /** Defines the maximum number of parts */
75
+ /** Defines the maximum number of parts (computed from engine caps at runtime) */
59
76
  this.MAX_PART_COUNT = GaussianSplattingMaxPartCount;
60
77
  this.rebuild();
61
78
  }
@@ -166,6 +183,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
166
183
  defines["SH_DEGREE"] = gsMesh.shDegree;
167
184
  }
168
185
  defines["IS_COMPOUND"] = gsMesh.isCompound;
186
+ defines["MAX_PART_COUNT"] = GetGaussianSplattingMaxPartCount(engine);
169
187
  // Compensation
170
188
  const splatMaterial = gsMesh.material;
171
189
  defines["COMPENSATION"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;
@@ -239,6 +257,13 @@ export class GaussianSplattingMaterial extends PushMaterial {
239
257
  setSourceMesh(mesh) {
240
258
  this._sourceMesh = mesh;
241
259
  }
260
+ /**
261
+ * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering
262
+ * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set
263
+ */
264
+ getSourceMesh() {
265
+ return this._sourceMesh;
266
+ }
242
267
  /**
243
268
  * Bind material effect for a specific Gaussian Splatting mesh
244
269
  * @param mesh Gaussian splatting mesh
@@ -433,7 +458,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
433
458
  }
434
459
  if (compoundMesh) {
435
460
  defines.push("#define IS_COMPOUND");
436
- defines.push(`#define MAX_PART_COUNT ${GaussianSplattingMaxPartCount}`);
461
+ defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);
437
462
  }
438
463
  const shaderMaterial = new ShaderMaterial("gaussianSplattingDepthRender", scene, {
439
464
  vertex: "gaussianSplattingDepth",