@onerjs/core 8.53.5 → 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 { serialize, serializeAsColor3 } from \"../Misc/decorators\";\r\nimport { Scene } from \"../scene.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type Mesh } from \"../Meshes/mesh.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { type Material } from \"../Materials/material.pure\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { ThinSelectionOutlineLayer, type IThinSelectionOutlineLayerOptions } from \"./thinSelectionOutlineLayer\";\r\nimport { DepthRenderer } from \"../Rendering/depthRenderer.pure\";\r\nimport { RegisterDepthRendererSceneComponent } from \"../Rendering/depthRendererSceneComponent.pure\";\r\n\r\nimport { type Color3 } from \"../Maths/math.color.pure\";\r\nimport { type Nullable } from \"../types\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * Selection outline layer options. This helps customizing the behaviour\r\n * of the selection outline layer.\r\n */\r\nexport interface ISelectionOutlineLayerOptions extends IThinSelectionOutlineLayerOptions {\r\n /**\r\n * Enable MSAA by choosing the number of samples. Default: 1\r\n */\r\n mainTextureSamples?: number;\r\n}\r\n\r\n/**\r\n * The selection outline layer Helps adding a outline effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * outlined meshes to your scene.\r\n */\r\nexport class SelectionOutlineLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the selection outline layer.\r\n */\r\n public static get EffectName() {\r\n return ThinSelectionOutlineLayer.EffectName;\r\n }\r\n\r\n /**\r\n * The outline color (default (1, 0.5, 0))\r\n */\r\n @serializeAsColor3()\r\n public get outlineColor(): Color3 {\r\n return this._thinEffectLayer.outlineColor;\r\n }\r\n\r\n public set outlineColor(value: Color3) {\r\n this._thinEffectLayer.outlineColor = value;\r\n }\r\n\r\n /**\r\n * The thickness of the edges (default: 2.0)\r\n */\r\n @serialize()\r\n public get outlineThickness(): number {\r\n return this._thinEffectLayer.outlineThickness;\r\n }\r\n\r\n public set outlineThickness(value: number) {\r\n this._thinEffectLayer.outlineThickness = value;\r\n }\r\n\r\n /**\r\n * The strength of the occlusion effect (default: 0.8)\r\n */\r\n @serialize()\r\n public get occlusionStrength(): number {\r\n return this._thinEffectLayer.occlusionStrength;\r\n }\r\n\r\n public set occlusionStrength(value: number) {\r\n this._thinEffectLayer.occlusionStrength = value;\r\n }\r\n\r\n /**\r\n * The occlusion threshold (default: 0.01)\r\n */\r\n @serialize()\r\n public get occlusionThreshold(): number {\r\n return this._thinEffectLayer.occlusionThreshold;\r\n }\r\n\r\n public set occlusionThreshold(value: number) {\r\n this._thinEffectLayer.occlusionThreshold = value;\r\n }\r\n\r\n /**\r\n * Whether to use depth when drawing selection outlines.\r\n * Disable this to avoid depth renderer usage; selected outlines will not be clipped by scene or selected geometry.\r\n */\r\n @serialize()\r\n public get useDepthOcclusion(): boolean {\r\n return this._thinEffectLayer.useDepthOcclusion;\r\n }\r\n\r\n public set useDepthOcclusion(value: boolean) {\r\n this._thinEffectLayer.useDepthOcclusion = value;\r\n this._options.useDepthOcclusion = value;\r\n }\r\n\r\n @serialize(\"options\")\r\n private _options: Required<ISelectionOutlineLayerOptions>;\r\n\r\n protected override readonly _thinEffectLayer: ThinSelectionOutlineLayer;\r\n\r\n /**\r\n * Instantiates a new selection outline Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see ISelectionOutlineLayerOptions for more information)\r\n */\r\n public constructor(name: string, scene?: Scene, options?: Partial<ISelectionOutlineLayerOptions>) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false, new ThinSelectionOutlineLayer(name, scene, options));\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 1.0,\r\n mainTextureFixedSize: 0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\r\n forceGLSL: false,\r\n storeCameraSpaceZ: false,\r\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\r\n useDepthOcclusion: true,\r\n ...options,\r\n };\r\n\r\n // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers\r\n // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)\r\n if (this._options.mainTextureType === Constants.TEXTURETYPE_FLOAT && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {\r\n this._options.mainTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n if (this._options.mainTextureType === Constants.TEXTURETYPE_HALF_FLOAT && !this._engine.getCaps().textureHalfFloatRender && !this._options.storeCameraSpaceZ) {\r\n this._options.mainTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n }\r\n\r\n private _enableDepthRenderer(): DepthRenderer {\r\n RegisterDepthRendererSceneComponent(DepthRenderer);\r\n return this._scene.enableDepthRenderer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to render.\r\n * When selections are active and depth occlusion is enabled, this also\r\n * lazily creates the depth renderer and checks that its depth map is ready.\r\n * @returns true if the layer is ready\r\n */\r\n public override isLayerReady(): boolean {\r\n if (!super.isLayerReady()) {\r\n return false;\r\n }\r\n\r\n if (this.shouldRender() && this.useDepthOcclusion && this.occlusionStrength > 0) {\r\n const depthRenderer = this._enableDepthRenderer();\r\n if (!depthRenderer.getDepthMap().isReadyForRendering()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return SelectionOutlineLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 1; // draw depth mask on main pass and outline on merge pass\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinEffectLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the selection outline layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n this._textures = [];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect): void => {\r\n effect.setTexture(\"maskSampler\", this._mainTexture);\r\n if (this.useDepthOcclusion && this.occlusionStrength > 0) {\r\n const depthRenderer = this._enableDepthRenderer();\r\n effect.setTexture(\"depthSampler\", depthRenderer.getDepthMap());\r\n }\r\n\r\n const mainTextureDesiredSize = this._mainTextureDesiredSize;\r\n this._thinEffectLayer.textureWidth = mainTextureDesiredSize.width;\r\n this._thinEffectLayer.textureHeight = mainTextureDesiredSize.height;\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n this._postProcesses = [];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n // glow layer and highlight layer both call this._scene.postProcessManager.directRender\r\n // when you call this._scene.postProcessManager.directRender, it has 4 side effects:\r\n // 1. binds the framebuffer\r\n // 2. setAlphaMode(ALPHA_DISABLE)\r\n // 3. setDepthBuffer(true)\r\n // 4. setDepthWrite(true)\r\n // glow layer and highlight layer are restore framebuffer and depends on other side effects\r\n // but for now 3 and 4 are not needed to resolve the state management issue, so we just restore alpha mode\r\n this._scene.getEngine().setAlphaMode(Constants.ALPHA_DISABLE);\r\n });\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected override _createMainTexture(): void {\r\n super._createMainTexture();\r\n // set the render list for selective rendering\r\n this._mainTexture.renderList = this._thinEffectLayer._selection;\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return this._thinEffectLayer.needStencil();\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n return this._thinEffectLayer.isReady(subMesh, useInstances);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n this._thinEffectLayer._internalCompose(effect, renderIndex);\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n return this._thinEffectLayer.shouldRender();\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n this._thinEffectLayer._addCustomEffectDefines(defines);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current SelectionOutlineLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current SelectionOutlineLayer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the selection outline layer\r\n */\r\n public clearSelection(): void {\r\n this._thinEffectLayer.clearSelection();\r\n this._mainTexture.renderList = this._thinEffectLayer._selection; // update render list\r\n }\r\n\r\n /**\r\n * Adds mesh or group of mesh to the current selection\r\n *\r\n * If a group of meshes is provided, they will outline as a single unit\r\n * @param meshOrGroup Meshes to add to the selection\r\n */\r\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\r\n this._thinEffectLayer.addSelection(meshOrGroup);\r\n }\r\n\r\n /**\r\n * Adds mesh or group of mesh to the current selection\r\n * @param meshOrGroup Meshes to remove from the selection\r\n */\r\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\r\n this._thinEffectLayer.removeSelection(meshOrGroup);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this._thinEffectLayer._disposeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"SelectionOutlineLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this SelectionOutline layer\r\n * @returns a serialized SelectionOutline layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.SelectionOutlineLayer\";\r\n\r\n // Selected meshes\r\n serializationObject.selection = [];\r\n\r\n const selection = this._thinEffectLayer._selection;\r\n if (selection) {\r\n const meshUniqueIdToSelectionId = this._thinEffectLayer._meshUniqueIdToSelectionId;\r\n\r\n // selection can be sparse since _removeMesh can remove entries\r\n const selectionMap: {\r\n [uniqueId: number]: {\r\n meshIds: string[];\r\n };\r\n } = {};\r\n\r\n for (let i = 0; i < selection.length; ++i) {\r\n const mesh = selection[i];\r\n const selectionId = meshUniqueIdToSelectionId[mesh.uniqueId];\r\n\r\n if (!selectionMap[selectionId]) {\r\n selectionMap[selectionId] = {\r\n meshIds: [],\r\n };\r\n }\r\n selectionMap[selectionId].meshIds.push(mesh.id);\r\n }\r\n serializationObject.selection = selectionMap;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a SelectionOutline layer from parsed SelectionOutline layer data\r\n * @param parsedSelectionOutlineLayer defines the SelectionOutline layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the SelectionOutline layer information\r\n * @returns a parsed SelectionOutline layer\r\n */\r\n public static override Parse(parsedSelectionOutlineLayer: any, scene: Scene, rootUrl: string): SelectionOutlineLayer {\r\n const selectionOutlineLayer = SerializationHelper.Parse(\r\n () => new SelectionOutlineLayer(parsedSelectionOutlineLayer.name, scene, parsedSelectionOutlineLayer.options),\r\n parsedSelectionOutlineLayer,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n const selectionMap = parsedSelectionOutlineLayer.selection as { [uniqueId: number]: { meshIds: string[] } };\r\n\r\n // Selected meshes\r\n for (const outlinedMeshes of Object.values(selectionMap)) {\r\n const meshes: AbstractMesh[] = [];\r\n for (let meshIndex = 0; meshIndex < outlinedMeshes.meshIds.length; meshIndex++) {\r\n const meshId = outlinedMeshes.meshIds[meshIndex];\r\n const mesh = scene.getMeshById(meshId);\r\n if (mesh) {\r\n meshes.push(mesh);\r\n }\r\n }\r\n\r\n selectionOutlineLayer.addSelection(meshes);\r\n }\r\n\r\n return selectionOutlineLayer;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for selectionOutlineLayer.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterSelectionOutlineLayer(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Scene.prototype.getSelectionOutlineLayerByName = function (name: string): Nullable<SelectionOutlineLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === SelectionOutlineLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as SelectionOutlineLayer;\r\n }\r\n }\r\n\r\n return null;\r\n };\r\n\r\n RegisterClass(\"BABYLON.SelectionOutlineLayer\", SelectionOutlineLayer);\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize, serializeAsColor3 } from \"../Misc/decorators\";\r\nimport { Scene } from \"../scene.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type Mesh } from \"../Meshes/mesh.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { type Material } from \"../Materials/material.pure\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { ThinSelectionOutlineLayer, type IThinSelectionOutlineLayerOptions } from \"./thinSelectionOutlineLayer\";\r\nimport { DepthRenderer } from \"../Rendering/depthRenderer.pure\";\r\nimport { RegisterDepthRendererSceneComponent } from \"../Rendering/depthRendererSceneComponent.pure\";\r\n\r\nimport { type Color3 } from \"../Maths/math.color.pure\";\r\nimport { type Nullable } from \"../types\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * Selection outline layer options. This helps customizing the behaviour\r\n * of the selection outline layer.\r\n */\r\nexport interface ISelectionOutlineLayerOptions extends IThinSelectionOutlineLayerOptions {\r\n /**\r\n * Enable MSAA by choosing the number of samples. Default: 1\r\n */\r\n mainTextureSamples?: number;\r\n}\r\n\r\n/**\r\n * The selection outline layer Helps adding a outline effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * outlined meshes to your scene.\r\n */\r\nexport class SelectionOutlineLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the selection outline layer.\r\n */\r\n public static get EffectName() {\r\n return ThinSelectionOutlineLayer.EffectName;\r\n }\r\n\r\n /**\r\n * The outline color (default (1, 0.5, 0))\r\n */\r\n @serializeAsColor3()\r\n public get outlineColor(): Color3 {\r\n return this._thinEffectLayer.outlineColor;\r\n }\r\n\r\n public set outlineColor(value: Color3) {\r\n this._thinEffectLayer.outlineColor = value;\r\n }\r\n\r\n /**\r\n * The thickness of the edges (default: 2.0)\r\n */\r\n @serialize()\r\n public get outlineThickness(): number {\r\n return this._thinEffectLayer.outlineThickness;\r\n }\r\n\r\n public set outlineThickness(value: number) {\r\n this._thinEffectLayer.outlineThickness = value;\r\n }\r\n\r\n /**\r\n * The strength of the occlusion effect (default: 0.8)\r\n */\r\n @serialize()\r\n public get occlusionStrength(): number {\r\n return this._thinEffectLayer.occlusionStrength;\r\n }\r\n\r\n public set occlusionStrength(value: number) {\r\n this._thinEffectLayer.occlusionStrength = value;\r\n }\r\n\r\n /**\r\n * The occlusion threshold (default: 0.01)\r\n */\r\n @serialize()\r\n public get occlusionThreshold(): number {\r\n return this._thinEffectLayer.occlusionThreshold;\r\n }\r\n\r\n public set occlusionThreshold(value: number) {\r\n this._thinEffectLayer.occlusionThreshold = value;\r\n }\r\n\r\n /**\r\n * Whether to use depth when drawing selection outlines.\r\n * Disable this to avoid depth renderer usage; selected outlines will not be clipped by scene or selected geometry.\r\n */\r\n @serialize()\r\n public get useDepthOcclusion(): boolean {\r\n return this._thinEffectLayer.useDepthOcclusion;\r\n }\r\n\r\n public set useDepthOcclusion(value: boolean) {\r\n this._thinEffectLayer.useDepthOcclusion = value;\r\n this._options.useDepthOcclusion = value;\r\n }\r\n\r\n @serialize(\"options\")\r\n private _options: Required<ISelectionOutlineLayerOptions>;\r\n\r\n declare protected readonly _thinEffectLayer: ThinSelectionOutlineLayer;\r\n\r\n /**\r\n * Instantiates a new selection outline Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see ISelectionOutlineLayerOptions for more information)\r\n */\r\n public constructor(name: string, scene?: Scene, options?: Partial<ISelectionOutlineLayerOptions>) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false, new ThinSelectionOutlineLayer(name, scene, options));\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 1.0,\r\n mainTextureFixedSize: 0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\r\n forceGLSL: false,\r\n storeCameraSpaceZ: false,\r\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\r\n useDepthOcclusion: true,\r\n ...options,\r\n };\r\n\r\n // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers\r\n // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)\r\n if (this._options.mainTextureType === Constants.TEXTURETYPE_FLOAT && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {\r\n this._options.mainTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n if (this._options.mainTextureType === Constants.TEXTURETYPE_HALF_FLOAT && !this._engine.getCaps().textureHalfFloatRender && !this._options.storeCameraSpaceZ) {\r\n this._options.mainTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n }\r\n\r\n private _enableDepthRenderer(): DepthRenderer {\r\n RegisterDepthRendererSceneComponent(DepthRenderer);\r\n return this._scene.enableDepthRenderer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to render.\r\n * When selections are active and depth occlusion is enabled, this also\r\n * lazily creates the depth renderer and checks that its depth map is ready.\r\n * @returns true if the layer is ready\r\n */\r\n public override isLayerReady(): boolean {\r\n if (!super.isLayerReady()) {\r\n return false;\r\n }\r\n\r\n if (this.shouldRender() && this.useDepthOcclusion && this.occlusionStrength > 0) {\r\n const depthRenderer = this._enableDepthRenderer();\r\n if (!depthRenderer.getDepthMap().isReadyForRendering()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return SelectionOutlineLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 1; // draw depth mask on main pass and outline on merge pass\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinEffectLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the selection outline layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n this._textures = [];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect): void => {\r\n effect.setTexture(\"maskSampler\", this._mainTexture);\r\n if (this.useDepthOcclusion && this.occlusionStrength > 0) {\r\n const depthRenderer = this._enableDepthRenderer();\r\n effect.setTexture(\"depthSampler\", depthRenderer.getDepthMap());\r\n }\r\n\r\n const mainTextureDesiredSize = this._mainTextureDesiredSize;\r\n this._thinEffectLayer.textureWidth = mainTextureDesiredSize.width;\r\n this._thinEffectLayer.textureHeight = mainTextureDesiredSize.height;\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n this._postProcesses = [];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n // glow layer and highlight layer both call this._scene.postProcessManager.directRender\r\n // when you call this._scene.postProcessManager.directRender, it has 4 side effects:\r\n // 1. binds the framebuffer\r\n // 2. setAlphaMode(ALPHA_DISABLE)\r\n // 3. setDepthBuffer(true)\r\n // 4. setDepthWrite(true)\r\n // glow layer and highlight layer are restore framebuffer and depends on other side effects\r\n // but for now 3 and 4 are not needed to resolve the state management issue, so we just restore alpha mode\r\n this._scene.getEngine().setAlphaMode(Constants.ALPHA_DISABLE);\r\n });\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected override _createMainTexture(): void {\r\n super._createMainTexture();\r\n // set the render list for selective rendering\r\n this._mainTexture.renderList = this._thinEffectLayer._selection;\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return this._thinEffectLayer.needStencil();\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n return this._thinEffectLayer.isReady(subMesh, useInstances);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n this._thinEffectLayer._internalCompose(effect, renderIndex);\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n return this._thinEffectLayer.shouldRender();\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n this._thinEffectLayer._addCustomEffectDefines(defines);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current SelectionOutlineLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current SelectionOutlineLayer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the selection outline layer\r\n */\r\n public clearSelection(): void {\r\n this._thinEffectLayer.clearSelection();\r\n this._mainTexture.renderList = this._thinEffectLayer._selection; // update render list\r\n }\r\n\r\n /**\r\n * Adds mesh or group of mesh to the current selection\r\n *\r\n * If a group of meshes is provided, they will outline as a single unit\r\n * @param meshOrGroup Meshes to add to the selection\r\n */\r\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\r\n this._thinEffectLayer.addSelection(meshOrGroup);\r\n }\r\n\r\n /**\r\n * Adds mesh or group of mesh to the current selection\r\n * @param meshOrGroup Meshes to remove from the selection\r\n */\r\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\r\n this._thinEffectLayer.removeSelection(meshOrGroup);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this._thinEffectLayer._disposeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"SelectionOutlineLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this SelectionOutline layer\r\n * @returns a serialized SelectionOutline layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.SelectionOutlineLayer\";\r\n\r\n // Selected meshes\r\n serializationObject.selection = [];\r\n\r\n const selection = this._thinEffectLayer._selection;\r\n if (selection) {\r\n const meshUniqueIdToSelectionId = this._thinEffectLayer._meshUniqueIdToSelectionId;\r\n\r\n // selection can be sparse since _removeMesh can remove entries\r\n const selectionMap: {\r\n [uniqueId: number]: {\r\n meshIds: string[];\r\n };\r\n } = {};\r\n\r\n for (let i = 0; i < selection.length; ++i) {\r\n const mesh = selection[i];\r\n const selectionId = meshUniqueIdToSelectionId[mesh.uniqueId];\r\n\r\n if (!selectionMap[selectionId]) {\r\n selectionMap[selectionId] = {\r\n meshIds: [],\r\n };\r\n }\r\n selectionMap[selectionId].meshIds.push(mesh.id);\r\n }\r\n serializationObject.selection = selectionMap;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a SelectionOutline layer from parsed SelectionOutline layer data\r\n * @param parsedSelectionOutlineLayer defines the SelectionOutline layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the SelectionOutline layer information\r\n * @returns a parsed SelectionOutline layer\r\n */\r\n public static override Parse(parsedSelectionOutlineLayer: any, scene: Scene, rootUrl: string): SelectionOutlineLayer {\r\n const selectionOutlineLayer = SerializationHelper.Parse(\r\n () => new SelectionOutlineLayer(parsedSelectionOutlineLayer.name, scene, parsedSelectionOutlineLayer.options),\r\n parsedSelectionOutlineLayer,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n const selectionMap = parsedSelectionOutlineLayer.selection as { [uniqueId: number]: { meshIds: string[] } };\r\n\r\n // Selected meshes\r\n for (const outlinedMeshes of Object.values(selectionMap)) {\r\n const meshes: AbstractMesh[] = [];\r\n for (let meshIndex = 0; meshIndex < outlinedMeshes.meshIds.length; meshIndex++) {\r\n const meshId = outlinedMeshes.meshIds[meshIndex];\r\n const mesh = scene.getMeshById(meshId);\r\n if (mesh) {\r\n meshes.push(mesh);\r\n }\r\n }\r\n\r\n selectionOutlineLayer.addSelection(meshes);\r\n }\r\n\r\n return selectionOutlineLayer;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for selectionOutlineLayer.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterSelectionOutlineLayer(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Scene.prototype.getSelectionOutlineLayerByName = function (name: string): Nullable<SelectionOutlineLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === SelectionOutlineLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as SelectionOutlineLayer;\r\n }\r\n }\r\n\r\n return null;\r\n };\r\n\r\n RegisterClass(\"BABYLON.SelectionOutlineLayer\", SelectionOutlineLayer);\r\n}\r\n"]}
@@ -117,7 +117,7 @@ export declare class ClusteredLightContainer extends Light {
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  * @returns the serialized object
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  */
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  serialize(): any;
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- protected _onParsed(parsedLight: any, scene: Scene): void;
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+ protected _onParsed(parsedLight: any, scene: Scene, rootUrl?: string): void;
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  }
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  /**
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  * Register side effects for clusteredLightContainer.