@onerjs/core 8.50.2 → 8.50.3

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Files changed (69) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/FlowGraph/flowGraph.d.ts +11 -0
  4. package/FlowGraph/flowGraph.js +20 -0
  5. package/FlowGraph/flowGraph.js.map +1 -1
  6. package/FlowGraph/flowGraphContext.d.ts +30 -0
  7. package/FlowGraph/flowGraphContext.js +42 -0
  8. package/FlowGraph/flowGraphContext.js.map +1 -1
  9. package/FlowGraph/flowGraphParser.js +13 -0
  10. package/FlowGraph/flowGraphParser.js.map +1 -1
  11. package/FlowGraph/typeDefinitions.d.ts +16 -0
  12. package/FlowGraph/typeDefinitions.js.map +1 -1
  13. package/Lights/light.d.ts +6 -0
  14. package/Lights/light.js +8 -0
  15. package/Lights/light.js.map +1 -1
  16. package/Lights/spotLight.d.ts +2 -0
  17. package/Lights/spotLight.js +10 -0
  18. package/Lights/spotLight.js.map +1 -1
  19. package/Materials/Background/backgroundMaterial.js +4 -1
  20. package/Materials/Background/backgroundMaterial.js.map +1 -1
  21. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +18 -0
  22. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +110 -1
  23. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  24. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +8 -0
  25. package/Materials/Node/Blocks/Dual/lightBlock.js +16 -0
  26. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +3 -0
  28. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  29. package/Materials/Node/nodeMaterial.js +4 -1
  30. package/Materials/Node/nodeMaterial.js.map +1 -1
  31. package/Materials/PBR/openpbrMaterial.js +4 -1
  32. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  33. package/Materials/PBR/pbrBaseMaterial.js +4 -1
  34. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  35. package/Materials/materialHelper.functions.d.ts +12 -0
  36. package/Materials/materialHelper.functions.js +24 -0
  37. package/Materials/materialHelper.functions.js.map +1 -1
  38. package/Materials/standardMaterial.js +4 -1
  39. package/Materials/standardMaterial.js.map +1 -1
  40. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +5 -1
  41. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +14 -4
  42. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  43. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +24 -0
  44. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +128 -0
  45. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
  46. package/Misc/tools.js +1 -1
  47. package/Misc/tools.js.map +1 -1
  48. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +17 -0
  49. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  50. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +10 -0
  51. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +146 -24
  52. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  53. package/Shaders/ShadersInclude/gaussianSplatting.js +21 -1
  54. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  55. package/Shaders/gaussianSplattingVoxel.fragment.d.ts +5 -0
  56. package/Shaders/gaussianSplattingVoxel.fragment.js +27 -0
  57. package/Shaders/gaussianSplattingVoxel.fragment.js.map +1 -0
  58. package/Shaders/gaussianSplattingVoxel.vertex.d.ts +8 -0
  59. package/Shaders/gaussianSplattingVoxel.vertex.js +31 -0
  60. package/Shaders/gaussianSplattingVoxel.vertex.js.map +1 -0
  61. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +21 -1
  62. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  63. package/ShadersWGSL/gaussianSplattingVoxel.fragment.d.ts +5 -0
  64. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js +22 -0
  65. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js.map +1 -0
  66. package/ShadersWGSL/gaussianSplattingVoxel.vertex.d.ts +8 -0
  67. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js +42 -0
  68. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js.map +1 -0
  69. package/package.json +1 -1
@@ -1 +1 @@
1
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{ type IAssetContainer } from \"core/IAssetContainer\";\nimport { blockFactory } from \"./Blocks/flowGraphBlockFactory\";\nimport { type FlowGraphBlockNames } from \"./Blocks/flowGraphBlockNames\";\nimport { type FlowGraph, type IFlowGraphParseOptions } from \"./flowGraph\";\nimport { type FlowGraphBlock, type IFlowGraphBlockParseOptions } from \"./flowGraphBlock\";\nimport { type FlowGraphContext, type IFlowGraphContextParseOptions } from \"./flowGraphContext\";\nimport { type IFlowGraphCoordinatorParseOptions, FlowGraphCoordinator } from \"./flowGraphCoordinator\";\nimport { type FlowGraphDataConnection } from \"./flowGraphDataConnection\";\nimport { FlowGraphEventBlock } from \"./flowGraphEventBlock\";\nimport { FlowGraphExecutionBlock } from \"./flowGraphExecutionBlock\";\nimport { type FlowGraphSignalConnection } from \"./flowGraphSignalConnection\";\nimport { defaultValueParseFunction, needsPathConverter } from \"./serialization\";\nimport { type ISerializedFlowGraph, type ISerializedFlowGraphBlock, type ISerializedFlowGraphContext } from \"./typeDefinitions\";\nimport { type Node } from \"core/node\";\nimport { getRichTypeByFlowGraphType, RichType } from \"./flowGraphRichTypes\";\nimport { type FlowGraphConnection } from \"./flowGraphConnection\";\n\n/**\n * Given a list of blocks, find an output data connection that has a specific unique id\n * @param blocks a list of flow graph blocks\n * @param uniqueId the unique id of a connection\n * @returns the connection that has this unique id. throws an error if none was found\n */\nexport function GetDataOutConnectionByUniqueId(blocks: FlowGraphBlock[], uniqueId: string): FlowGraphDataConnection<any> {\n for (const block of blocks) {\n for (const dataOut of block.dataOutputs) {\n if (dataOut.uniqueId === uniqueId) {\n return dataOut;\n }\n }\n }\n throw new Error(\"Could not find data out connection with unique id \" + uniqueId);\n}\n\n/**\n * Given a list of blocks, find an input signal connection that has a specific unique id\n * @param blocks a list of flow graph blocks\n * @param uniqueId the unique id of a connection\n * @returns the connection that has this unique id. throws an error if none was found\n */\nexport function GetSignalInConnectionByUniqueId(blocks: FlowGraphBlock[], uniqueId: string): FlowGraphSignalConnection {\n for (const block of blocks) {\n if (block instanceof FlowGraphExecutionBlock) {\n for (const signalIn of block.signalInputs) {\n if (signalIn.uniqueId === uniqueId) {\n return signalIn;\n }\n }\n }\n }\n throw new Error(\"Could not find signal in connection with unique id \" + uniqueId);\n}\n\n/**\n * Parses a serialized coordinator.\n * @param serializedObject the object to parse\n * @param options the options to use when parsing\n * @returns the parsed coordinator\n */\nexport async function ParseCoordinatorAsync(serializedObject: any, options: IFlowGraphCoordinatorParseOptions) {\n const valueParseFunction = options.valueParseFunction ?? defaultValueParseFunction;\n const coordinator = new FlowGraphCoordinator({ scene: options.scene });\n\n if (serializedObject.dispatchEventsSynchronously) {\n coordinator.dispatchEventsSynchronously = serializedObject.dispatchEventsSynchronously;\n }\n\n await options.scene.whenReadyAsync();\n // if custom default values are defined, set them in the global context\n if (serializedObject._defaultValues) {\n for (const key in serializedObject._defaultValues) {\n // key is the FlowGraphType, value is the default value\n const value = serializedObject._defaultValues[key];\n getRichTypeByFlowGraphType(key).defaultValue = value;\n }\n }\n // async-parse the flow graphs. This can be done in parallel\n await Promise.all(\n serializedObject._flowGraphs?.map(\n async (serializedGraph: any) => await ParseFlowGraphAsync(serializedGraph, { coordinator, valueParseFunction, pathConverter: options.pathConverter })\n )\n );\n return coordinator;\n}\n\n/**\n * Parses a graph from a given serialization object\n * @param serializationObject the object where the values are written\n * @param options options for parsing the graph\n * @returns the parsed graph\n */\nexport async function ParseFlowGraphAsync(serializationObject: ISerializedFlowGraph, options: IFlowGraphParseOptions): Promise<FlowGraph> {\n // get all classes types needed for the blocks using the block factory\n const resolvedClasses = await Promise.all(\n serializationObject.allBlocks.map(async (serializedBlock) => {\n const classFactory = blockFactory(serializedBlock.className as FlowGraphBlockNames);\n return await classFactory();\n })\n );\n // async will be used when we start using the block async factory\n return ParseFlowGraph(serializationObject, options, resolvedClasses);\n}\n\n/**\n * Parses a graph from a given serialization object\n * @param serializationObject the object where the values are written\n * @param options options for parsing the graph\n * @param resolvedClasses the resolved classes for the blocks\n * @returns the parsed graph\n */\nexport function ParseFlowGraph(serializationObject: ISerializedFlowGraph, options: IFlowGraphParseOptions, resolvedClasses: (typeof FlowGraphBlock)[]) {\n const graph = options.coordinator.createGraph();\n const blocks: FlowGraphBlock[] = [];\n const valueParseFunction = options.valueParseFunction ?? defaultValueParseFunction;\n // Parse all blocks\n // for (const serializedBlock of serializationObject.allBlocks) {\n for (let i = 0; i < serializationObject.allBlocks.length; i++) {\n const serializedBlock = serializationObject.allBlocks[i];\n const block = ParseFlowGraphBlockWithClassType(\n serializedBlock,\n { scene: options.coordinator.config.scene, pathConverter: options.pathConverter, assetsContainer: options.coordinator.config.scene, valueParseFunction },\n resolvedClasses[i]\n );\n blocks.push(block);\n graph.addBlock(block);\n if (block instanceof FlowGraphEventBlock) {\n graph.addEventBlock(block);\n }\n }\n // After parsing all blocks, connect them.\n // Build lookup maps for O(1) connection resolution instead of O(B*P) linear scans.\n const dataOutMap = new Map<string, FlowGraphDataConnection<any>>();\n const signalInMap = new Map<string, FlowGraphSignalConnection>();\n for (const block of blocks) {\n for (const dataOut of block.dataOutputs) {\n dataOutMap.set(dataOut.uniqueId, dataOut);\n }\n if (block instanceof FlowGraphExecutionBlock) {\n for (const signalIn of block.signalInputs) {\n signalInMap.set(signalIn.uniqueId, signalIn);\n }\n }\n }\n for (const block of blocks) {\n for (const dataIn of block.dataInputs) {\n for (const serializedConnection of dataIn.connectedPointIds) {\n const connection = dataOutMap.get(serializedConnection);\n if (!connection) {\n throw new Error(\"Could not find data out connection with unique id \" + serializedConnection);\n }\n dataIn.connectTo(connection);\n }\n }\n if (block instanceof FlowGraphExecutionBlock) {\n for (const signalOut of block.signalOutputs) {\n for (const serializedConnection of signalOut.connectedPointIds) {\n const connection = signalInMap.get(serializedConnection);\n if (!connection) {\n throw new Error(\"Could not find signal in connection with unique id \" + serializedConnection);\n }\n signalOut.connectTo(connection);\n }\n }\n }\n }\n for (const serializedContext of serializationObject.executionContexts) {\n ParseFlowGraphContext(serializedContext, { graph, valueParseFunction }, serializationObject.rightHanded);\n }\n return graph;\n}\n\n/**\n * Parses a context\n * @param serializationObject the object containing the context serialization values\n * @param options the options for parsing the context\n * @param rightHanded whether the serialized data is right handed\n * @returns\n */\nexport function ParseFlowGraphContext(serializationObject: ISerializedFlowGraphContext, options: IFlowGraphContextParseOptions, rightHanded?: boolean): FlowGraphContext {\n const result = options.graph.createContext();\n if (serializationObject.enableLogging) {\n result.enableLogging = true;\n }\n result.treatDataAsRightHanded = rightHanded || false;\n const valueParseFunction = options.valueParseFunction ?? defaultValueParseFunction;\n result.uniqueId = serializationObject.uniqueId;\n const scene = result.getScene();\n // check if assets context is available\n if (serializationObject._assetsContext) {\n const ac = serializationObject._assetsContext;\n const assetsContext: IAssetContainer = {\n meshes: ac.meshes?.map((m: string) => scene.getMeshById(m)),\n lights: ac.lights?.map((l: string) => scene.getLightByName(l)),\n cameras: ac.cameras?.map((c: string) => scene.getCameraByName(c)),\n materials: ac.materials?.map((m: string) => scene.getMaterialById(m)),\n textures: ac.textures?.map((t: string) => scene.getTextureByName(t)),\n animations: ac.animations?.map((a: string) => scene.animations.find((anim) => anim.name === a)),\n skeletons: ac.skeletons?.map((s: string) => scene.getSkeletonByName(s)),\n particleSystems: ac.particleSystems?.map((ps: string) => scene.getParticleSystemById(ps)),\n animationGroups: ac.animationGroups?.map((ag: string) => scene.getAnimationGroupByName(ag)),\n transformNodes: ac.transformNodes?.map((tn: string) => scene.getTransformNodeById(tn)),\n rootNodes: [],\n multiMaterials: [],\n morphTargetManagers: [],\n geometries: [],\n actionManagers: [],\n environmentTexture: null,\n postProcesses: [],\n sounds: null,\n effectLayers: [],\n layers: [],\n reflectionProbes: [],\n lensFlareSystems: [],\n proceduralTextures: [],\n getNodes: function (): Array<Node> {\n throw new Error(\"Function not implemented.\");\n },\n };\n result.assetsContext = assetsContext;\n }\n for (const key in serializationObject._userVariables) {\n const value = valueParseFunction(key, serializationObject._userVariables, result.assetsContext, scene);\n result.userVariables[key] = value;\n }\n for (const key in serializationObject._connectionValues) {\n const value = valueParseFunction(key, serializationObject._connectionValues, result.assetsContext, scene);\n result._setConnectionValueByKey(key, value);\n }\n\n return result;\n}\n\n/**\n * Parses a block from a serialization object\n * This function is async due to the factory method that is used to create the block's class. If you load the class externally use ParseBlockWithClassType\n * @param serializationObject the object to parse from\n * @param parseOptions options for parsing the block\n * @returns the parsed block\n */\nexport async function ParseBlockAsync(serializationObject: ISerializedFlowGraphBlock, parseOptions: IFlowGraphBlockParseOptions): Promise<FlowGraphBlock> {\n const classFactory = blockFactory(serializationObject.className as FlowGraphBlockNames);\n const classType = await classFactory();\n return ParseFlowGraphBlockWithClassType(serializationObject, parseOptions, classType);\n}\n\n/**\n * Parses a block from a serialization object\n * @param serializationObject the object to parse from\n * @param parseOptions options for parsing the block\n * @param classType the class type of the block. This is used when the class is not loaded asynchronously\n * @returns the parsed block\n */\nexport function ParseFlowGraphBlockWithClassType(\n serializationObject: ISerializedFlowGraphBlock,\n parseOptions: IFlowGraphBlockParseOptions,\n classType: typeof FlowGraphBlock\n): FlowGraphBlock {\n const parsedConfig: any = {};\n const valueParseFunction = parseOptions.valueParseFunction ?? defaultValueParseFunction;\n if (serializationObject.config) {\n for (const key in serializationObject.config) {\n parsedConfig[key] = valueParseFunction(key, serializationObject.config, parseOptions.assetsContainer || parseOptions.scene, parseOptions.scene);\n }\n }\n if (needsPathConverter(serializationObject.className)) {\n if (!parseOptions.pathConverter) {\n throw new Error(\"Block \" + serializationObject.className + \" requires a path converter to be provided in parse options.\");\n }\n parsedConfig.pathConverter = parseOptions.pathConverter;\n }\n const obj = new classType(parsedConfig);\n obj.uniqueId = serializationObject.uniqueId;\n for (let i = 0; i < serializationObject.dataInputs.length; i++) {\n const dataInput = obj.getDataInput(serializationObject.dataInputs[i].name);\n if (dataInput) {\n dataInput.deserialize(serializationObject.dataInputs[i]);\n } else {\n throw new Error(\"Could not find data input with name \" + serializationObject.dataInputs[i].name + \" in block \" + serializationObject.className);\n }\n }\n for (let i = 0; i < serializationObject.dataOutputs.length; i++) {\n const dataOutput = obj.getDataOutput(serializationObject.dataOutputs[i].name);\n if (dataOutput) {\n dataOutput.deserialize(serializationObject.dataOutputs[i]);\n } else {\n throw new Error(\"Could not find data output with name \" + serializationObject.dataOutputs[i].name + \" in block \" + serializationObject.className);\n }\n }\n obj.metadata = serializationObject.metadata;\n obj.deserialize && obj.deserialize(serializationObject);\n return obj;\n}\n\n/**\n * Parses a connection from an object\n * @param serializationObject the object to parse from.\n * @param ownerBlock the block that owns the connection.\n * @param classType the class type of the connection.\n * @returns the parsed connection.\n */\nexport function ParseGraphConnectionWithClassType<BlockT extends FlowGraphBlock>(serializationObject: any = {}, ownerBlock: BlockT, classType: typeof FlowGraphConnection) {\n const connection = new classType(serializationObject.name, serializationObject._connectionType, ownerBlock);\n connection.deserialize(serializationObject);\n return connection;\n}\n\n/**\n * Parses a data connection from a serialized object.\n * @param serializationObject the object to parse from\n * @param ownerBlock the block that owns the connection\n * @param classType the class type of the data connection\n * @returns the parsed connection\n */\nexport function ParseGraphDataConnection(serializationObject: any, ownerBlock: FlowGraphBlock, classType: typeof FlowGraphDataConnection): FlowGraphDataConnection<any> {\n const richType = ParseRichType(serializationObject.richType);\n const defaultValue = serializationObject.defaultValue;\n const connection = new classType(serializationObject.name, serializationObject._connectionType, ownerBlock, richType, defaultValue, !!serializationObject._optional);\n connection.deserialize(serializationObject);\n return connection;\n}\n\n/**\n * Parses a rich type from a serialization object.\n * @param serializationObject a serialization object\n * @returns the parsed rich type\n */\nfunction ParseRichType(serializationObject: any): RichType<any> {\n return new RichType(serializationObject.typeName, serializationObject.defaultValue);\n}\n"]}
1
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{ type IAssetContainer } from \"core/IAssetContainer\";\nimport { blockFactory } from \"./Blocks/flowGraphBlockFactory\";\nimport { type FlowGraphBlockNames } from \"./Blocks/flowGraphBlockNames\";\nimport { type FlowGraph, type IFlowGraphParseOptions } from \"./flowGraph\";\nimport { type FlowGraphBlock, type IFlowGraphBlockParseOptions } from \"./flowGraphBlock\";\nimport { type FlowGraphContext, type IFlowGraphContextParseOptions } from \"./flowGraphContext\";\nimport { type IFlowGraphCoordinatorParseOptions, FlowGraphCoordinator } from \"./flowGraphCoordinator\";\nimport { type FlowGraphDataConnection } from \"./flowGraphDataConnection\";\nimport { FlowGraphEventBlock } from \"./flowGraphEventBlock\";\nimport { FlowGraphExecutionBlock } from \"./flowGraphExecutionBlock\";\nimport { type FlowGraphSignalConnection } from \"./flowGraphSignalConnection\";\nimport { defaultValueParseFunction, needsPathConverter } from \"./serialization\";\nimport { type ISerializedFlowGraph, type ISerializedFlowGraphBlock, type ISerializedFlowGraphContext } from \"./typeDefinitions\";\nimport { type Node } from \"core/node\";\nimport { getRichTypeByFlowGraphType, RichType } from \"./flowGraphRichTypes\";\nimport { type FlowGraphConnection } from \"./flowGraphConnection\";\n\n/**\n * Given a list of blocks, find an output data connection that has a specific unique id\n * @param blocks a list of flow graph blocks\n * @param uniqueId the unique id of a connection\n * @returns the connection that has this unique id. throws an error if none was found\n */\nexport function GetDataOutConnectionByUniqueId(blocks: FlowGraphBlock[], uniqueId: string): FlowGraphDataConnection<any> {\n for (const block of blocks) {\n for (const dataOut of block.dataOutputs) {\n if (dataOut.uniqueId === uniqueId) {\n return dataOut;\n }\n }\n }\n throw new Error(\"Could not find data out connection with unique id \" + uniqueId);\n}\n\n/**\n * Given a list of blocks, find an input signal connection that has a specific unique id\n * @param blocks a list of flow graph blocks\n * @param uniqueId the unique id of a connection\n * @returns the connection that has this unique id. throws an error if none was found\n */\nexport function GetSignalInConnectionByUniqueId(blocks: FlowGraphBlock[], uniqueId: string): FlowGraphSignalConnection {\n for (const block of blocks) {\n if (block instanceof FlowGraphExecutionBlock) {\n for (const signalIn of block.signalInputs) {\n if (signalIn.uniqueId === uniqueId) {\n return signalIn;\n }\n }\n }\n }\n throw new Error(\"Could not find signal in connection with unique id \" + uniqueId);\n}\n\n/**\n * Parses a serialized coordinator.\n * @param serializedObject the object to parse\n * @param options the options to use when parsing\n * @returns the parsed coordinator\n */\nexport async function ParseCoordinatorAsync(serializedObject: any, options: IFlowGraphCoordinatorParseOptions) {\n const valueParseFunction = options.valueParseFunction ?? defaultValueParseFunction;\n const coordinator = new FlowGraphCoordinator({ scene: options.scene });\n\n if (serializedObject.dispatchEventsSynchronously) {\n coordinator.dispatchEventsSynchronously = serializedObject.dispatchEventsSynchronously;\n }\n\n await options.scene.whenReadyAsync();\n // if custom default values are defined, set them in the global context\n if (serializedObject._defaultValues) {\n for (const key in serializedObject._defaultValues) {\n // key is the FlowGraphType, value is the default value\n const value = serializedObject._defaultValues[key];\n getRichTypeByFlowGraphType(key).defaultValue = value;\n }\n }\n // async-parse the flow graphs. This can be done in parallel\n await Promise.all(\n serializedObject._flowGraphs?.map(\n async (serializedGraph: any) => await ParseFlowGraphAsync(serializedGraph, { coordinator, valueParseFunction, pathConverter: options.pathConverter })\n )\n );\n return coordinator;\n}\n\n/**\n * Parses a graph from a given serialization object\n * @param serializationObject the object where the values are written\n * @param options options for parsing the graph\n * @returns the parsed graph\n */\nexport async function ParseFlowGraphAsync(serializationObject: ISerializedFlowGraph, options: IFlowGraphParseOptions): Promise<FlowGraph> {\n // get all classes types needed for the blocks using the block factory\n const resolvedClasses = await Promise.all(\n serializationObject.allBlocks.map(async (serializedBlock) => {\n const classFactory = blockFactory(serializedBlock.className as FlowGraphBlockNames);\n return await classFactory();\n })\n );\n // async will be used when we start using the block async factory\n return ParseFlowGraph(serializationObject, options, resolvedClasses);\n}\n\n/**\n * Parses a graph from a given serialization object\n * @param serializationObject the object where the values are written\n * @param options options for parsing the graph\n * @param resolvedClasses the resolved classes for the blocks\n * @returns the parsed graph\n */\nexport function ParseFlowGraph(serializationObject: ISerializedFlowGraph, options: IFlowGraphParseOptions, resolvedClasses: (typeof FlowGraphBlock)[]) {\n const graph = options.coordinator.createGraph();\n const blocks: FlowGraphBlock[] = [];\n const valueParseFunction = options.valueParseFunction ?? defaultValueParseFunction;\n // Parse all blocks\n // for (const serializedBlock of serializationObject.allBlocks) {\n for (let i = 0; i < serializationObject.allBlocks.length; i++) {\n const serializedBlock = serializationObject.allBlocks[i];\n const block = ParseFlowGraphBlockWithClassType(\n serializedBlock,\n { scene: options.coordinator.config.scene, pathConverter: options.pathConverter, assetsContainer: options.coordinator.config.scene, valueParseFunction },\n resolvedClasses[i]\n );\n blocks.push(block);\n graph.addBlock(block);\n if (block instanceof FlowGraphEventBlock) {\n graph.addEventBlock(block);\n }\n }\n // After parsing all blocks, connect them.\n // Build lookup maps for O(1) connection resolution instead of O(B*P) linear scans.\n const dataOutMap = new Map<string, FlowGraphDataConnection<any>>();\n const signalInMap = new Map<string, FlowGraphSignalConnection>();\n for (const block of blocks) {\n for (const dataOut of block.dataOutputs) {\n dataOutMap.set(dataOut.uniqueId, dataOut);\n }\n if (block instanceof FlowGraphExecutionBlock) {\n for (const signalIn of block.signalInputs) {\n signalInMap.set(signalIn.uniqueId, signalIn);\n }\n }\n }\n for (const block of blocks) {\n for (const dataIn of block.dataInputs) {\n for (const serializedConnection of dataIn.connectedPointIds) {\n const connection = dataOutMap.get(serializedConnection);\n if (!connection) {\n throw new Error(\"Could not find data out connection with unique id \" + serializedConnection);\n }\n dataIn.connectTo(connection);\n }\n }\n if (block instanceof FlowGraphExecutionBlock) {\n for (const signalOut of block.signalOutputs) {\n for (const serializedConnection of signalOut.connectedPointIds) {\n const connection = signalInMap.get(serializedConnection);\n if (!connection) {\n throw new Error(\"Could not find signal in connection with unique id \" + serializedConnection);\n }\n signalOut.connectTo(connection);\n }\n }\n }\n }\n for (const serializedContext of serializationObject.executionContexts) {\n ParseFlowGraphContext(serializedContext, { graph, valueParseFunction }, serializationObject.rightHanded);\n }\n return graph;\n}\n\n/**\n * Parses a context\n * @param serializationObject the object containing the context serialization values\n * @param options the options for parsing the context\n * @param rightHanded whether the serialized data is right handed\n * @returns\n */\nexport function ParseFlowGraphContext(serializationObject: ISerializedFlowGraphContext, options: IFlowGraphContextParseOptions, rightHanded?: boolean): FlowGraphContext {\n const result = options.graph.createContext();\n if (serializationObject.enableLogging) {\n result.enableLogging = true;\n }\n result.treatDataAsRightHanded = rightHanded || false;\n const valueParseFunction = options.valueParseFunction ?? defaultValueParseFunction;\n result.uniqueId = serializationObject.uniqueId;\n result.name = serializationObject.name ?? \"\";\n const scene = result.getScene();\n // check if assets context is available\n if (serializationObject._assetsContext) {\n const ac = serializationObject._assetsContext;\n const assetsContext: IAssetContainer = {\n meshes: ac.meshes?.map((m: string) => scene.getMeshById(m)),\n lights: ac.lights?.map((l: string) => scene.getLightByName(l)),\n cameras: ac.cameras?.map((c: string) => scene.getCameraByName(c)),\n materials: ac.materials?.map((m: string) => scene.getMaterialById(m)),\n textures: ac.textures?.map((t: string) => scene.getTextureByName(t)),\n animations: ac.animations?.map((a: string) => scene.animations.find((anim) => anim.name === a)),\n skeletons: ac.skeletons?.map((s: string) => scene.getSkeletonByName(s)),\n particleSystems: ac.particleSystems?.map((ps: string) => scene.getParticleSystemById(ps)),\n animationGroups: ac.animationGroups?.map((ag: string) => scene.getAnimationGroupByName(ag)),\n transformNodes: ac.transformNodes?.map((tn: string) => scene.getTransformNodeById(tn)),\n rootNodes: [],\n multiMaterials: [],\n morphTargetManagers: [],\n geometries: [],\n actionManagers: [],\n environmentTexture: null,\n postProcesses: [],\n sounds: null,\n effectLayers: [],\n layers: [],\n reflectionProbes: [],\n lensFlareSystems: [],\n proceduralTextures: [],\n getNodes: function (): Array<Node> {\n throw new Error(\"Function not implemented.\");\n },\n };\n result.assetsContext = assetsContext;\n }\n for (const key in serializationObject._userVariables) {\n const value = valueParseFunction(key, serializationObject._userVariables, result.assetsContext, scene);\n result.userVariables[key] = value;\n }\n // Restore variable type annotations\n if (serializationObject._variableTypes) {\n for (const key in serializationObject._variableTypes) {\n result.setVariableType(key, serializationObject._variableTypes[key]);\n }\n }\n for (const key in serializationObject._connectionValues) {\n const value = valueParseFunction(key, serializationObject._connectionValues, result.assetsContext, scene);\n result._setConnectionValueByKey(key, value);\n }\n\n return result;\n}\n\n/**\n * Parses a block from a serialization object\n * This function is async due to the factory method that is used to create the block's class. If you load the class externally use ParseBlockWithClassType\n * @param serializationObject the object to parse from\n * @param parseOptions options for parsing the block\n * @returns the parsed block\n */\nexport async function ParseBlockAsync(serializationObject: ISerializedFlowGraphBlock, parseOptions: IFlowGraphBlockParseOptions): Promise<FlowGraphBlock> {\n const classFactory = blockFactory(serializationObject.className as FlowGraphBlockNames);\n const classType = await classFactory();\n return ParseFlowGraphBlockWithClassType(serializationObject, parseOptions, classType);\n}\n\n/**\n * Parses a block from a serialization object\n * @param serializationObject the object to parse from\n * @param parseOptions options for parsing the block\n * @param classType the class type of the block. This is used when the class is not loaded asynchronously\n * @returns the parsed block\n */\nexport function ParseFlowGraphBlockWithClassType(\n serializationObject: ISerializedFlowGraphBlock,\n parseOptions: IFlowGraphBlockParseOptions,\n classType: typeof FlowGraphBlock\n): FlowGraphBlock {\n const parsedConfig: any = {};\n const valueParseFunction = parseOptions.valueParseFunction ?? defaultValueParseFunction;\n if (serializationObject.config) {\n for (const key in serializationObject.config) {\n parsedConfig[key] = valueParseFunction(key, serializationObject.config, parseOptions.assetsContainer || parseOptions.scene, parseOptions.scene);\n }\n }\n if (needsPathConverter(serializationObject.className)) {\n if (!parseOptions.pathConverter) {\n throw new Error(\"Block \" + serializationObject.className + \" requires a path converter to be provided in parse options.\");\n }\n parsedConfig.pathConverter = parseOptions.pathConverter;\n }\n const obj = new classType(parsedConfig);\n obj.uniqueId = serializationObject.uniqueId;\n for (let i = 0; i < serializationObject.dataInputs.length; i++) {\n const dataInput = obj.getDataInput(serializationObject.dataInputs[i].name);\n if (dataInput) {\n dataInput.deserialize(serializationObject.dataInputs[i]);\n // Restore _defaultValue if it was serialized. Without this, the\n // user-set inline value (e.g. \"2\" on an Add input, or \"position\"\n // on a GetProperty's propertyName) is lost during round-trips.\n if (serializationObject.dataInputs[i].defaultValue !== undefined) {\n (dataInput as any)._defaultValue = valueParseFunction(\n \"defaultValue\",\n serializationObject.dataInputs[i],\n parseOptions.assetsContainer || parseOptions.scene,\n parseOptions.scene\n );\n }\n } else {\n throw new Error(\"Could not find data input with name \" + serializationObject.dataInputs[i].name + \" in block \" + serializationObject.className);\n }\n }\n for (let i = 0; i < serializationObject.dataOutputs.length; i++) {\n const dataOutput = obj.getDataOutput(serializationObject.dataOutputs[i].name);\n if (dataOutput) {\n dataOutput.deserialize(serializationObject.dataOutputs[i]);\n } else {\n throw new Error(\"Could not find data output with name \" + serializationObject.dataOutputs[i].name + \" in block \" + serializationObject.className);\n }\n }\n obj.metadata = serializationObject.metadata;\n obj.deserialize && obj.deserialize(serializationObject);\n return obj;\n}\n\n/**\n * Parses a connection from an object\n * @param serializationObject the object to parse from.\n * @param ownerBlock the block that owns the connection.\n * @param classType the class type of the connection.\n * @returns the parsed connection.\n */\nexport function ParseGraphConnectionWithClassType<BlockT extends FlowGraphBlock>(serializationObject: any = {}, ownerBlock: BlockT, classType: typeof FlowGraphConnection) {\n const connection = new classType(serializationObject.name, serializationObject._connectionType, ownerBlock);\n connection.deserialize(serializationObject);\n return connection;\n}\n\n/**\n * Parses a data connection from a serialized object.\n * @param serializationObject the object to parse from\n * @param ownerBlock the block that owns the connection\n * @param classType the class type of the data connection\n * @returns the parsed connection\n */\nexport function ParseGraphDataConnection(serializationObject: any, ownerBlock: FlowGraphBlock, classType: typeof FlowGraphDataConnection): FlowGraphDataConnection<any> {\n const richType = ParseRichType(serializationObject.richType);\n const defaultValue = serializationObject.defaultValue;\n const connection = new classType(serializationObject.name, serializationObject._connectionType, ownerBlock, richType, defaultValue, !!serializationObject._optional);\n connection.deserialize(serializationObject);\n return connection;\n}\n\n/**\n * Parses a rich type from a serialization object.\n * @param serializationObject a serialization object\n * @returns the parsed rich type\n */\nfunction ParseRichType(serializationObject: any): RichType<any> {\n return new RichType(serializationObject.typeName, serializationObject.defaultValue);\n}\n"]}
@@ -76,12 +76,23 @@ export interface ISerializedFlowGraphContext {
76
76
  * The unique id of the context
77
77
  */
78
78
  uniqueId: string;
79
+ /**
80
+ * An optional user-facing name for the context
81
+ */
82
+ name?: string;
79
83
  /**
80
84
  * User variables
81
85
  */
82
86
  _userVariables: {
83
87
  [key: string]: any;
84
88
  };
89
+ /**
90
+ * Optional type annotations for user variables.
91
+ * Keys are variable names; values are type name strings.
92
+ */
93
+ _variableTypes?: {
94
+ [key: string]: string;
95
+ };
85
96
  /**
86
97
  * Values of the connection points
87
98
  */
@@ -119,6 +130,11 @@ export interface ISerializedFlowGraphConnection {
119
130
  * The id of the connection that this is connected to
120
131
  */
121
132
  connectedPointIds: string[];
133
+ /**
134
+ * The serialized default value of a data connection (set by the user for
135
+ * unconnected inputs). Only present on data connections.
136
+ */
137
+ defaultValue?: any;
122
138
  }
123
139
  /**
124
140
  * A Serialized Flow Graph Block
@@ -1 +1 @@
1
- {"version":3,"file":"typeDefinitions.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/typeDefinitions.ts"],"names":[],"mappings":"","sourcesContent":["import { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type Animation } from \"core/Animations/animation\";\r\nimport { type FlowGraphConnectionType } from \"./flowGraphConnection\";\r\n\r\n/**\r\n * Interpolation generator\r\n */\r\nexport interface IInterpolationPropertyInfo {\r\n /**\r\n * type of the interpolation\r\n */\r\n type: number;\r\n /**\r\n * The name of the property\r\n */\r\n name: string;\r\n /** @internal */\r\n getValue: (target: any, source: Float32Array, offset: number, scale: number) => any;\r\n /** @internal */\r\n getStride: (target: any) => number;\r\n /**\r\n * @internal\r\n */\r\n buildAnimations(target: any, name: string, fps: number, keys: any[]): { babylonAnimatable: IAnimatable; babylonAnimation: Animation }[];\r\n}\r\n\r\n/**\r\n * An accessor that allows modifying properties on some other object.\r\n */\r\nexport interface IObjectAccessor<GLTFTargetType = any, BabylonTargetType = any, BabylonValueType = any> {\r\n /**\r\n * The number of components that are changed in the property when setting this value.\r\n * This will usually be 1. But, for example, Babylon has both orthoLeft and orthoRight (two components) properties that are changed when setting xmag (single value in glTF).\r\n * Defaults to 1 if not provided!\r\n */\r\n componentsCount?: number;\r\n /**\r\n * The (babylon) type of the property.\r\n */\r\n type: string;\r\n /**\r\n * Get the value of the property.\r\n */\r\n get: (target: GLTFTargetType, index?: number, payload?: any) => BabylonValueType | undefined;\r\n /**\r\n * Get the target of the property.\r\n */\r\n getTarget: (target: GLTFTargetType, index?: number, payload?: any) => BabylonTargetType | undefined;\r\n /**\r\n * is the property readonly?\r\n */\r\n isReadOnly?: boolean;\r\n /**\r\n * @deprecated Use get instead\r\n */\r\n getPropertyName?: Array<(target: GLTFTargetType) => string>;\r\n /**\r\n * Set a new value to the property.\r\n * @param newValue the new value to set\r\n * @param target the target object\r\n * @param index the index of the target object in the array (optional)\r\n */\r\n set?: (newValue: BabylonValueType, target: GLTFTargetType, index?: number, payload?: any) => void;\r\n /**\r\n * Interpolation/animation information for the property.\r\n * This is an array that can be used to animate the value over time.\r\n */\r\n interpolation?: IInterpolationPropertyInfo[];\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Context\r\n */\r\nexport interface ISerializedFlowGraphContext {\r\n /**\r\n * The unique id of the context\r\n */\r\n uniqueId: string;\r\n /**\r\n * User variables\r\n */\r\n _userVariables: { [key: string]: any };\r\n /**\r\n * Values of the connection points\r\n */\r\n _connectionValues: { [key: string]: any };\r\n\r\n /**\r\n * Assets context, if not the scene\r\n */\r\n _assetsContext?: { [key: string]: any };\r\n\r\n /**\r\n * Should logging be enabled?\r\n */\r\n enableLogging?: boolean;\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Connection\r\n */\r\nexport interface ISerializedFlowGraphConnection {\r\n /**\r\n * The unique id of the connection\r\n */\r\n uniqueId: string;\r\n /**\r\n * The name of the connection\r\n */\r\n name: string;\r\n /**\r\n * The type of the connection\r\n */\r\n _connectionType: FlowGraphConnectionType;\r\n /**\r\n * The id of the connection that this is connected to\r\n */\r\n connectedPointIds: string[];\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Block\r\n */\r\nexport interface ISerializedFlowGraphBlock {\r\n /**\r\n * The class name of the block\r\n */\r\n className: string;\r\n /**\r\n * The glTF type of the block\r\n */\r\n type: string;\r\n /**\r\n * Configuration parameters for the block\r\n */\r\n config: any;\r\n /**\r\n * The unique id of the block\r\n */\r\n uniqueId: string;\r\n /**\r\n * Input connection data\r\n */\r\n dataInputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Output connection data\r\n */\r\n dataOutputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Metadata for the block\r\n */\r\n metadata: any;\r\n /**\r\n * Input connection signal\r\n */\r\n signalInputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Output connection signal\r\n */\r\n signalOutputs: ISerializedFlowGraphConnection[];\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph\r\n */\r\nexport interface ISerializedFlowGraph {\r\n /**\r\n * Contexts belonging to the flow graph\r\n */\r\n executionContexts: ISerializedFlowGraphContext[];\r\n /**\r\n * Blocks belonging to the flow graph\r\n */\r\n allBlocks: ISerializedFlowGraphBlock[];\r\n\r\n /**\r\n * Is the flow graph in RHS mode?\r\n */\r\n rightHanded?: boolean;\r\n}\r\n"]}
1
+ {"version":3,"file":"typeDefinitions.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/typeDefinitions.ts"],"names":[],"mappings":"","sourcesContent":["import { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type Animation } from \"core/Animations/animation\";\r\nimport { type FlowGraphConnectionType } from \"./flowGraphConnection\";\r\n\r\n/**\r\n * Interpolation generator\r\n */\r\nexport interface IInterpolationPropertyInfo {\r\n /**\r\n * type of the interpolation\r\n */\r\n type: number;\r\n /**\r\n * The name of the property\r\n */\r\n name: string;\r\n /** @internal */\r\n getValue: (target: any, source: Float32Array, offset: number, scale: number) => any;\r\n /** @internal */\r\n getStride: (target: any) => number;\r\n /**\r\n * @internal\r\n */\r\n buildAnimations(target: any, name: string, fps: number, keys: any[]): { babylonAnimatable: IAnimatable; babylonAnimation: Animation }[];\r\n}\r\n\r\n/**\r\n * An accessor that allows modifying properties on some other object.\r\n */\r\nexport interface IObjectAccessor<GLTFTargetType = any, BabylonTargetType = any, BabylonValueType = any> {\r\n /**\r\n * The number of components that are changed in the property when setting this value.\r\n * This will usually be 1. But, for example, Babylon has both orthoLeft and orthoRight (two components) properties that are changed when setting xmag (single value in glTF).\r\n * Defaults to 1 if not provided!\r\n */\r\n componentsCount?: number;\r\n /**\r\n * The (babylon) type of the property.\r\n */\r\n type: string;\r\n /**\r\n * Get the value of the property.\r\n */\r\n get: (target: GLTFTargetType, index?: number, payload?: any) => BabylonValueType | undefined;\r\n /**\r\n * Get the target of the property.\r\n */\r\n getTarget: (target: GLTFTargetType, index?: number, payload?: any) => BabylonTargetType | undefined;\r\n /**\r\n * is the property readonly?\r\n */\r\n isReadOnly?: boolean;\r\n /**\r\n * @deprecated Use get instead\r\n */\r\n getPropertyName?: Array<(target: GLTFTargetType) => string>;\r\n /**\r\n * Set a new value to the property.\r\n * @param newValue the new value to set\r\n * @param target the target object\r\n * @param index the index of the target object in the array (optional)\r\n */\r\n set?: (newValue: BabylonValueType, target: GLTFTargetType, index?: number, payload?: any) => void;\r\n /**\r\n * Interpolation/animation information for the property.\r\n * This is an array that can be used to animate the value over time.\r\n */\r\n interpolation?: IInterpolationPropertyInfo[];\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Context\r\n */\r\nexport interface ISerializedFlowGraphContext {\r\n /**\r\n * The unique id of the context\r\n */\r\n uniqueId: string;\r\n /**\r\n * An optional user-facing name for the context\r\n */\r\n name?: string;\r\n /**\r\n * User variables\r\n */\r\n _userVariables: { [key: string]: any };\r\n /**\r\n * Optional type annotations for user variables.\r\n * Keys are variable names; values are type name strings.\r\n */\r\n _variableTypes?: { [key: string]: string };\r\n /**\r\n * Values of the connection points\r\n */\r\n _connectionValues: { [key: string]: any };\r\n\r\n /**\r\n * Assets context, if not the scene\r\n */\r\n _assetsContext?: { [key: string]: any };\r\n\r\n /**\r\n * Should logging be enabled?\r\n */\r\n enableLogging?: boolean;\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Connection\r\n */\r\nexport interface ISerializedFlowGraphConnection {\r\n /**\r\n * The unique id of the connection\r\n */\r\n uniqueId: string;\r\n /**\r\n * The name of the connection\r\n */\r\n name: string;\r\n /**\r\n * The type of the connection\r\n */\r\n _connectionType: FlowGraphConnectionType;\r\n /**\r\n * The id of the connection that this is connected to\r\n */\r\n connectedPointIds: string[];\r\n /**\r\n * The serialized default value of a data connection (set by the user for\r\n * unconnected inputs). Only present on data connections.\r\n */\r\n defaultValue?: any;\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Block\r\n */\r\nexport interface ISerializedFlowGraphBlock {\r\n /**\r\n * The class name of the block\r\n */\r\n className: string;\r\n /**\r\n * The glTF type of the block\r\n */\r\n type: string;\r\n /**\r\n * Configuration parameters for the block\r\n */\r\n config: any;\r\n /**\r\n * The unique id of the block\r\n */\r\n uniqueId: string;\r\n /**\r\n * Input connection data\r\n */\r\n dataInputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Output connection data\r\n */\r\n dataOutputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Metadata for the block\r\n */\r\n metadata: any;\r\n /**\r\n * Input connection signal\r\n */\r\n signalInputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Output connection signal\r\n */\r\n signalOutputs: ISerializedFlowGraphConnection[];\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph\r\n */\r\nexport interface ISerializedFlowGraph {\r\n /**\r\n * Contexts belonging to the flow graph\r\n */\r\n executionContexts: ISerializedFlowGraphContext[];\r\n /**\r\n * Blocks belonging to the flow graph\r\n */\r\n allBlocks: ISerializedFlowGraphBlock[];\r\n\r\n /**\r\n * Is the flow graph in RHS mode?\r\n */\r\n rightHanded?: boolean;\r\n}\r\n"]}
package/Lights/light.d.ts CHANGED
@@ -423,6 +423,12 @@ export declare abstract class Light extends Node implements ISortableLight {
423
423
  * @internal Internal Use Only
424
424
  */
425
425
  _reorderLightsInScene(): void;
426
+ /**
427
+ * Returns true when all texture resources used by this light are ready (e.g. projection textures).
428
+ * Override in subclasses that use texture resources.
429
+ * @returns true if all light textures are ready
430
+ */
431
+ areLightTexturesReady(): boolean;
426
432
  /**
427
433
  * Prepares the list of defines specific to the light type.
428
434
  * @param defines the list of defines
package/Lights/light.js CHANGED
@@ -707,6 +707,14 @@ export class Light extends Node {
707
707
  }
708
708
  this.getScene().sortLightsByPriority();
709
709
  }
710
+ /**
711
+ * Returns true when all texture resources used by this light are ready (e.g. projection textures).
712
+ * Override in subclasses that use texture resources.
713
+ * @returns true if all light textures are ready
714
+ */
715
+ areLightTexturesReady() {
716
+ return true;
717
+ }
710
718
  /**
711
719
  * @internal
712
720
  */
@@ -1 +1 @@
1
- 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{ serialize, serializeAsColor3, expandToProperty } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, TmpColors } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { type IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { type ISortableLight, LightConstants } from \"./lightConstants\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n/**\r\n * Base class of all the lights in Babylon. It groups all the generic information about lights.\r\n * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.\r\n * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.\r\n */\r\nexport abstract class Light extends Node implements ISortableLight {\r\n /**\r\n * Falloff Default: light is falling off following the material specification:\r\n * standard material is using standard falloff whereas pbr material can request special falloff per materials.\r\n */\r\n public static readonly FALLOFF_DEFAULT = LightConstants.FALLOFF_DEFAULT;\r\n\r\n /**\r\n * Falloff Physical: light is falling off following the inverse squared distance law.\r\n */\r\n public static readonly FALLOFF_PHYSICAL = LightConstants.FALLOFF_PHYSICAL;\r\n\r\n /**\r\n * Falloff gltf: light is falling off as described in the gltf moving to PBR document\r\n * to enhance interoperability with other engines.\r\n */\r\n public static readonly FALLOFF_GLTF = LightConstants.FALLOFF_GLTF;\r\n\r\n /**\r\n * Falloff Standard: light is falling off like in the standard material\r\n * to enhance interoperability with other materials.\r\n */\r\n public static readonly FALLOFF_STANDARD = LightConstants.FALLOFF_STANDARD;\r\n\r\n //lightmapMode Consts\r\n /**\r\n * If every light affecting the material is in this lightmapMode,\r\n * material.lightmapTexture adds or multiplies\r\n * (depends on material.useLightmapAsShadowmap)\r\n * after every other light calculations.\r\n */\r\n public static readonly LIGHTMAP_DEFAULT = LightConstants.LIGHTMAP_DEFAULT;\r\n /**\r\n * material.lightmapTexture as only diffuse lighting from this light\r\n * adds only specular lighting from this light\r\n * adds dynamic shadows\r\n */\r\n public static readonly LIGHTMAP_SPECULAR = LightConstants.LIGHTMAP_SPECULAR;\r\n /**\r\n * material.lightmapTexture as only lighting\r\n * no light calculation from this light\r\n * only adds dynamic shadows from this light\r\n */\r\n public static readonly LIGHTMAP_SHADOWSONLY = LightConstants.LIGHTMAP_SHADOWSONLY;\r\n\r\n // Intensity Mode Consts\r\n /**\r\n * Each light type uses the default quantity according to its type:\r\n * point/spot lights use luminous intensity\r\n * directional lights use illuminance\r\n */\r\n public static readonly INTENSITYMODE_AUTOMATIC = LightConstants.INTENSITYMODE_AUTOMATIC;\r\n /**\r\n * lumen (lm)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSPOWER = LightConstants.INTENSITYMODE_LUMINOUSPOWER;\r\n /**\r\n * candela (lm/sr)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSINTENSITY = LightConstants.INTENSITYMODE_LUMINOUSINTENSITY;\r\n /**\r\n * lux (lm/m^2)\r\n */\r\n public static readonly INTENSITYMODE_ILLUMINANCE = LightConstants.INTENSITYMODE_ILLUMINANCE;\r\n /**\r\n * nit (cd/m^2)\r\n */\r\n public static readonly INTENSITYMODE_LUMINANCE = LightConstants.INTENSITYMODE_LUMINANCE;\r\n\r\n // Light types ids const.\r\n /**\r\n * Light type const id of the point light.\r\n */\r\n public static readonly LIGHTTYPEID_POINTLIGHT = LightConstants.LIGHTTYPEID_POINTLIGHT;\r\n /**\r\n * Light type const id of the directional light.\r\n */\r\n public static readonly LIGHTTYPEID_DIRECTIONALLIGHT = LightConstants.LIGHTTYPEID_DIRECTIONALLIGHT;\r\n /**\r\n * Light type const id of the spot light.\r\n */\r\n public static readonly LIGHTTYPEID_SPOTLIGHT = LightConstants.LIGHTTYPEID_SPOTLIGHT;\r\n /**\r\n * Light type const id of the hemispheric light.\r\n */\r\n public static readonly LIGHTTYPEID_HEMISPHERICLIGHT = LightConstants.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n\r\n /**\r\n * Light type const id of the area light.\r\n */\r\n public static readonly LIGHTTYPEID_RECT_AREALIGHT = LightConstants.LIGHTTYPEID_RECT_AREALIGHT;\r\n\r\n /**\r\n * Diffuse gives the basic color to an object.\r\n */\r\n @serializeAsColor3()\r\n public diffuse = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Specular produces a highlight color on an object.\r\n * Note: This is not affecting PBR materials.\r\n */\r\n @serializeAsColor3()\r\n public specular = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Defines the falloff type for this light. This lets overriding how punctual light are\r\n * falling off base on range or angle.\r\n * This can be set to any values in Light.FALLOFF_x.\r\n *\r\n * Note: This is only useful for PBR Materials at the moment. This could be extended if required to\r\n * other types of materials.\r\n */\r\n @serialize()\r\n public falloffType = Light.FALLOFF_DEFAULT;\r\n\r\n /**\r\n * Strength of the light.\r\n * Note: By default it is define in the framework own unit.\r\n * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.\r\n */\r\n @serialize()\r\n public intensity = 1.0;\r\n\r\n /** @internal */\r\n private _internalEnabled = true;\r\n /**\r\n * Defines light internal enabled state.\r\n */\r\n public get internalEnabled(): boolean {\r\n return this._internalEnabled;\r\n }\r\n public set internalEnabled(value: boolean) {\r\n this._internalEnabled = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n private _range = Number.MAX_VALUE;\r\n /** @internal */\r\n public _inverseSquaredRange = 0;\r\n\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n @serialize()\r\n public get range(): number {\r\n return this._range;\r\n }\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n public set range(value: number) {\r\n this._range = value;\r\n this._inverseSquaredRange = 1.0 / (this.range * this.range);\r\n }\r\n\r\n /**\r\n * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type\r\n * of light.\r\n */\r\n private _photometricScale = 1.0;\r\n\r\n private _intensityMode: number = Light.INTENSITYMODE_AUTOMATIC;\r\n /**\r\n * Gets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n @serialize()\r\n public get intensityMode(): number {\r\n return this._intensityMode;\r\n }\r\n /**\r\n * Sets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n public set intensityMode(value: number) {\r\n this._intensityMode = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n private _radius = 0.00001;\r\n /**\r\n * Gets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n @serialize()\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n /**\r\n * sets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n public set radius(value: number) {\r\n this._radius = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n @serialize()\r\n private _renderPriority: number;\r\n /**\r\n * Defines the rendering priority of the lights. It can help in case of fallback or number of lights\r\n * exceeding the number allowed of the materials.\r\n */\r\n @expandToProperty(\"_reorderLightsInScene\")\r\n public renderPriority: number = 0;\r\n\r\n @serialize(\"shadowEnabled\")\r\n private _shadowEnabled: boolean = true;\r\n /**\r\n * Gets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public get shadowEnabled(): boolean {\r\n return this._shadowEnabled;\r\n }\r\n /**\r\n * Sets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public set shadowEnabled(value: boolean) {\r\n if (this._shadowEnabled === value) {\r\n return;\r\n }\r\n\r\n this._shadowEnabled = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n private _includedOnlyMeshes: AbstractMesh[];\r\n /**\r\n * Gets the only meshes impacted by this light.\r\n */\r\n public get includedOnlyMeshes(): AbstractMesh[] {\r\n return this._includedOnlyMeshes;\r\n }\r\n /**\r\n * Sets the only meshes impacted by this light.\r\n */\r\n public set includedOnlyMeshes(value: AbstractMesh[]) {\r\n this._includedOnlyMeshes = value;\r\n this._hookArrayForIncludedOnly(value);\r\n }\r\n\r\n private _excludedMeshes: AbstractMesh[];\r\n /**\r\n * Gets the meshes not impacted by this light.\r\n */\r\n public get excludedMeshes(): AbstractMesh[] {\r\n return this._excludedMeshes;\r\n }\r\n /**\r\n * Sets the meshes not impacted by this light.\r\n */\r\n public set excludedMeshes(value: AbstractMesh[]) {\r\n this._excludedMeshes = value;\r\n this._hookArrayForExcluded(value);\r\n }\r\n\r\n @serialize(\"excludeWithLayerMask\")\r\n private _excludeWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get excludeWithLayerMask(): number {\r\n return this._excludeWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set excludeWithLayerMask(value: number) {\r\n this._excludeWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"includeOnlyWithLayerMask\")\r\n private _includeOnlyWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get includeOnlyWithLayerMask(): number {\r\n return this._includeOnlyWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set includeOnlyWithLayerMask(value: number) {\r\n this._includeOnlyWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"lightmapMode\")\r\n private _lightmapMode = 0;\r\n /**\r\n * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public get lightmapMode(): number {\r\n return this._lightmapMode;\r\n }\r\n /**\r\n * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public set lightmapMode(value: number) {\r\n if (this._lightmapMode === value) {\r\n return;\r\n }\r\n\r\n this._lightmapMode = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n /**\r\n * Returns the view matrix.\r\n * @param _faceIndex The index of the face for which we want to extract the view matrix. Only used for point light types.\r\n * @returns The view matrix. Can be null, if a view matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\r\n */\r\n public getViewMatrix(_faceIndex?: number): Nullable<Matrix> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns the projection matrix.\r\n * Note that viewMatrix and renderList are optional and are only used by lights that calculate the projection matrix from a list of meshes (e.g. directional lights with automatic extents calculation).\r\n * @param _viewMatrix The view transform matrix of the light (optional).\r\n * @param _renderList The list of meshes to take into account when calculating the projection matrix (optional).\r\n * @returns The projection matrix. Can be null, if a projection matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\r\n */\r\n public getProjectionMatrix(_viewMatrix?: Matrix, _renderList?: Array<AbstractMesh>): Nullable<Matrix> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Shadow generators associated to the light.\r\n * @internal Internal use only.\r\n */\r\n public _shadowGenerators: Nullable<Map<Nullable<Camera>, IShadowGenerator>> = null;\r\n\r\n /**\r\n * @internal Internal use only.\r\n */\r\n public _excludedMeshesIds = new Array<string>();\r\n\r\n /**\r\n * @internal Internal use only.\r\n */\r\n public _includedOnlyMeshesIds = new Array<string>();\r\n\r\n /**\r\n * The current light uniform buffer.\r\n * @internal Internal use only.\r\n */\r\n public _uniformBuffer: UniformBuffer;\r\n\r\n /** @internal */\r\n public _renderId: number;\r\n\r\n private _lastUseSpecular: boolean;\r\n\r\n /**\r\n * Used internally by ClusteredLight to sort lights\r\n * @internal\r\n */\r\n public _currentViewDepth = 0;\r\n\r\n /**\r\n * Creates a Light object in the scene.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param scene The scene the light belongs too\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, false);\r\n if (!dontAddToScene) {\r\n this.getScene().addLight(this);\r\n }\r\n this._uniformBuffer = new UniformBuffer(this.getScene().getEngine(), undefined, undefined, name);\r\n this._buildUniformLayout();\r\n\r\n this.includedOnlyMeshes = [] as AbstractMesh[];\r\n this.excludedMeshes = [] as AbstractMesh[];\r\n\r\n if (!dontAddToScene) {\r\n this._resyncMeshes();\r\n }\r\n }\r\n\r\n protected abstract _buildUniformLayout(): void;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public abstract transferToEffect(effect: Effect, lightIndex: string): Light;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n // Do nothing by default.\r\n return this;\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n const iAsString = lightIndex.toString();\r\n let needUpdate = false;\r\n\r\n this._uniformBuffer.bindToEffect(effect, \"Light\" + iAsString);\r\n\r\n if (this._renderId !== scene.getRenderId() || this._lastUseSpecular !== useSpecular || !this._uniformBuffer.useUbo) {\r\n this._renderId = scene.getRenderId();\r\n this._lastUseSpecular = useSpecular;\r\n\r\n const scaledIntensity = this.getScaledIntensity();\r\n\r\n this.transferToEffect(effect, iAsString);\r\n\r\n this.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\r\n this._uniformBuffer.updateColor4(\"vLightDiffuse\", TmpColors.Color3[0], this.range, iAsString);\r\n if (useSpecular) {\r\n this.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\r\n this._uniformBuffer.updateColor4(\"vLightSpecular\", TmpColors.Color3[1], this.radius, iAsString);\r\n }\r\n needUpdate = true;\r\n }\r\n\r\n // Textures might still need to be rebound.\r\n this.transferTexturesToEffect(effect, iAsString);\r\n\r\n // Shadows\r\n if (scene.shadowsEnabled && this.shadowEnabled && receiveShadows) {\r\n const shadowGenerator = this.getShadowGenerator(scene.activeCamera) ?? this.getShadowGenerator();\r\n if (shadowGenerator) {\r\n shadowGenerator.bindShadowLight(iAsString, effect);\r\n needUpdate = true;\r\n }\r\n }\r\n\r\n if (needUpdate) {\r\n this._uniformBuffer.update();\r\n } else {\r\n this._uniformBuffer.bindUniformBuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightDataUniformName The uniform used to store light data (position or direction)\r\n * @returns The light\r\n */\r\n public abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;\r\n\r\n /**\r\n * Returns the string \"Light\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"Light\";\r\n }\r\n\r\n /** @internal */\r\n public readonly _isLight = true;\r\n\r\n /**\r\n * Converts the light information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable light info\r\n */\r\n public override toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n ret += \", type: \" + [\"Point\", \"Directional\", \"Spot\", \"Hemispheric\", \"Clustered\"][this.getTypeID()];\r\n if (this.animations) {\r\n for (let i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /** @internal */\r\n protected override _syncParentEnabledState() {\r\n super._syncParentEnabledState();\r\n if (!this.isDisposed()) {\r\n this._resyncMeshes();\r\n }\r\n }\r\n\r\n /**\r\n * Set the enabled state of this node.\r\n * @param value - the new enabled state\r\n */\r\n public override setEnabled(value: boolean): void {\r\n super.setEnabled(value);\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n /**\r\n * Returns the Light associated shadow generator if any.\r\n * @param camera Camera for which the shadow generator should be retrieved (default: null). If null, retrieves the default shadow generator\r\n * @returns the associated shadow generator.\r\n */\r\n public getShadowGenerator(camera: Nullable<Camera> = null): Nullable<IShadowGenerator> {\r\n if (this._shadowGenerators === null) {\r\n return null;\r\n }\r\n\r\n return this._shadowGenerators.get(camera) ?? null;\r\n }\r\n\r\n /**\r\n * Returns all the shadow generators associated to this light\r\n * @returns\r\n */\r\n public getShadowGenerators(): Nullable<Map<Nullable<Camera>, IShadowGenerator>> {\r\n return this._shadowGenerators;\r\n }\r\n\r\n /**\r\n * Returns a Vector3, the absolute light position in the World.\r\n * @returns the world space position of the light\r\n */\r\n public getAbsolutePosition(): Vector3 {\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Specifies if the light will affect the passed mesh.\r\n * @param mesh The mesh to test against the light\r\n * @returns true the mesh is affected otherwise, false.\r\n */\r\n public canAffectMesh(mesh: AbstractMesh): boolean {\r\n if (!this.internalEnabled) {\r\n return false;\r\n }\r\n if (!mesh) {\r\n return true;\r\n }\r\n\r\n if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {\r\n return false;\r\n }\r\n\r\n if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return false;\r\n }\r\n\r\n if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {\r\n return false;\r\n }\r\n\r\n if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n if (this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.dispose();\r\n }\r\n this._shadowGenerators = null;\r\n }\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.lights.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.lights.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n // Remove from meshes\r\n for (const mesh of this.getScene().meshes) {\r\n mesh._removeLightSource(this, true);\r\n }\r\n\r\n this._uniformBuffer.dispose();\r\n\r\n // Remove from scene\r\n this.getScene().removeLight(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * Returns the light type ID (integer).\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public getTypeID(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.\r\n * @returns the scaled intensity in intensity mode unit\r\n */\r\n public getScaledIntensity() {\r\n return this._photometricScale * this.intensity;\r\n }\r\n\r\n /**\r\n * Returns a new Light object, named \"name\", from the current one.\r\n * @param name The name of the cloned light\r\n * @param newParent The parent of this light, if it has one\r\n * @returns the new created light\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null): Nullable<Light> {\r\n const constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n const clonedLight = SerializationHelper.Clone(constructor, this);\r\n if (name) {\r\n clonedLight.name = name;\r\n }\r\n if (newParent) {\r\n clonedLight.parent = newParent;\r\n }\r\n clonedLight.setEnabled(this.isEnabled());\r\n\r\n this.onClonedObservable.notifyObservers(clonedLight);\r\n\r\n return clonedLight;\r\n }\r\n\r\n /**\r\n * Serializes the current light into a Serialization object.\r\n * @returns the serialized object.\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n // Type\r\n serializationObject.type = this.getTypeID();\r\n\r\n // Parent\r\n if (this.parent) {\r\n this.parent._serializeAsParent(serializationObject);\r\n }\r\n\r\n // Inclusion / exclusions\r\n if (this.excludedMeshes.length > 0) {\r\n serializationObject.excludedMeshesIds = [];\r\n for (const mesh of this.excludedMeshes) {\r\n serializationObject.excludedMeshesIds.push(mesh.id);\r\n }\r\n }\r\n\r\n if (this.includedOnlyMeshes.length > 0) {\r\n serializationObject.includedOnlyMeshesIds = [];\r\n for (const mesh of this.includedOnlyMeshes) {\r\n serializationObject.includedOnlyMeshesIds.push(mesh.id);\r\n }\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n\r\n serializationObject.isEnabled = this.isEnabled();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.\r\n * This new light is named \"name\" and added to the passed scene.\r\n * @param type Type according to the types available in Light.LIGHTTYPEID_x\r\n * @param name The friendly name of the light\r\n * @param scene The scene the new light will belong to\r\n * @returns the constructor function\r\n */\r\n static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light> {\r\n const constructorFunc = Node.Construct(\"Light_Type_\" + type, name, scene);\r\n\r\n if (constructorFunc) {\r\n return <() => Light>constructorFunc;\r\n }\r\n\r\n // Default to no light for none present once.\r\n return null;\r\n }\r\n\r\n /**\r\n * Parses the passed \"parsedLight\" and returns a new instanced Light from this parsing.\r\n * @param parsedLight The JSON representation of the light\r\n * @param scene The scene to create the parsed light in\r\n * @returns the created light after parsing\r\n */\r\n public static Parse(parsedLight: any, scene: Scene): Nullable<Light> {\r\n const constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n\r\n const light = SerializationHelper.Parse(constructor, parsedLight, scene);\r\n\r\n // Inclusion / exclusions\r\n if (parsedLight.excludedMeshesIds) {\r\n light._excludedMeshesIds = parsedLight.excludedMeshesIds;\r\n }\r\n\r\n if (parsedLight.includedOnlyMeshesIds) {\r\n light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;\r\n }\r\n\r\n // Parent\r\n if (parsedLight.parentId !== undefined) {\r\n light._waitingParentId = parsedLight.parentId;\r\n }\r\n\r\n if (parsedLight.parentInstanceIndex !== undefined) {\r\n light._waitingParentInstanceIndex = parsedLight.parentInstanceIndex;\r\n }\r\n\r\n // Falloff\r\n if (parsedLight.falloffType !== undefined) {\r\n light.falloffType = parsedLight.falloffType;\r\n }\r\n\r\n // Lightmaps\r\n if (parsedLight.lightmapMode !== undefined) {\r\n light.lightmapMode = parsedLight.lightmapMode;\r\n }\r\n\r\n // Animations\r\n if (parsedLight.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedLight.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n light.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(light, parsedLight, scene);\r\n }\r\n\r\n if (parsedLight.autoAnimate) {\r\n scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);\r\n }\r\n\r\n // Check if isEnabled is defined to be back compatible with prior serialized versions.\r\n if (parsedLight.isEnabled !== undefined) {\r\n light.setEnabled(parsedLight.isEnabled);\r\n }\r\n\r\n light._onParsed(parsedLight, scene);\r\n\r\n return light;\r\n }\r\n\r\n /**\r\n * Called after the light has been fully parsed and all base properties have been set.\r\n * Override in subclasses to handle custom serialized data.\r\n * @param _parsedLight The JSON representation of the light\r\n * @param _scene The scene the light belongs to\r\n */\r\n protected _onParsed(_parsedLight: any, _scene: Scene): void {\r\n // Override in subclasses\r\n }\r\n\r\n private _hookArrayForExcluded(array: AbstractMesh[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n for (const item of items) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.call(array, index, deleteCount ?? array.length);\r\n\r\n for (const item of deleted) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return deleted;\r\n };\r\n\r\n for (const item of array) {\r\n item._resyncLightSource(this);\r\n }\r\n }\r\n\r\n private _hookArrayForIncludedOnly(array: AbstractMesh[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n this._resyncMeshes();\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.call(array, index, deleteCount ?? array.length);\r\n\r\n this._resyncMeshes();\r\n\r\n return deleted;\r\n };\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n private _resyncMeshes() {\r\n for (const mesh of this.getScene().meshes) {\r\n mesh._resyncLightSource(this);\r\n }\r\n }\r\n\r\n /**\r\n * Forces the meshes to update their light related information in their rendering used effects\r\n * @internal Internal Use Only\r\n */\r\n public _markMeshesAsLightDirty() {\r\n for (const mesh of this.getScene().meshes) {\r\n if (mesh.lightSources.indexOf(this) !== -1) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Recomputes the cached photometric scale if needed.\r\n */\r\n private _computePhotometricScale(): void {\r\n this._photometricScale = this._getPhotometricScale();\r\n this.getScene().resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * @returns the Photometric Scale according to the light type and intensity mode.\r\n */\r\n private _getPhotometricScale() {\r\n let photometricScale = 0.0;\r\n const lightTypeID = this.getTypeID();\r\n\r\n //get photometric mode\r\n let photometricMode = this.intensityMode;\r\n if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {\r\n if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {\r\n photometricMode = Light.INTENSITYMODE_ILLUMINANCE;\r\n } else {\r\n photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;\r\n }\r\n }\r\n\r\n //compute photometric scale\r\n switch (lightTypeID) {\r\n case Light.LIGHTTYPEID_POINTLIGHT:\r\n case Light.LIGHTTYPEID_SPOTLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_LUMINOUSPOWER:\r\n photometricScale = 1.0 / (4.0 * Math.PI);\r\n break;\r\n case Light.INTENSITYMODE_LUMINOUSINTENSITY:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n photometricScale = this.radius * this.radius;\r\n break;\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_DIRECTIONALLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_ILLUMINANCE:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE: {\r\n // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.\r\n // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).\r\n let apexAngleRadians = this.radius;\r\n // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).\r\n apexAngleRadians = Math.max(apexAngleRadians, 0.001);\r\n const solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));\r\n photometricScale = solidAngle;\r\n break;\r\n }\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_HEMISPHERICLIGHT:\r\n // No fall off in hemispheric light.\r\n photometricScale = 1.0;\r\n break;\r\n }\r\n return photometricScale;\r\n }\r\n\r\n /**\r\n * Reorder the light in the scene according to their defined priority.\r\n * @internal Internal Use Only\r\n */\r\n public _reorderLightsInScene(): void {\r\n const scene = this.getScene();\r\n if (this._renderPriority != 0) {\r\n scene.requireLightSorting = true;\r\n }\r\n this.getScene().sortLightsByPriority();\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _isReady() {\r\n return true;\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsColor3, expandToProperty } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, TmpColors } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { type IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { type ISortableLight, LightConstants } from \"./lightConstants\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n/**\r\n * Base class of all the lights in Babylon. It groups all the generic information about lights.\r\n * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.\r\n * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.\r\n */\r\nexport abstract class Light extends Node implements ISortableLight {\r\n /**\r\n * Falloff Default: light is falling off following the material specification:\r\n * standard material is using standard falloff whereas pbr material can request special falloff per materials.\r\n */\r\n public static readonly FALLOFF_DEFAULT = LightConstants.FALLOFF_DEFAULT;\r\n\r\n /**\r\n * Falloff Physical: light is falling off following the inverse squared distance law.\r\n */\r\n public static readonly FALLOFF_PHYSICAL = LightConstants.FALLOFF_PHYSICAL;\r\n\r\n /**\r\n * Falloff gltf: light is falling off as described in the gltf moving to PBR document\r\n * to enhance interoperability with other engines.\r\n */\r\n public static readonly FALLOFF_GLTF = LightConstants.FALLOFF_GLTF;\r\n\r\n /**\r\n * Falloff Standard: light is falling off like in the standard material\r\n * to enhance interoperability with other materials.\r\n */\r\n public static readonly FALLOFF_STANDARD = LightConstants.FALLOFF_STANDARD;\r\n\r\n //lightmapMode Consts\r\n /**\r\n * If every light affecting the material is in this lightmapMode,\r\n * material.lightmapTexture adds or multiplies\r\n * (depends on material.useLightmapAsShadowmap)\r\n * after every other light calculations.\r\n */\r\n public static readonly LIGHTMAP_DEFAULT = LightConstants.LIGHTMAP_DEFAULT;\r\n /**\r\n * material.lightmapTexture as only diffuse lighting from this light\r\n * adds only specular lighting from this light\r\n * adds dynamic shadows\r\n */\r\n public static readonly LIGHTMAP_SPECULAR = LightConstants.LIGHTMAP_SPECULAR;\r\n /**\r\n * material.lightmapTexture as only lighting\r\n * no light calculation from this light\r\n * only adds dynamic shadows from this light\r\n */\r\n public static readonly LIGHTMAP_SHADOWSONLY = LightConstants.LIGHTMAP_SHADOWSONLY;\r\n\r\n // Intensity Mode Consts\r\n /**\r\n * Each light type uses the default quantity according to its type:\r\n * point/spot lights use luminous intensity\r\n * directional lights use illuminance\r\n */\r\n public static readonly INTENSITYMODE_AUTOMATIC = LightConstants.INTENSITYMODE_AUTOMATIC;\r\n /**\r\n * lumen (lm)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSPOWER = LightConstants.INTENSITYMODE_LUMINOUSPOWER;\r\n /**\r\n * candela (lm/sr)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSINTENSITY = LightConstants.INTENSITYMODE_LUMINOUSINTENSITY;\r\n /**\r\n * lux (lm/m^2)\r\n */\r\n public static readonly INTENSITYMODE_ILLUMINANCE = LightConstants.INTENSITYMODE_ILLUMINANCE;\r\n /**\r\n * nit (cd/m^2)\r\n */\r\n public static readonly INTENSITYMODE_LUMINANCE = LightConstants.INTENSITYMODE_LUMINANCE;\r\n\r\n // Light types ids const.\r\n /**\r\n * Light type const id of the point light.\r\n */\r\n public static readonly LIGHTTYPEID_POINTLIGHT = LightConstants.LIGHTTYPEID_POINTLIGHT;\r\n /**\r\n * Light type const id of the directional light.\r\n */\r\n public static readonly LIGHTTYPEID_DIRECTIONALLIGHT = LightConstants.LIGHTTYPEID_DIRECTIONALLIGHT;\r\n /**\r\n * Light type const id of the spot light.\r\n */\r\n public static readonly LIGHTTYPEID_SPOTLIGHT = LightConstants.LIGHTTYPEID_SPOTLIGHT;\r\n /**\r\n * Light type const id of the hemispheric light.\r\n */\r\n public static readonly LIGHTTYPEID_HEMISPHERICLIGHT = LightConstants.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n\r\n /**\r\n * Light type const id of the area light.\r\n */\r\n public static readonly LIGHTTYPEID_RECT_AREALIGHT = LightConstants.LIGHTTYPEID_RECT_AREALIGHT;\r\n\r\n /**\r\n * Diffuse gives the basic color to an object.\r\n */\r\n @serializeAsColor3()\r\n public diffuse = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Specular produces a highlight color on an object.\r\n * Note: This is not affecting PBR materials.\r\n */\r\n @serializeAsColor3()\r\n public specular = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Defines the falloff type for this light. This lets overriding how punctual light are\r\n * falling off base on range or angle.\r\n * This can be set to any values in Light.FALLOFF_x.\r\n *\r\n * Note: This is only useful for PBR Materials at the moment. This could be extended if required to\r\n * other types of materials.\r\n */\r\n @serialize()\r\n public falloffType = Light.FALLOFF_DEFAULT;\r\n\r\n /**\r\n * Strength of the light.\r\n * Note: By default it is define in the framework own unit.\r\n * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.\r\n */\r\n @serialize()\r\n public intensity = 1.0;\r\n\r\n /** @internal */\r\n private _internalEnabled = true;\r\n /**\r\n * Defines light internal enabled state.\r\n */\r\n public get internalEnabled(): boolean {\r\n return this._internalEnabled;\r\n }\r\n public set internalEnabled(value: boolean) {\r\n this._internalEnabled = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n private _range = Number.MAX_VALUE;\r\n /** @internal */\r\n public _inverseSquaredRange = 0;\r\n\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n @serialize()\r\n public get range(): number {\r\n return this._range;\r\n }\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n public set range(value: number) {\r\n this._range = value;\r\n this._inverseSquaredRange = 1.0 / (this.range * this.range);\r\n }\r\n\r\n /**\r\n * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type\r\n * of light.\r\n */\r\n private _photometricScale = 1.0;\r\n\r\n private _intensityMode: number = Light.INTENSITYMODE_AUTOMATIC;\r\n /**\r\n * Gets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n @serialize()\r\n public get intensityMode(): number {\r\n return this._intensityMode;\r\n }\r\n /**\r\n * Sets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n public set intensityMode(value: number) {\r\n this._intensityMode = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n private _radius = 0.00001;\r\n /**\r\n * Gets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n @serialize()\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n /**\r\n * sets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n public set radius(value: number) {\r\n this._radius = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n @serialize()\r\n private _renderPriority: number;\r\n /**\r\n * Defines the rendering priority of the lights. It can help in case of fallback or number of lights\r\n * exceeding the number allowed of the materials.\r\n */\r\n @expandToProperty(\"_reorderLightsInScene\")\r\n public renderPriority: number = 0;\r\n\r\n @serialize(\"shadowEnabled\")\r\n private _shadowEnabled: boolean = true;\r\n /**\r\n * Gets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public get shadowEnabled(): boolean {\r\n return this._shadowEnabled;\r\n }\r\n /**\r\n * Sets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public set shadowEnabled(value: boolean) {\r\n if (this._shadowEnabled === value) {\r\n return;\r\n }\r\n\r\n this._shadowEnabled = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n private _includedOnlyMeshes: AbstractMesh[];\r\n /**\r\n * Gets the only meshes impacted by this light.\r\n */\r\n public get includedOnlyMeshes(): AbstractMesh[] {\r\n return this._includedOnlyMeshes;\r\n }\r\n /**\r\n * Sets the only meshes impacted by this light.\r\n */\r\n public set includedOnlyMeshes(value: AbstractMesh[]) {\r\n this._includedOnlyMeshes = value;\r\n this._hookArrayForIncludedOnly(value);\r\n }\r\n\r\n private _excludedMeshes: AbstractMesh[];\r\n /**\r\n * Gets the meshes not impacted by this light.\r\n */\r\n public get excludedMeshes(): AbstractMesh[] {\r\n return this._excludedMeshes;\r\n }\r\n /**\r\n * Sets the meshes not impacted by this light.\r\n */\r\n public set excludedMeshes(value: AbstractMesh[]) {\r\n this._excludedMeshes = value;\r\n this._hookArrayForExcluded(value);\r\n }\r\n\r\n @serialize(\"excludeWithLayerMask\")\r\n private _excludeWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get excludeWithLayerMask(): number {\r\n return this._excludeWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set excludeWithLayerMask(value: number) {\r\n this._excludeWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"includeOnlyWithLayerMask\")\r\n private _includeOnlyWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get includeOnlyWithLayerMask(): number {\r\n return this._includeOnlyWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set includeOnlyWithLayerMask(value: number) {\r\n this._includeOnlyWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"lightmapMode\")\r\n private _lightmapMode = 0;\r\n /**\r\n * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public get lightmapMode(): number {\r\n return this._lightmapMode;\r\n }\r\n /**\r\n * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public set lightmapMode(value: number) {\r\n if (this._lightmapMode === value) {\r\n return;\r\n }\r\n\r\n this._lightmapMode = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n /**\r\n * Returns the view matrix.\r\n * @param _faceIndex The index of the face for which we want to extract the view matrix. Only used for point light types.\r\n * @returns The view matrix. Can be null, if a view matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\r\n */\r\n public getViewMatrix(_faceIndex?: number): Nullable<Matrix> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns the projection matrix.\r\n * Note that viewMatrix and renderList are optional and are only used by lights that calculate the projection matrix from a list of meshes (e.g. directional lights with automatic extents calculation).\r\n * @param _viewMatrix The view transform matrix of the light (optional).\r\n * @param _renderList The list of meshes to take into account when calculating the projection matrix (optional).\r\n * @returns The projection matrix. Can be null, if a projection matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\r\n */\r\n public getProjectionMatrix(_viewMatrix?: Matrix, _renderList?: Array<AbstractMesh>): Nullable<Matrix> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Shadow generators associated to the light.\r\n * @internal Internal use only.\r\n */\r\n public _shadowGenerators: Nullable<Map<Nullable<Camera>, IShadowGenerator>> = null;\r\n\r\n /**\r\n * @internal Internal use only.\r\n */\r\n public _excludedMeshesIds = new Array<string>();\r\n\r\n /**\r\n * @internal Internal use only.\r\n */\r\n public _includedOnlyMeshesIds = new Array<string>();\r\n\r\n /**\r\n * The current light uniform buffer.\r\n * @internal Internal use only.\r\n */\r\n public _uniformBuffer: UniformBuffer;\r\n\r\n /** @internal */\r\n public _renderId: number;\r\n\r\n private _lastUseSpecular: boolean;\r\n\r\n /**\r\n * Used internally by ClusteredLight to sort lights\r\n * @internal\r\n */\r\n public _currentViewDepth = 0;\r\n\r\n /**\r\n * Creates a Light object in the scene.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param scene The scene the light belongs too\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, false);\r\n if (!dontAddToScene) {\r\n this.getScene().addLight(this);\r\n }\r\n this._uniformBuffer = new UniformBuffer(this.getScene().getEngine(), undefined, undefined, name);\r\n this._buildUniformLayout();\r\n\r\n this.includedOnlyMeshes = [] as AbstractMesh[];\r\n this.excludedMeshes = [] as AbstractMesh[];\r\n\r\n if (!dontAddToScene) {\r\n this._resyncMeshes();\r\n }\r\n }\r\n\r\n protected abstract _buildUniformLayout(): void;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public abstract transferToEffect(effect: Effect, lightIndex: string): Light;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n // Do nothing by default.\r\n return this;\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n const iAsString = lightIndex.toString();\r\n let needUpdate = false;\r\n\r\n this._uniformBuffer.bindToEffect(effect, \"Light\" + iAsString);\r\n\r\n if (this._renderId !== scene.getRenderId() || this._lastUseSpecular !== useSpecular || !this._uniformBuffer.useUbo) {\r\n this._renderId = scene.getRenderId();\r\n this._lastUseSpecular = useSpecular;\r\n\r\n const scaledIntensity = this.getScaledIntensity();\r\n\r\n this.transferToEffect(effect, iAsString);\r\n\r\n this.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\r\n this._uniformBuffer.updateColor4(\"vLightDiffuse\", TmpColors.Color3[0], this.range, iAsString);\r\n if (useSpecular) {\r\n this.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\r\n this._uniformBuffer.updateColor4(\"vLightSpecular\", TmpColors.Color3[1], this.radius, iAsString);\r\n }\r\n needUpdate = true;\r\n }\r\n\r\n // Textures might still need to be rebound.\r\n this.transferTexturesToEffect(effect, iAsString);\r\n\r\n // Shadows\r\n if (scene.shadowsEnabled && this.shadowEnabled && receiveShadows) {\r\n const shadowGenerator = this.getShadowGenerator(scene.activeCamera) ?? this.getShadowGenerator();\r\n if (shadowGenerator) {\r\n shadowGenerator.bindShadowLight(iAsString, effect);\r\n needUpdate = true;\r\n }\r\n }\r\n\r\n if (needUpdate) {\r\n this._uniformBuffer.update();\r\n } else {\r\n this._uniformBuffer.bindUniformBuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightDataUniformName The uniform used to store light data (position or direction)\r\n * @returns The light\r\n */\r\n public abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;\r\n\r\n /**\r\n * Returns the string \"Light\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"Light\";\r\n }\r\n\r\n /** @internal */\r\n public readonly _isLight = true;\r\n\r\n /**\r\n * Converts the light information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable light info\r\n */\r\n public override toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n ret += \", type: \" + [\"Point\", \"Directional\", \"Spot\", \"Hemispheric\", \"Clustered\"][this.getTypeID()];\r\n if (this.animations) {\r\n for (let i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /** @internal */\r\n protected override _syncParentEnabledState() {\r\n super._syncParentEnabledState();\r\n if (!this.isDisposed()) {\r\n this._resyncMeshes();\r\n }\r\n }\r\n\r\n /**\r\n * Set the enabled state of this node.\r\n * @param value - the new enabled state\r\n */\r\n public override setEnabled(value: boolean): void {\r\n super.setEnabled(value);\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n /**\r\n * Returns the Light associated shadow generator if any.\r\n * @param camera Camera for which the shadow generator should be retrieved (default: null). If null, retrieves the default shadow generator\r\n * @returns the associated shadow generator.\r\n */\r\n public getShadowGenerator(camera: Nullable<Camera> = null): Nullable<IShadowGenerator> {\r\n if (this._shadowGenerators === null) {\r\n return null;\r\n }\r\n\r\n return this._shadowGenerators.get(camera) ?? null;\r\n }\r\n\r\n /**\r\n * Returns all the shadow generators associated to this light\r\n * @returns\r\n */\r\n public getShadowGenerators(): Nullable<Map<Nullable<Camera>, IShadowGenerator>> {\r\n return this._shadowGenerators;\r\n }\r\n\r\n /**\r\n * Returns a Vector3, the absolute light position in the World.\r\n * @returns the world space position of the light\r\n */\r\n public getAbsolutePosition(): Vector3 {\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Specifies if the light will affect the passed mesh.\r\n * @param mesh The mesh to test against the light\r\n * @returns true the mesh is affected otherwise, false.\r\n */\r\n public canAffectMesh(mesh: AbstractMesh): boolean {\r\n if (!this.internalEnabled) {\r\n return false;\r\n }\r\n if (!mesh) {\r\n return true;\r\n }\r\n\r\n if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {\r\n return false;\r\n }\r\n\r\n if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return false;\r\n }\r\n\r\n if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {\r\n return false;\r\n }\r\n\r\n if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n if (this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.dispose();\r\n }\r\n this._shadowGenerators = null;\r\n }\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.lights.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.lights.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n // Remove from meshes\r\n for (const mesh of this.getScene().meshes) {\r\n mesh._removeLightSource(this, true);\r\n }\r\n\r\n this._uniformBuffer.dispose();\r\n\r\n // Remove from scene\r\n this.getScene().removeLight(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * Returns the light type ID (integer).\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public getTypeID(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.\r\n * @returns the scaled intensity in intensity mode unit\r\n */\r\n public getScaledIntensity() {\r\n return this._photometricScale * this.intensity;\r\n }\r\n\r\n /**\r\n * Returns a new Light object, named \"name\", from the current one.\r\n * @param name The name of the cloned light\r\n * @param newParent The parent of this light, if it has one\r\n * @returns the new created light\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null): Nullable<Light> {\r\n const constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n const clonedLight = SerializationHelper.Clone(constructor, this);\r\n if (name) {\r\n clonedLight.name = name;\r\n }\r\n if (newParent) {\r\n clonedLight.parent = newParent;\r\n }\r\n clonedLight.setEnabled(this.isEnabled());\r\n\r\n this.onClonedObservable.notifyObservers(clonedLight);\r\n\r\n return clonedLight;\r\n }\r\n\r\n /**\r\n * Serializes the current light into a Serialization object.\r\n * @returns the serialized object.\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n // Type\r\n serializationObject.type = this.getTypeID();\r\n\r\n // Parent\r\n if (this.parent) {\r\n this.parent._serializeAsParent(serializationObject);\r\n }\r\n\r\n // Inclusion / exclusions\r\n if (this.excludedMeshes.length > 0) {\r\n serializationObject.excludedMeshesIds = [];\r\n for (const mesh of this.excludedMeshes) {\r\n serializationObject.excludedMeshesIds.push(mesh.id);\r\n }\r\n }\r\n\r\n if (this.includedOnlyMeshes.length > 0) {\r\n serializationObject.includedOnlyMeshesIds = [];\r\n for (const mesh of this.includedOnlyMeshes) {\r\n serializationObject.includedOnlyMeshesIds.push(mesh.id);\r\n }\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n\r\n serializationObject.isEnabled = this.isEnabled();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.\r\n * This new light is named \"name\" and added to the passed scene.\r\n * @param type Type according to the types available in Light.LIGHTTYPEID_x\r\n * @param name The friendly name of the light\r\n * @param scene The scene the new light will belong to\r\n * @returns the constructor function\r\n */\r\n static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light> {\r\n const constructorFunc = Node.Construct(\"Light_Type_\" + type, name, scene);\r\n\r\n if (constructorFunc) {\r\n return <() => Light>constructorFunc;\r\n }\r\n\r\n // Default to no light for none present once.\r\n return null;\r\n }\r\n\r\n /**\r\n * Parses the passed \"parsedLight\" and returns a new instanced Light from this parsing.\r\n * @param parsedLight The JSON representation of the light\r\n * @param scene The scene to create the parsed light in\r\n * @returns the created light after parsing\r\n */\r\n public static Parse(parsedLight: any, scene: Scene): Nullable<Light> {\r\n const constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n\r\n const light = SerializationHelper.Parse(constructor, parsedLight, scene);\r\n\r\n // Inclusion / exclusions\r\n if (parsedLight.excludedMeshesIds) {\r\n light._excludedMeshesIds = parsedLight.excludedMeshesIds;\r\n }\r\n\r\n if (parsedLight.includedOnlyMeshesIds) {\r\n light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;\r\n }\r\n\r\n // Parent\r\n if (parsedLight.parentId !== undefined) {\r\n light._waitingParentId = parsedLight.parentId;\r\n }\r\n\r\n if (parsedLight.parentInstanceIndex !== undefined) {\r\n light._waitingParentInstanceIndex = parsedLight.parentInstanceIndex;\r\n }\r\n\r\n // Falloff\r\n if (parsedLight.falloffType !== undefined) {\r\n light.falloffType = parsedLight.falloffType;\r\n }\r\n\r\n // Lightmaps\r\n if (parsedLight.lightmapMode !== undefined) {\r\n light.lightmapMode = parsedLight.lightmapMode;\r\n }\r\n\r\n // Animations\r\n if (parsedLight.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedLight.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n light.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(light, parsedLight, scene);\r\n }\r\n\r\n if (parsedLight.autoAnimate) {\r\n scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);\r\n }\r\n\r\n // Check if isEnabled is defined to be back compatible with prior serialized versions.\r\n if (parsedLight.isEnabled !== undefined) {\r\n light.setEnabled(parsedLight.isEnabled);\r\n }\r\n\r\n light._onParsed(parsedLight, scene);\r\n\r\n return light;\r\n }\r\n\r\n /**\r\n * Called after the light has been fully parsed and all base properties have been set.\r\n * Override in subclasses to handle custom serialized data.\r\n * @param _parsedLight The JSON representation of the light\r\n * @param _scene The scene the light belongs to\r\n */\r\n protected _onParsed(_parsedLight: any, _scene: Scene): void {\r\n // Override in subclasses\r\n }\r\n\r\n private _hookArrayForExcluded(array: AbstractMesh[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n for (const item of items) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.call(array, index, deleteCount ?? array.length);\r\n\r\n for (const item of deleted) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return deleted;\r\n };\r\n\r\n for (const item of array) {\r\n item._resyncLightSource(this);\r\n }\r\n }\r\n\r\n private _hookArrayForIncludedOnly(array: AbstractMesh[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n this._resyncMeshes();\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.call(array, index, deleteCount ?? array.length);\r\n\r\n this._resyncMeshes();\r\n\r\n return deleted;\r\n };\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n private _resyncMeshes() {\r\n for (const mesh of this.getScene().meshes) {\r\n mesh._resyncLightSource(this);\r\n }\r\n }\r\n\r\n /**\r\n * Forces the meshes to update their light related information in their rendering used effects\r\n * @internal Internal Use Only\r\n */\r\n public _markMeshesAsLightDirty() {\r\n for (const mesh of this.getScene().meshes) {\r\n if (mesh.lightSources.indexOf(this) !== -1) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Recomputes the cached photometric scale if needed.\r\n */\r\n private _computePhotometricScale(): void {\r\n this._photometricScale = this._getPhotometricScale();\r\n this.getScene().resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * @returns the Photometric Scale according to the light type and intensity mode.\r\n */\r\n private _getPhotometricScale() {\r\n let photometricScale = 0.0;\r\n const lightTypeID = this.getTypeID();\r\n\r\n //get photometric mode\r\n let photometricMode = this.intensityMode;\r\n if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {\r\n if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {\r\n photometricMode = Light.INTENSITYMODE_ILLUMINANCE;\r\n } else {\r\n photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;\r\n }\r\n }\r\n\r\n //compute photometric scale\r\n switch (lightTypeID) {\r\n case Light.LIGHTTYPEID_POINTLIGHT:\r\n case Light.LIGHTTYPEID_SPOTLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_LUMINOUSPOWER:\r\n photometricScale = 1.0 / (4.0 * Math.PI);\r\n break;\r\n case Light.INTENSITYMODE_LUMINOUSINTENSITY:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n photometricScale = this.radius * this.radius;\r\n break;\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_DIRECTIONALLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_ILLUMINANCE:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE: {\r\n // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.\r\n // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).\r\n let apexAngleRadians = this.radius;\r\n // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).\r\n apexAngleRadians = Math.max(apexAngleRadians, 0.001);\r\n const solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));\r\n photometricScale = solidAngle;\r\n break;\r\n }\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_HEMISPHERICLIGHT:\r\n // No fall off in hemispheric light.\r\n photometricScale = 1.0;\r\n break;\r\n }\r\n return photometricScale;\r\n }\r\n\r\n /**\r\n * Reorder the light in the scene according to their defined priority.\r\n * @internal Internal Use Only\r\n */\r\n public _reorderLightsInScene(): void {\r\n const scene = this.getScene();\r\n if (this._renderPriority != 0) {\r\n scene.requireLightSorting = true;\r\n }\r\n this.getScene().sortLightsByPriority();\r\n }\r\n\r\n /**\r\n * Returns true when all texture resources used by this light are ready (e.g. projection textures).\r\n * Override in subclasses that use texture resources.\r\n * @returns true if all light textures are ready\r\n */\r\n public areLightTexturesReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _isReady() {\r\n return true;\r\n }\r\n}\r\n"]}
@@ -198,6 +198,8 @@ export declare class SpotLight extends ShadowLight {
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  * @returns the depth max z
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  */
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  getDepthMaxZ(activeCamera: Nullable<Camera>): number;
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+ /** @override */
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+ areLightTexturesReady(): boolean;
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  /**
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  * Prepares the list of defines specific to the light type.
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  * @param defines the list of defines
@@ -394,6 +394,16 @@ export class SpotLight extends ShadowLight {
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  const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : (activeCamera?.maxZ ?? 10000);
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  return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;
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  }
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+ /** @override */
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+ areLightTexturesReady() {
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+ if (this._projectionTexture && !this._projectionTexture.isReadyOrNotBlocking()) {
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+ return false;
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+ }
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+ if (this._iesProfileTexture && !this._iesProfileTexture.isReadyOrNotBlocking()) {
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+ return false;
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+ }
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+ return true;
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+ }
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  /**
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  * Prepares the list of defines specific to the light type.
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  * @param defines the list of defines