@onerjs/core 8.53.4 → 8.53.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (841) hide show
  1. package/Animations/animationGroup.d.ts +0 -1
  2. package/Animations/animationGroup.js +0 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animationGroup.pure.js +2 -0
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +11 -0
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.pure.js +1 -1
  9. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
  10. package/AudioV2/abstractAudio/abstractSound.js +7 -2
  11. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +3 -1
  13. package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
  15. package/AudioV2/abstractAudio/staticSound.js +17 -1
  16. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  17. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +4 -2
  18. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  19. package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
  20. package/AudioV2/abstractAudio/streamingSound.js +9 -1
  21. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -1
  23. package/AudioV2/webAudio/webAudioStaticSound.js +56 -8
  24. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  25. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -1
  26. package/AudioV2/webAudio/webAudioStreamingSound.js +16 -4
  27. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  28. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +2 -2
  29. package/BakedVertexAnimation/bakedVertexAnimationManager.js +151 -121
  30. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  31. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  32. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  33. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  34. package/Bones/bone.pure.js +3 -3
  35. package/Buffers/buffer.pure.js +0 -12
  36. package/Buffers/buffer.pure.js.map +1 -1
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +141 -126
  38. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
  40. package/Cameras/Inputs/BaseCameraPointersInput.js +290 -277
  41. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  42. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +115 -102
  43. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  44. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
  45. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +334 -273
  46. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  47. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +273 -258
  48. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  49. package/Cameras/Inputs/arcRotateCameraPointersInput.js +237 -213
  50. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  51. package/Cameras/Inputs/flyCameraKeyboardInput.js +199 -168
  52. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  53. package/Cameras/Inputs/flyCameraMouseInput.js +243 -229
  54. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  55. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +311 -266
  56. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  57. package/Cameras/Inputs/followCameraMouseWheelInput.js +139 -119
  58. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  59. package/Cameras/Inputs/followCameraPointersInput.js +239 -203
  60. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  61. package/Cameras/Inputs/freeCameraGamepadInput.js +127 -114
  62. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  63. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +278 -244
  64. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  65. package/Cameras/Inputs/freeCameraMouseInput.js +216 -202
  66. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  67. package/Cameras/Inputs/freeCameraMouseWheelInput.js +368 -353
  68. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  69. package/Cameras/Inputs/freeCameraTouchInput.js +185 -172
  70. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  71. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
  72. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +291 -246
  73. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  74. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
  75. package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
  76. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  77. package/Cameras/Inputs/orbitCameraPointersInput.js +112 -96
  78. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -1
  79. package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
  80. package/Cameras/VR/vrExperienceHelper.js +0 -2
  81. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  82. package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
  83. package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
  84. package/Cameras/arcRotateCamera.pure.js +1559 -1479
  85. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  86. package/Cameras/camera.pure.js +1225 -1178
  87. package/Cameras/camera.pure.js.map +1 -1
  88. package/Cameras/flyCamera.pure.js +369 -351
  89. package/Cameras/flyCamera.pure.js.map +1 -1
  90. package/Cameras/followCamera.pure.js +229 -192
  91. package/Cameras/followCamera.pure.js.map +1 -1
  92. package/Cameras/freeCamera.pure.js +373 -351
  93. package/Cameras/freeCamera.pure.js.map +1 -1
  94. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  95. package/Cameras/geospatialCamera.pure.js +502 -457
  96. package/Cameras/geospatialCamera.pure.js.map +1 -1
  97. package/Cameras/geospatialCameraMovement.js +2 -2
  98. package/Cameras/geospatialCameraMovement.js.map +1 -1
  99. package/Cameras/targetCamera.pure.d.ts +7 -0
  100. package/Cameras/targetCamera.pure.js +550 -509
  101. package/Cameras/targetCamera.pure.js.map +1 -1
  102. package/Cameras/universalCamera.pure.js +98 -85
  103. package/Cameras/universalCamera.pure.js.map +1 -1
  104. package/Collisions/gpuPicker.d.ts +111 -4
  105. package/Collisions/gpuPicker.js +696 -119
  106. package/Collisions/gpuPicker.js.map +1 -1
  107. package/Compute/computeShader.pure.js +372 -355
  108. package/Compute/computeShader.pure.js.map +1 -1
  109. package/Culling/Helper/transformFeedbackBoundingHelper.pure.js +2 -2
  110. package/Decorators/nodeDecorator.d.ts +11 -1
  111. package/Decorators/nodeDecorator.js +43 -6
  112. package/Decorators/nodeDecorator.js.map +1 -1
  113. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js +8 -0
  114. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js.map +1 -1
  115. package/Engines/Native/nativeHelpers.js +15 -0
  116. package/Engines/Native/nativeHelpers.js.map +1 -1
  117. package/Engines/Native/nativeInterfaces.d.ts +7 -2
  118. package/Engines/Native/nativeInterfaces.js.map +1 -1
  119. package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -0
  120. package/Engines/Native/nativeRenderTargetWrapper.js +35 -1
  121. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  122. package/Engines/Processors/shaderProcessor.js +5 -3
  123. package/Engines/Processors/shaderProcessor.js.map +1 -1
  124. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
  125. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
  126. package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
  127. package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
  128. package/Engines/abstractEngine.functions.d.ts +8 -2
  129. package/Engines/abstractEngine.functions.js +12 -4
  130. package/Engines/abstractEngine.functions.js.map +1 -1
  131. package/Engines/abstractEngine.pure.d.ts +20 -1
  132. package/Engines/abstractEngine.pure.js +21 -134
  133. package/Engines/abstractEngine.pure.js.map +1 -1
  134. package/Engines/engine.d.ts +208 -0
  135. package/Engines/engine.pure.js +0 -15
  136. package/Engines/engine.pure.js.map +1 -1
  137. package/Engines/nullEngine.pure.d.ts +66 -0
  138. package/Engines/nullEngine.pure.js +97 -0
  139. package/Engines/nullEngine.pure.js.map +1 -1
  140. package/Engines/thinEngine.pure.d.ts +0 -13
  141. package/Engines/thinEngine.pure.js +4 -23
  142. package/Engines/thinEngine.pure.js.map +1 -1
  143. package/Engines/thinNativeEngine.d.ts +0 -1
  144. package/Engines/thinNativeEngine.js +0 -1
  145. package/Engines/thinNativeEngine.js.map +1 -1
  146. package/Engines/thinNativeEngine.pure.d.ts +27 -0
  147. package/Engines/thinNativeEngine.pure.js +383 -17
  148. package/Engines/thinNativeEngine.pure.js.map +1 -1
  149. package/Engines/webgpuEngine.d.ts +1 -0
  150. package/Engines/webgpuEngine.js +1 -0
  151. package/Engines/webgpuEngine.js.map +1 -1
  152. package/Engines/webgpuEngine.pure.d.ts +9 -0
  153. package/Engines/webgpuEngine.pure.js +7 -0
  154. package/Engines/webgpuEngine.pure.js.map +1 -1
  155. package/FlowGraph/flowGraph.js +9 -0
  156. package/FlowGraph/flowGraph.js.map +1 -1
  157. package/FlowGraph/flowGraphContext.js +597 -584
  158. package/FlowGraph/flowGraphContext.js.map +1 -1
  159. package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
  160. package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
  161. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  162. package/FlowGraph/serialization.d.ts +11 -0
  163. package/FlowGraph/serialization.js +11 -1
  164. package/FlowGraph/serialization.js.map +1 -1
  165. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js +182 -170
  166. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js.map +1 -1
  167. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js +196 -184
  168. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js.map +1 -1
  169. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +222 -210
  170. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +123 -111
  172. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +158 -146
  174. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  175. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js +63 -51
  176. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js.map +1 -1
  177. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js +122 -110
  178. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js.map +1 -1
  179. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js +76 -64
  180. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js.map +1 -1
  181. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js +89 -77
  182. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js.map +1 -1
  183. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js +134 -122
  184. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js.map +1 -1
  185. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js +58 -46
  186. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js.map +1 -1
  187. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js +107 -95
  188. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js.map +1 -1
  189. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js +181 -169
  190. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js.map +1 -1
  191. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js +63 -51
  192. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js.map +1 -1
  193. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js +63 -51
  194. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js.map +1 -1
  195. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js +76 -64
  196. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js.map +1 -1
  197. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js +246 -234
  198. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js.map +1 -1
  199. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js +108 -96
  200. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js.map +1 -1
  201. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js +87 -75
  202. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js.map +1 -1
  203. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js +76 -64
  204. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js.map +1 -1
  205. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js +313 -301
  206. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js.map +1 -1
  207. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js +502 -490
  208. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js.map +1 -1
  209. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js +147 -135
  210. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js.map +1 -1
  211. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js +90 -78
  212. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js.map +1 -1
  213. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js +179 -167
  214. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js.map +1 -1
  215. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +462 -451
  216. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  217. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +265 -253
  218. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  219. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js +204 -192
  220. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js.map +1 -1
  221. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +611 -550
  222. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  223. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js +320 -308
  224. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js +87 -75
  226. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js +154 -142
  228. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js.map +1 -1
  229. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js +150 -138
  230. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js.map +1 -1
  231. package/FrameGraph/Node/Blocks/inputBlock.pure.js +270 -256
  232. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  233. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js +95 -83
  234. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js.map +1 -1
  235. package/FrameGraph/Node/nodeRenderGraph.js +715 -693
  236. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  237. package/FrameGraph/Node/nodeRenderGraphBlock.js +548 -533
  238. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  239. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
  240. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
  241. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
  243. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
  244. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
  246. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
  247. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  248. package/Helpers/environmentHelper.js +2 -2
  249. package/Helpers/environmentHelper.js.map +1 -1
  250. package/Layers/effectLayer.js +529 -519
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/glowLayer.pure.js +428 -413
  253. package/Layers/glowLayer.pure.js.map +1 -1
  254. package/Layers/highlightLayer.pure.js +473 -458
  255. package/Layers/highlightLayer.pure.js.map +1 -1
  256. package/Layers/selectionOutlineLayer.pure.js +360 -345
  257. package/Layers/selectionOutlineLayer.pure.js.map +1 -1
  258. package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
  259. package/Lights/Clustered/clusteredLightContainer.pure.js +583 -558
  260. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  261. package/Lights/Shadows/shadowGenerator.js +6 -1
  262. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  263. package/Lights/areaLight.pure.js +61 -39
  264. package/Lights/areaLight.pure.js.map +1 -1
  265. package/Lights/directionalLight.pure.js +308 -284
  266. package/Lights/directionalLight.pure.js.map +1 -1
  267. package/Lights/hemisphericLight.pure.js +123 -104
  268. package/Lights/hemisphericLight.pure.js.map +1 -1
  269. package/Lights/light.d.ts +5 -3
  270. package/Lights/light.js +869 -827
  271. package/Lights/light.js.map +1 -1
  272. package/Lights/pointLight.pure.js +185 -174
  273. package/Lights/pointLight.pure.js.map +1 -1
  274. package/Lights/rectAreaLight.pure.d.ts +17 -0
  275. package/Lights/rectAreaLight.pure.js +238 -159
  276. package/Lights/rectAreaLight.pure.js.map +1 -1
  277. package/Lights/shadowLight.js +280 -268
  278. package/Lights/shadowLight.js.map +1 -1
  279. package/Lights/spotLight.pure.js +460 -427
  280. package/Lights/spotLight.pure.js.map +1 -1
  281. package/Loading/Plugins/babylonFileLoader.pure.js +17 -5
  282. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  283. package/Loading/sceneLoader.d.ts +5 -1
  284. package/Loading/sceneLoader.js +299 -402
  285. package/Loading/sceneLoader.js.map +1 -1
  286. package/Materials/Background/backgroundMaterial.pure.d.ts +18 -18
  287. package/Materials/Background/backgroundMaterial.pure.js +949 -794
  288. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  289. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  290. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  291. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  292. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  293. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  294. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.d.ts +2 -1
  296. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +169 -149
  297. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  298. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +1 -1
  299. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +442 -429
  300. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  301. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +396 -383
  302. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
  303. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js +237 -220
  304. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js.map +1 -1
  305. package/Materials/Node/Blocks/Dual/textureBlock.pure.js +1 -1
  306. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js +150 -133
  307. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
  308. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +265 -250
  309. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  310. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js +159 -142
  311. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js.map +1 -1
  312. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +214 -201
  313. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  314. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js +419 -400
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeGeometryBlock } from \"../nodeGeometryBlock\";\r\nimport { type NodeGeometryConnectionPoint } from \"../nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { type NodeGeometryBuildState } from \"../nodeGeometryBuildState\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../Decorators/nodeDecorator\";\r\nimport { Vector3 } from \"../../../Maths/math.vector.pure\";\r\nimport { VertexData } from \"../../mesh.vertexData\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\n\r\n/**\r\n * Cap mode for the extrusion\r\n */\r\nexport enum ExtrudeGeometryCap {\r\n /** No caps — only the extruded side walls are generated */\r\n NoCap = 0,\r\n /** Cap the bottom face (the original input geometry face) */\r\n CapStart = 1,\r\n /** Cap the top face (the offset/extruded geometry face) */\r\n CapEnd = 2,\r\n /** Cap both the bottom and top faces (default). Creates a solid */\r\n CapAll = 3,\r\n}\r\n\r\n/**\r\n * Block used to extrude a geometry along its face normals\r\n */\r\nexport class ExtrudeGeometryBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Gets or sets the cap mode for the extrusion\r\n */\r\n @editableInPropertyPage(\"Cap\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No Cap\", value: ExtrudeGeometryCap.NoCap },\r\n { label: \"Cap Start\", value: ExtrudeGeometryCap.CapStart },\r\n { label: \"Cap End\", value: ExtrudeGeometryCap.CapEnd },\r\n { label: \"Cap All\", value: ExtrudeGeometryCap.CapAll },\r\n ],\r\n })\r\n public cap = ExtrudeGeometryCap.CapAll;\r\n\r\n /**\r\n * Create a new ExtrudeGeometryBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"depth\", NodeGeometryBlockConnectionPointTypes.Float, true, 1.0);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ExtrudeGeometryBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth input component\r\n */\r\n public get depth(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n const inputGeometry = this.geometry.getConnectedValue(state) as VertexData;\r\n\r\n if (!inputGeometry || !inputGeometry.positions || !inputGeometry.indices) {\r\n return null;\r\n }\r\n\r\n const vertexData = inputGeometry.clone();\r\n const positions = vertexData.positions!;\r\n const indices = vertexData.indices!;\r\n const depthValue: number = this.depth.getConnectedValue(state) ?? 1.0;\r\n\r\n if (depthValue === 0) {\r\n return vertexData;\r\n }\r\n\r\n // Step 2: Compute average face normal\r\n const normal = new Vector3(0, 0, 0);\r\n const v0 = new Vector3();\r\n const v1 = new Vector3();\r\n const v2 = new Vector3();\r\n const edge1 = new Vector3();\r\n const edge2 = new Vector3();\r\n const faceNormal = new Vector3();\r\n\r\n for (let i = 0; i < indices.length; i += 3) {\r\n const i0 = indices[i];\r\n const i1 = indices[i + 1];\r\n const i2 = indices[i + 2];\r\n\r\n v0.set(positions[i0 * 3], positions[i0 * 3 + 1], positions[i0 * 3 + 2]);\r\n v1.set(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2]);\r\n v2.set(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2]);\r\n\r\n v1.subtractToRef(v0, edge1);\r\n v2.subtractToRef(v0, edge2);\r\n Vector3.CrossToRef(edge1, edge2, faceNormal);\r\n\r\n normal.addInPlace(faceNormal);\r\n }\r\n\r\n if (normal.lengthSquared() < 1e-10) {\r\n normal.set(0, 1, 0);\r\n } else {\r\n normal.normalize();\r\n }\r\n\r\n // Step 3: Create offset positions\r\n const offset = normal.scale(depthValue);\r\n const vertexCount = positions.length / 3;\r\n const bottomPositions = new Float32Array(positions);\r\n const topPositions = new Float32Array(vertexCount * 3);\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n topPositions[i * 3] = positions[i * 3] + offset.x;\r\n topPositions[i * 3 + 1] = positions[i * 3 + 1] + offset.y;\r\n topPositions[i * 3 + 2] = positions[i * 3 + 2] + offset.z;\r\n }\r\n\r\n // Step 4: Detect boundary edges\r\n const edgeCount = new Map<string, { count: number; triIndex: number }>();\r\n for (let i = 0; i < indices.length; i += 3) {\r\n const triIdx = i;\r\n const triVerts = [indices[i], indices[i + 1], indices[i + 2]];\r\n\r\n for (let e = 0; e < 3; e++) {\r\n const a = triVerts[e];\r\n const b = triVerts[(e + 1) % 3];\r\n const key = Math.min(a, b) + \"_\" + Math.max(a, b);\r\n\r\n const existing = edgeCount.get(key);\r\n if (existing) {\r\n existing.count++;\r\n } else {\r\n edgeCount.set(key, { count: 1, triIndex: triIdx });\r\n }\r\n }\r\n }\r\n\r\n // Collect boundary edges with winding info\r\n const boundaryEdges: { a: number; b: number; orderedAb: boolean }[] = [];\r\n for (const [key, value] of Array.from(edgeCount)) {\r\n if (value.count === 1) {\r\n const parts = key.split(\"_\");\r\n const minV = parseInt(parts[0]);\r\n const maxV = parseInt(parts[1]);\r\n\r\n // Check original winding order in the triangle\r\n const ti = value.triIndex;\r\n const t0 = indices[ti];\r\n const t1 = indices[ti + 1];\r\n const t2 = indices[ti + 2];\r\n\r\n // Determine if edge (minV, maxV) appears in order or reversed in the triangle\r\n let inOrder = false;\r\n if ((t0 === minV && t1 === maxV) || (t1 === minV && t2 === maxV) || (t2 === minV && t0 === maxV)) {\r\n inOrder = true;\r\n }\r\n\r\n boundaryEdges.push({ a: minV, b: maxV, orderedAb: inOrder });\r\n }\r\n }\r\n\r\n // Step 5: Generate side wall faces\r\n const sideIndices: number[] = [];\r\n for (const edge of boundaryEdges) {\r\n const a = edge.a;\r\n const b = edge.b;\r\n const aTop = a + vertexCount;\r\n const bTop = b + vertexCount;\r\n\r\n if (edge.orderedAb) {\r\n // Edge appears as (a, b) in triangle — outward normals\r\n sideIndices.push(a, b, bTop);\r\n sideIndices.push(a, bTop, aTop);\r\n } else {\r\n // Edge appears as (b, a) in triangle — reverse winding\r\n sideIndices.push(b, a, aTop);\r\n sideIndices.push(b, aTop, bTop);\r\n }\r\n }\r\n\r\n // Step 6: Assemble final VertexData\r\n const capStart = (this.cap & ExtrudeGeometryCap.CapStart) !== 0;\r\n const capEnd = (this.cap & ExtrudeGeometryCap.CapEnd) !== 0;\r\n\r\n // Build indices\r\n const finalIndices: number[] = [];\r\n\r\n // Bottom cap: original indices\r\n if (capStart) {\r\n for (let i = 0; i < indices.length; i++) {\r\n finalIndices.push(indices[i]);\r\n }\r\n }\r\n\r\n // Top cap: original indices offset by vertexCount, reversed winding\r\n if (capEnd) {\r\n for (let i = 0; i < indices.length; i += 3) {\r\n finalIndices.push(indices[i] + vertexCount);\r\n finalIndices.push(indices[i + 2] + vertexCount);\r\n finalIndices.push(indices[i + 1] + vertexCount);\r\n }\r\n }\r\n\r\n // Side walls\r\n for (let i = 0; i < sideIndices.length; i++) {\r\n finalIndices.push(sideIndices[i]);\r\n }\r\n\r\n // Build positions: [bottom, top]\r\n const finalPositions = new Float32Array(vertexCount * 2 * 3);\r\n finalPositions.set(bottomPositions, 0);\r\n finalPositions.set(topPositions, vertexCount * 3);\r\n\r\n // Build the result VertexData\r\n const result = new VertexData();\r\n result.positions = Array.from(finalPositions);\r\n result.indices = finalIndices;\r\n\r\n // Duplicate UVs if present\r\n if (vertexData.uvs) {\r\n const uvs = vertexData.uvs;\r\n const finalUVs = new Float32Array(vertexCount * 2 * 2);\r\n finalUVs.set(new Float32Array(uvs), 0);\r\n finalUVs.set(new Float32Array(uvs), vertexCount * 2);\r\n result.uvs = Array.from(finalUVs);\r\n }\r\n\r\n // Duplicate colors if present\r\n if (vertexData.colors) {\r\n const colors = vertexData.colors;\r\n const finalColors = new Float32Array(vertexCount * 2 * 4);\r\n finalColors.set(new Float32Array(colors), 0);\r\n finalColors.set(new Float32Array(colors), vertexCount * 4);\r\n result.colors = Array.from(finalColors);\r\n }\r\n\r\n // Duplicate tangents if present\r\n if (vertexData.tangents) {\r\n const tangents = vertexData.tangents;\r\n const finalTangents = new Float32Array(vertexCount * 2 * 4);\r\n finalTangents.set(new Float32Array(tangents), 0);\r\n finalTangents.set(new Float32Array(tangents), vertexCount * 4);\r\n result.tangents = Array.from(finalTangents);\r\n }\r\n\r\n // Duplicate UV2-UV6 if present\r\n const uvSets = [\"uvs2\", \"uvs3\", \"uvs4\", \"uvs5\", \"uvs6\"] as const;\r\n for (const uvSet of uvSets) {\r\n const uvData = (vertexData as any)[uvSet];\r\n if (uvData) {\r\n const finalUV = new Float32Array(vertexCount * 2 * 2);\r\n finalUV.set(new Float32Array(uvData), 0);\r\n finalUV.set(new Float32Array(uvData), vertexCount * 2);\r\n (result as any)[uvSet] = Array.from(finalUV);\r\n }\r\n }\r\n\r\n // Compute normals using the simplified approach\r\n const normals: number[] = [];\r\n VertexData.ComputeNormals(result.positions, result.indices, normals);\r\n result.normals = normals;\r\n\r\n return result;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n codeString += `${this._codeVariableName}.cap = BABYLON.ExtrudeGeometryCap.${ExtrudeGeometryCap[this.cap]};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.cap = this.cap;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /** @internal */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n if (serializationObject.cap !== undefined) {\r\n this.cap = serializationObject.cap;\r\n }\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for extrudeGeometryBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterExtrudeGeometryBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ExtrudeGeometryBlock\", ExtrudeGeometryBlock);\r\n}\r\n"]}
1
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeGeometryBlock } from \"../nodeGeometryBlock\";\r\nimport { type NodeGeometryConnectionPoint } from \"../nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { type NodeGeometryBuildState } from \"../nodeGeometryBuildState\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../Decorators/nodeDecorator\";\r\nimport { Vector3 } from \"../../../Maths/math.vector.pure\";\r\nimport { VertexData } from \"../../mesh.vertexData\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\n\r\n/**\r\n * Cap mode for the extrusion\r\n */\r\nexport enum ExtrudeGeometryCap {\r\n /** No caps — only the extruded side walls are generated */\r\n NoCap = 0,\r\n /** Cap the bottom face (the original input geometry face) */\r\n CapStart = 1,\r\n /** Cap the top face (the offset/extruded geometry face) */\r\n CapEnd = 2,\r\n /** Cap both the bottom and top faces (default). Creates a solid */\r\n CapAll = 3,\r\n}\r\n\r\n/**\r\n * Block used to extrude a geometry along its face normals\r\n */\r\nexport class ExtrudeGeometryBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public evaluateContext = false;\r\n\r\n /**\r\n * Gets or sets the cap mode for the extrusion\r\n */\r\n @editableInPropertyPage(\"Cap\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No Cap\", value: ExtrudeGeometryCap.NoCap },\r\n { label: \"Cap Start\", value: ExtrudeGeometryCap.CapStart },\r\n { label: \"Cap End\", value: ExtrudeGeometryCap.CapEnd },\r\n { label: \"Cap All\", value: ExtrudeGeometryCap.CapAll },\r\n ],\r\n })\r\n public cap = ExtrudeGeometryCap.CapAll;\r\n\r\n /**\r\n * Create a new ExtrudeGeometryBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"depth\", NodeGeometryBlockConnectionPointTypes.Float, true, 1.0);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ExtrudeGeometryBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth input component\r\n */\r\n public get depth(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n const inputGeometry = this.geometry.getConnectedValue(state) as VertexData;\r\n\r\n if (!inputGeometry || !inputGeometry.positions || !inputGeometry.indices) {\r\n return null;\r\n }\r\n\r\n const vertexData = inputGeometry.clone();\r\n const positions = vertexData.positions!;\r\n const indices = vertexData.indices!;\r\n const depthValue: number = this.depth.getConnectedValue(state) ?? 1.0;\r\n\r\n if (depthValue === 0) {\r\n return vertexData;\r\n }\r\n\r\n // Step 2: Compute average face normal\r\n const normal = new Vector3(0, 0, 0);\r\n const v0 = new Vector3();\r\n const v1 = new Vector3();\r\n const v2 = new Vector3();\r\n const edge1 = new Vector3();\r\n const edge2 = new Vector3();\r\n const faceNormal = new Vector3();\r\n\r\n for (let i = 0; i < indices.length; i += 3) {\r\n const i0 = indices[i];\r\n const i1 = indices[i + 1];\r\n const i2 = indices[i + 2];\r\n\r\n v0.set(positions[i0 * 3], positions[i0 * 3 + 1], positions[i0 * 3 + 2]);\r\n v1.set(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2]);\r\n v2.set(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2]);\r\n\r\n v1.subtractToRef(v0, edge1);\r\n v2.subtractToRef(v0, edge2);\r\n Vector3.CrossToRef(edge1, edge2, faceNormal);\r\n\r\n normal.addInPlace(faceNormal);\r\n }\r\n\r\n if (normal.lengthSquared() < 1e-10) {\r\n normal.set(0, 1, 0);\r\n } else {\r\n normal.normalize();\r\n }\r\n\r\n // Step 3: Create offset positions\r\n const offset = normal.scale(depthValue);\r\n const vertexCount = positions.length / 3;\r\n const bottomPositions = new Float32Array(positions);\r\n const topPositions = new Float32Array(vertexCount * 3);\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n topPositions[i * 3] = positions[i * 3] + offset.x;\r\n topPositions[i * 3 + 1] = positions[i * 3 + 1] + offset.y;\r\n topPositions[i * 3 + 2] = positions[i * 3 + 2] + offset.z;\r\n }\r\n\r\n // Step 4: Detect boundary edges\r\n const edgeCount = new Map<string, { count: number; triIndex: number }>();\r\n for (let i = 0; i < indices.length; i += 3) {\r\n const triIdx = i;\r\n const triVerts = [indices[i], indices[i + 1], indices[i + 2]];\r\n\r\n for (let e = 0; e < 3; e++) {\r\n const a = triVerts[e];\r\n const b = triVerts[(e + 1) % 3];\r\n const key = Math.min(a, b) + \"_\" + Math.max(a, b);\r\n\r\n const existing = edgeCount.get(key);\r\n if (existing) {\r\n existing.count++;\r\n } else {\r\n edgeCount.set(key, { count: 1, triIndex: triIdx });\r\n }\r\n }\r\n }\r\n\r\n // Collect boundary edges with winding info\r\n const boundaryEdges: { a: number; b: number; orderedAb: boolean }[] = [];\r\n for (const [key, value] of Array.from(edgeCount)) {\r\n if (value.count === 1) {\r\n const parts = key.split(\"_\");\r\n const minV = parseInt(parts[0]);\r\n const maxV = parseInt(parts[1]);\r\n\r\n // Check original winding order in the triangle\r\n const ti = value.triIndex;\r\n const t0 = indices[ti];\r\n const t1 = indices[ti + 1];\r\n const t2 = indices[ti + 2];\r\n\r\n // Determine if edge (minV, maxV) appears in order or reversed in the triangle\r\n let inOrder = false;\r\n if ((t0 === minV && t1 === maxV) || (t1 === minV && t2 === maxV) || (t2 === minV && t0 === maxV)) {\r\n inOrder = true;\r\n }\r\n\r\n boundaryEdges.push({ a: minV, b: maxV, orderedAb: inOrder });\r\n }\r\n }\r\n\r\n // Step 5: Generate side wall faces\r\n const sideIndices: number[] = [];\r\n for (const edge of boundaryEdges) {\r\n const a = edge.a;\r\n const b = edge.b;\r\n const aTop = a + vertexCount;\r\n const bTop = b + vertexCount;\r\n\r\n if (edge.orderedAb) {\r\n // Edge appears as (a, b) in triangle — outward normals\r\n sideIndices.push(a, b, bTop);\r\n sideIndices.push(a, bTop, aTop);\r\n } else {\r\n // Edge appears as (b, a) in triangle — reverse winding\r\n sideIndices.push(b, a, aTop);\r\n sideIndices.push(b, aTop, bTop);\r\n }\r\n }\r\n\r\n // Step 6: Assemble final VertexData\r\n const capStart = (this.cap & ExtrudeGeometryCap.CapStart) !== 0;\r\n const capEnd = (this.cap & ExtrudeGeometryCap.CapEnd) !== 0;\r\n\r\n // Build indices\r\n const finalIndices: number[] = [];\r\n\r\n // Bottom cap: original indices\r\n if (capStart) {\r\n for (let i = 0; i < indices.length; i++) {\r\n finalIndices.push(indices[i]);\r\n }\r\n }\r\n\r\n // Top cap: original indices offset by vertexCount, reversed winding\r\n if (capEnd) {\r\n for (let i = 0; i < indices.length; i += 3) {\r\n finalIndices.push(indices[i] + vertexCount);\r\n finalIndices.push(indices[i + 2] + vertexCount);\r\n finalIndices.push(indices[i + 1] + vertexCount);\r\n }\r\n }\r\n\r\n // Side walls\r\n for (let i = 0; i < sideIndices.length; i++) {\r\n finalIndices.push(sideIndices[i]);\r\n }\r\n\r\n // Build positions: [bottom, top]\r\n const finalPositions = new Float32Array(vertexCount * 2 * 3);\r\n finalPositions.set(bottomPositions, 0);\r\n finalPositions.set(topPositions, vertexCount * 3);\r\n\r\n // Build the result VertexData\r\n const result = new VertexData();\r\n result.positions = Array.from(finalPositions);\r\n result.indices = finalIndices;\r\n\r\n // Duplicate UVs if present\r\n if (vertexData.uvs) {\r\n const uvs = vertexData.uvs;\r\n const finalUVs = new Float32Array(vertexCount * 2 * 2);\r\n finalUVs.set(new Float32Array(uvs), 0);\r\n finalUVs.set(new Float32Array(uvs), vertexCount * 2);\r\n result.uvs = Array.from(finalUVs);\r\n }\r\n\r\n // Duplicate colors if present\r\n if (vertexData.colors) {\r\n const colors = vertexData.colors;\r\n const finalColors = new Float32Array(vertexCount * 2 * 4);\r\n finalColors.set(new Float32Array(colors), 0);\r\n finalColors.set(new Float32Array(colors), vertexCount * 4);\r\n result.colors = Array.from(finalColors);\r\n }\r\n\r\n // Duplicate tangents if present\r\n if (vertexData.tangents) {\r\n const tangents = vertexData.tangents;\r\n const finalTangents = new Float32Array(vertexCount * 2 * 4);\r\n finalTangents.set(new Float32Array(tangents), 0);\r\n finalTangents.set(new Float32Array(tangents), vertexCount * 4);\r\n result.tangents = Array.from(finalTangents);\r\n }\r\n\r\n // Duplicate UV2-UV6 if present\r\n const uvSets = [\"uvs2\", \"uvs3\", \"uvs4\", \"uvs5\", \"uvs6\"] as const;\r\n for (const uvSet of uvSets) {\r\n const uvData = (vertexData as any)[uvSet];\r\n if (uvData) {\r\n const finalUV = new Float32Array(vertexCount * 2 * 2);\r\n finalUV.set(new Float32Array(uvData), 0);\r\n finalUV.set(new Float32Array(uvData), vertexCount * 2);\r\n (result as any)[uvSet] = Array.from(finalUV);\r\n }\r\n }\r\n\r\n // Compute normals using the simplified approach\r\n const normals: number[] = [];\r\n VertexData.ComputeNormals(result.positions, result.indices, normals);\r\n result.normals = normals;\r\n\r\n return result;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n codeString += `${this._codeVariableName}.cap = BABYLON.ExtrudeGeometryCap.${ExtrudeGeometryCap[this.cap]};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.cap = this.cap;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /** @internal */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.evaluateContext !== undefined) {\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n if (serializationObject.cap !== undefined) {\r\n this.cap = serializationObject.cap;\r\n }\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for extrudeGeometryBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterExtrudeGeometryBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ExtrudeGeometryBlock\", ExtrudeGeometryBlock);\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  /** This file must only contain pure code and pure imports */
2
- import { __decorate } from "../../../tslib.es6.js";
2
+ import { __esDecorate, __runInitializers } from "../../../tslib.es6.js";
3
3
  import { NodeGeometryBlock } from "../nodeGeometryBlock.js";
4
4
  import { NodeGeometryBlockConnectionPointTypes } from "../Enums/nodeGeometryConnectionPointTypes.js";
5
5
  import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
@@ -7,164 +7,177 @@ import { RegisterClass } from "../../../Misc/typeStore.js";
7
7
  /**
8
8
  * Block used to randomly pick a geometry from a collection
9
9
  */
10
- export class GeometryCollectionBlock extends NodeGeometryBlock {
11
- /**
12
- * Create a new GeometryCollectionBlock
13
- * @param name defines the block name
14
- */
15
- constructor(name) {
16
- super(name);
17
- /**
18
- * Gets or sets a boolean indicating that this block can evaluate context
19
- * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change
20
- */
21
- this.evaluateContext = true;
22
- this.registerInput("geometry0", NodeGeometryBlockConnectionPointTypes.Geometry, true);
23
- this.registerInput("geometry1", NodeGeometryBlockConnectionPointTypes.Geometry, true);
24
- this.registerInput("geometry2", NodeGeometryBlockConnectionPointTypes.Geometry, true);
25
- this.registerInput("geometry3", NodeGeometryBlockConnectionPointTypes.Geometry, true);
26
- this.registerInput("geometry4", NodeGeometryBlockConnectionPointTypes.Geometry, true);
27
- this.registerInput("geometry5", NodeGeometryBlockConnectionPointTypes.Geometry, true);
28
- this.registerInput("geometry6", NodeGeometryBlockConnectionPointTypes.Geometry, true);
29
- this.registerInput("geometry7", NodeGeometryBlockConnectionPointTypes.Geometry, true);
30
- this.registerInput("geometry8", NodeGeometryBlockConnectionPointTypes.Geometry, true);
31
- this.registerInput("geometry9", NodeGeometryBlockConnectionPointTypes.Geometry, true);
32
- this.registerOutput("output", NodeGeometryBlockConnectionPointTypes.Geometry);
33
- this._outputs[0]._typeConnectionSource = this._inputs[0];
34
- this._linkConnectionTypes(0, 1);
35
- }
36
- /**
37
- * Gets the current class name
38
- * @returns the class name
39
- */
40
- getClassName() {
41
- return "GeometryCollectionBlock";
42
- }
43
- /**
44
- * Gets the geometry0 input component
45
- */
46
- get geometry0() {
47
- return this._inputs[0];
48
- }
49
- /**
50
- * Gets the geometry1 input component
51
- */
52
- get geometry1() {
53
- return this._inputs[1];
54
- }
55
- /**
56
- * Gets the geometry2 input component
57
- */
58
- get geometry2() {
59
- return this._inputs[2];
60
- }
61
- /**
62
- * Gets the geometry3 input component
63
- */
64
- get geometry3() {
65
- return this._inputs[3];
66
- }
67
- /**
68
- * Gets the geometry4 input component
69
- */
70
- get geometry4() {
71
- return this._inputs[4];
72
- }
73
- /**
74
- * Gets the geometry5 input component
75
- */
76
- get geometry5() {
77
- return this._inputs[5];
78
- }
79
- /**
80
- * Gets the geometry6 input component
81
- */
82
- get geometry6() {
83
- return this._inputs[6];
84
- }
85
- /**
86
- * Gets the geometry7 input component
87
- */
88
- get geometry7() {
89
- return this._inputs[7];
90
- }
91
- /**
92
- * Gets the geometry8 input component
93
- */
94
- get geometry8() {
95
- return this._inputs[8];
96
- }
97
- /**
98
- * Gets the geometry9 input component
99
- */
100
- get geometry9() {
101
- return this._inputs[9];
102
- }
103
- /**
104
- * Gets the geometry output component
105
- */
106
- get output() {
107
- return this._outputs[0];
108
- }
109
- _storeGeometry(input, state, index, availables) {
110
- if (input.isConnected) {
111
- const vertexData = input.getConnectedValue(state);
112
- if (!vertexData) {
113
- return;
114
- }
115
- vertexData.metadata = vertexData.metadata || {};
116
- vertexData.metadata.collectionId = index;
117
- availables.push(vertexData);
118
- }
119
- }
120
- _buildBlock(state) {
121
- const func = (state) => {
122
- const availables = [];
123
- this._storeGeometry(this.geometry0, state, 0, availables);
124
- this._storeGeometry(this.geometry1, state, 1, availables);
125
- this._storeGeometry(this.geometry2, state, 2, availables);
126
- this._storeGeometry(this.geometry3, state, 3, availables);
127
- this._storeGeometry(this.geometry4, state, 4, availables);
128
- this._storeGeometry(this.geometry5, state, 5, availables);
129
- this._storeGeometry(this.geometry6, state, 6, availables);
130
- this._storeGeometry(this.geometry7, state, 7, availables);
131
- this._storeGeometry(this.geometry8, state, 8, availables);
132
- this._storeGeometry(this.geometry9, state, 9, availables);
133
- if (!availables.length) {
134
- return null;
135
- }
136
- return availables[Math.round(Math.random() * (availables.length - 1))];
137
- };
138
- if (this.evaluateContext) {
139
- this.output._storedFunction = func;
140
- }
141
- else {
142
- this.output._storedFunction = null;
143
- this.output._storedValue = func(state);
144
- }
145
- }
146
- _dumpPropertiesCode() {
147
- const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? "true" : "false"};\n`;
148
- return codeString;
149
- }
150
- /**
151
- * Serializes this block in a JSON representation
152
- * @returns the serialized block object
153
- */
154
- serialize() {
155
- const serializationObject = super.serialize();
156
- serializationObject.evaluateContext = this.evaluateContext;
157
- return serializationObject;
158
- }
159
- /** @internal */
160
- _deserialize(serializationObject) {
161
- super._deserialize(serializationObject);
162
- this.evaluateContext = serializationObject.evaluateContext;
163
- }
164
- }
165
- __decorate([
166
- editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
167
- ], GeometryCollectionBlock.prototype, "evaluateContext", void 0);
10
+ let GeometryCollectionBlock = (() => {
11
+ var _a;
12
+ let _classSuper = NodeGeometryBlock;
13
+ let _evaluateContext_decorators;
14
+ let _evaluateContext_initializers = [];
15
+ let _evaluateContext_extraInitializers = [];
16
+ return _a = class GeometryCollectionBlock extends _classSuper {
17
+ /**
18
+ * Create a new GeometryCollectionBlock
19
+ * @param name defines the block name
20
+ */
21
+ constructor(name) {
22
+ super(name);
23
+ /**
24
+ * Gets or sets a boolean indicating that this block can evaluate context
25
+ * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change
26
+ */
27
+ this.evaluateContext = __runInitializers(this, _evaluateContext_initializers, true);
28
+ __runInitializers(this, _evaluateContext_extraInitializers);
29
+ this.registerInput("geometry0", NodeGeometryBlockConnectionPointTypes.Geometry, true);
30
+ this.registerInput("geometry1", NodeGeometryBlockConnectionPointTypes.Geometry, true);
31
+ this.registerInput("geometry2", NodeGeometryBlockConnectionPointTypes.Geometry, true);
32
+ this.registerInput("geometry3", NodeGeometryBlockConnectionPointTypes.Geometry, true);
33
+ this.registerInput("geometry4", NodeGeometryBlockConnectionPointTypes.Geometry, true);
34
+ this.registerInput("geometry5", NodeGeometryBlockConnectionPointTypes.Geometry, true);
35
+ this.registerInput("geometry6", NodeGeometryBlockConnectionPointTypes.Geometry, true);
36
+ this.registerInput("geometry7", NodeGeometryBlockConnectionPointTypes.Geometry, true);
37
+ this.registerInput("geometry8", NodeGeometryBlockConnectionPointTypes.Geometry, true);
38
+ this.registerInput("geometry9", NodeGeometryBlockConnectionPointTypes.Geometry, true);
39
+ this.registerOutput("output", NodeGeometryBlockConnectionPointTypes.Geometry);
40
+ this._outputs[0]._typeConnectionSource = this._inputs[0];
41
+ this._linkConnectionTypes(0, 1);
42
+ }
43
+ /**
44
+ * Gets the current class name
45
+ * @returns the class name
46
+ */
47
+ getClassName() {
48
+ return "GeometryCollectionBlock";
49
+ }
50
+ /**
51
+ * Gets the geometry0 input component
52
+ */
53
+ get geometry0() {
54
+ return this._inputs[0];
55
+ }
56
+ /**
57
+ * Gets the geometry1 input component
58
+ */
59
+ get geometry1() {
60
+ return this._inputs[1];
61
+ }
62
+ /**
63
+ * Gets the geometry2 input component
64
+ */
65
+ get geometry2() {
66
+ return this._inputs[2];
67
+ }
68
+ /**
69
+ * Gets the geometry3 input component
70
+ */
71
+ get geometry3() {
72
+ return this._inputs[3];
73
+ }
74
+ /**
75
+ * Gets the geometry4 input component
76
+ */
77
+ get geometry4() {
78
+ return this._inputs[4];
79
+ }
80
+ /**
81
+ * Gets the geometry5 input component
82
+ */
83
+ get geometry5() {
84
+ return this._inputs[5];
85
+ }
86
+ /**
87
+ * Gets the geometry6 input component
88
+ */
89
+ get geometry6() {
90
+ return this._inputs[6];
91
+ }
92
+ /**
93
+ * Gets the geometry7 input component
94
+ */
95
+ get geometry7() {
96
+ return this._inputs[7];
97
+ }
98
+ /**
99
+ * Gets the geometry8 input component
100
+ */
101
+ get geometry8() {
102
+ return this._inputs[8];
103
+ }
104
+ /**
105
+ * Gets the geometry9 input component
106
+ */
107
+ get geometry9() {
108
+ return this._inputs[9];
109
+ }
110
+ /**
111
+ * Gets the geometry output component
112
+ */
113
+ get output() {
114
+ return this._outputs[0];
115
+ }
116
+ _storeGeometry(input, state, index, availables) {
117
+ if (input.isConnected) {
118
+ const vertexData = input.getConnectedValue(state);
119
+ if (!vertexData) {
120
+ return;
121
+ }
122
+ vertexData.metadata = vertexData.metadata || {};
123
+ vertexData.metadata.collectionId = index;
124
+ availables.push(vertexData);
125
+ }
126
+ }
127
+ _buildBlock(state) {
128
+ const func = (state) => {
129
+ const availables = [];
130
+ this._storeGeometry(this.geometry0, state, 0, availables);
131
+ this._storeGeometry(this.geometry1, state, 1, availables);
132
+ this._storeGeometry(this.geometry2, state, 2, availables);
133
+ this._storeGeometry(this.geometry3, state, 3, availables);
134
+ this._storeGeometry(this.geometry4, state, 4, availables);
135
+ this._storeGeometry(this.geometry5, state, 5, availables);
136
+ this._storeGeometry(this.geometry6, state, 6, availables);
137
+ this._storeGeometry(this.geometry7, state, 7, availables);
138
+ this._storeGeometry(this.geometry8, state, 8, availables);
139
+ this._storeGeometry(this.geometry9, state, 9, availables);
140
+ if (!availables.length) {
141
+ return null;
142
+ }
143
+ return availables[Math.round(Math.random() * (availables.length - 1))];
144
+ };
145
+ if (this.evaluateContext) {
146
+ this.output._storedFunction = func;
147
+ }
148
+ else {
149
+ this.output._storedFunction = null;
150
+ this.output._storedValue = func(state);
151
+ }
152
+ }
153
+ _dumpPropertiesCode() {
154
+ const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? "true" : "false"};\n`;
155
+ return codeString;
156
+ }
157
+ /**
158
+ * Serializes this block in a JSON representation
159
+ * @returns the serialized block object
160
+ */
161
+ serialize() {
162
+ const serializationObject = super.serialize();
163
+ serializationObject.evaluateContext = this.evaluateContext;
164
+ return serializationObject;
165
+ }
166
+ /** @internal */
167
+ _deserialize(serializationObject) {
168
+ super._deserialize(serializationObject);
169
+ this.evaluateContext = serializationObject.evaluateContext;
170
+ }
171
+ },
172
+ (() => {
173
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
174
+ _evaluateContext_decorators = [editableInPropertyPage("Evaluate context", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })];
175
+ __esDecorate(null, null, _evaluateContext_decorators, { kind: "field", name: "evaluateContext", static: false, private: false, access: { has: obj => "evaluateContext" in obj, get: obj => obj.evaluateContext, set: (obj, value) => { obj.evaluateContext = value; } }, metadata: _metadata }, _evaluateContext_initializers, _evaluateContext_extraInitializers);
176
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
177
+ })(),
178
+ _a;
179
+ })();
180
+ export { GeometryCollectionBlock };
168
181
  let _Registered = false;
169
182
  /**
170
183
  * Register side effects for geometryCollectionBlock.
@@ -1 +1 @@
1
- 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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeGeometryBlock } from \"../nodeGeometryBlock\";\r\nimport { type NodeGeometryConnectionPoint } from \"../nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { type VertexData } from \"../../mesh.vertexData\";\r\nimport { type NodeGeometryBuildState } from \"../nodeGeometryBuildState\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../Decorators/nodeDecorator\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to randomly pick a geometry from a collection\r\n */\r\nexport class GeometryCollectionBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new GeometryCollectionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry0\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry1\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry2\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry3\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry4\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry5\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry6\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry7\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry8\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry9\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"GeometryCollectionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry0 input component\r\n */\r\n public get geometry0(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the geometry1 input component\r\n */\r\n public get geometry1(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry2 input component\r\n */\r\n public get geometry2(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the geometry3 input component\r\n */\r\n public get geometry3(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the geometry4 input component\r\n */\r\n public get geometry4(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry5 input component\r\n */\r\n public get geometry5(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the geometry6 input component\r\n */\r\n public get geometry6(): NodeGeometryConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the geometry7 input component\r\n */\r\n public get geometry7(): NodeGeometryConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the geometry8 input component\r\n */\r\n public get geometry8(): NodeGeometryConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the geometry9 input component\r\n */\r\n public get geometry9(): NodeGeometryConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _storeGeometry(input: NodeGeometryConnectionPoint, state: NodeGeometryBuildState, index: number, availables: VertexData[]) {\r\n if (input.isConnected) {\r\n const vertexData = input.getConnectedValue(state) as VertexData;\r\n if (!vertexData) {\r\n return;\r\n }\r\n vertexData.metadata = vertexData.metadata || {};\r\n vertexData.metadata.collectionId = index;\r\n availables.push(vertexData);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n const availables: VertexData[] = [];\r\n\r\n this._storeGeometry(this.geometry0, state, 0, availables);\r\n this._storeGeometry(this.geometry1, state, 1, availables);\r\n this._storeGeometry(this.geometry2, state, 2, availables);\r\n this._storeGeometry(this.geometry3, state, 3, availables);\r\n this._storeGeometry(this.geometry4, state, 4, availables);\r\n this._storeGeometry(this.geometry5, state, 5, availables);\r\n this._storeGeometry(this.geometry6, state, 6, availables);\r\n this._storeGeometry(this.geometry7, state, 7, availables);\r\n this._storeGeometry(this.geometry8, state, 8, availables);\r\n this._storeGeometry(this.geometry9, state, 9, availables);\r\n\r\n if (!availables.length) {\r\n return null;\r\n }\r\n return availables[Math.round(Math.random() * (availables.length - 1))];\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /** @internal */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for geometryCollectionBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterGeometryCollectionBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GeometryCollectionBlock\", GeometryCollectionBlock);\r\n}\r\n"]}
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeGeometryBlock } from \"../nodeGeometryBlock\";\r\nimport { type NodeGeometryConnectionPoint } from \"../nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { type VertexData } from \"../../mesh.vertexData\";\r\nimport { type NodeGeometryBuildState } from \"../nodeGeometryBuildState\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../Decorators/nodeDecorator\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to randomly pick a geometry from a collection\r\n */\r\nexport class GeometryCollectionBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new GeometryCollectionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry0\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry1\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry2\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry3\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry4\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry5\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry6\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry7\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry8\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"geometry9\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"GeometryCollectionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry0 input component\r\n */\r\n public get geometry0(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the geometry1 input component\r\n */\r\n public get geometry1(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry2 input component\r\n */\r\n public get geometry2(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the geometry3 input component\r\n */\r\n public get geometry3(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the geometry4 input component\r\n */\r\n public get geometry4(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry5 input component\r\n */\r\n public get geometry5(): NodeGeometryConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the geometry6 input component\r\n */\r\n public get geometry6(): NodeGeometryConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the geometry7 input component\r\n */\r\n public get geometry7(): NodeGeometryConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the geometry8 input component\r\n */\r\n public get geometry8(): NodeGeometryConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the geometry9 input component\r\n */\r\n public get geometry9(): NodeGeometryConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _storeGeometry(input: NodeGeometryConnectionPoint, state: NodeGeometryBuildState, index: number, availables: VertexData[]) {\r\n if (input.isConnected) {\r\n const vertexData = input.getConnectedValue(state) as VertexData;\r\n if (!vertexData) {\r\n return;\r\n }\r\n vertexData.metadata = vertexData.metadata || {};\r\n vertexData.metadata.collectionId = index;\r\n availables.push(vertexData);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n const availables: VertexData[] = [];\r\n\r\n this._storeGeometry(this.geometry0, state, 0, availables);\r\n this._storeGeometry(this.geometry1, state, 1, availables);\r\n this._storeGeometry(this.geometry2, state, 2, availables);\r\n this._storeGeometry(this.geometry3, state, 3, availables);\r\n this._storeGeometry(this.geometry4, state, 4, availables);\r\n this._storeGeometry(this.geometry5, state, 5, availables);\r\n this._storeGeometry(this.geometry6, state, 6, availables);\r\n this._storeGeometry(this.geometry7, state, 7, availables);\r\n this._storeGeometry(this.geometry8, state, 8, availables);\r\n this._storeGeometry(this.geometry9, state, 9, availables);\r\n\r\n if (!availables.length) {\r\n return null;\r\n }\r\n return availables[Math.round(Math.random() * (availables.length - 1))];\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /** @internal */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for geometryCollectionBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterGeometryCollectionBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GeometryCollectionBlock\", GeometryCollectionBlock);\r\n}\r\n"]}