@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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  841. package/tslib.es6.js +304 -150
@@ -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 { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
4
4
  import { NodeParticleBlock } from "../../nodeParticleBlock.js";
5
5
  import { RandomRange } from "../../../../Maths/math.scalar.functions.js";
@@ -10,186 +10,199 @@ import { RegisterClass } from "../../../../Misc/typeStore.js";
10
10
  /**
11
11
  * Block used to provide a flow of particles emitted from a cone shape.
12
12
  */
13
- export class ConeShapeBlock extends NodeParticleBlock {
14
- /**
15
- * Create a new ConeShapeBlock
16
- * @param name defines the block name
17
- */
18
- constructor(name) {
19
- super(name);
20
- /**
21
- * Gets or sets a boolean indicating if the system should emit only from the spawn point
22
- * DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.
23
- */
24
- this.emitFromSpawnPointOnly = false;
25
- this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
26
- this.registerInput("radius", NodeParticleBlockConnectionPointTypes.Float, true, 1);
27
- this.registerInput("angle", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);
28
- this.registerInput("radiusRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
29
- this.registerInput("heightRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
30
- this.registerInput("directionRandomizer", NodeParticleBlockConnectionPointTypes.Float, true, 0);
31
- this.registerInput("direction1", NodeParticleBlockConnectionPointTypes.Vector3, true);
32
- this.registerInput("direction2", NodeParticleBlockConnectionPointTypes.Vector3, true);
33
- this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
34
- }
35
- /**
36
- * Gets the current class name
37
- * @returns the class name
38
- */
39
- getClassName() {
40
- return "ConeShapeBlock";
41
- }
42
- /**
43
- * Gets the particle input component
44
- */
45
- get particle() {
46
- return this._inputs[0];
47
- }
48
- /**
49
- * Gets the radius input component
50
- */
51
- get radius() {
52
- return this._inputs[1];
53
- }
54
- /**
55
- * Gets the angle input component
56
- */
57
- get angle() {
58
- return this._inputs[2];
59
- }
60
- /**
61
- * Gets the radiusRange input component
62
- */
63
- get radiusRange() {
64
- return this._inputs[3];
65
- }
66
- /**
67
- * Gets the heightRange input component
68
- */
69
- get heightRange() {
70
- return this._inputs[4];
71
- }
72
- /**
73
- * Gets the directionRandomizer input component
74
- */
75
- get directionRandomizer() {
76
- return this._inputs[5];
77
- }
78
- /**
79
- * Gets the direction1 input component
80
- */
81
- get direction1() {
82
- return this._inputs[6];
83
- }
84
- /**
85
- * Gets the direction2 input component
86
- */
87
- get direction2() {
88
- return this._inputs[7];
89
- }
90
- /**
91
- * Gets the output component
92
- */
93
- get output() {
94
- return this._outputs[0];
95
- }
96
- /**
97
- * Builds the block
98
- * @param state defines the build state
99
- */
100
- _build(state) {
101
- const system = this.particle.getConnectedValue(state);
102
- system._directionCreation.process = (particle) => {
103
- state.particleContext = particle;
104
- state.systemContext = system;
105
- // We always use directionRandomizer unless both directions are connected
106
- if (this.direction1.isConnected === false || this.direction2.isConnected === false) {
107
- const directionRandomizer = this.directionRandomizer.getConnectedValue(state);
108
- const direction = particle.position.subtract(state.emitterPosition).normalize();
109
- const randX = RandomRange(0, directionRandomizer);
110
- const randY = RandomRange(0, directionRandomizer);
111
- const randZ = RandomRange(0, directionRandomizer);
112
- direction.x += randX;
113
- direction.y += randY;
114
- direction.z += randZ;
115
- direction.normalize();
116
- if (system.isLocal) {
117
- particle.direction.copyFromFloats(direction.x, direction.y, direction.z);
118
- }
119
- else {
120
- Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, state.emitterWorldMatrix, particle.direction);
121
- }
13
+ let ConeShapeBlock = (() => {
14
+ var _a;
15
+ let _classSuper = NodeParticleBlock;
16
+ let _emitFromSpawnPointOnly_decorators;
17
+ let _emitFromSpawnPointOnly_initializers = [];
18
+ let _emitFromSpawnPointOnly_extraInitializers = [];
19
+ return _a = class ConeShapeBlock extends _classSuper {
20
+ /**
21
+ * Create a new ConeShapeBlock
22
+ * @param name defines the block name
23
+ */
24
+ constructor(name) {
25
+ super(name);
26
+ /**
27
+ * Gets or sets a boolean indicating if the system should emit only from the spawn point
28
+ * DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.
29
+ */
30
+ this.emitFromSpawnPointOnly = __runInitializers(this, _emitFromSpawnPointOnly_initializers, false);
31
+ __runInitializers(this, _emitFromSpawnPointOnly_extraInitializers);
32
+ this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
33
+ this.registerInput("radius", NodeParticleBlockConnectionPointTypes.Float, true, 1);
34
+ this.registerInput("angle", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);
35
+ this.registerInput("radiusRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
36
+ this.registerInput("heightRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
37
+ this.registerInput("directionRandomizer", NodeParticleBlockConnectionPointTypes.Float, true, 0);
38
+ this.registerInput("direction1", NodeParticleBlockConnectionPointTypes.Vector3, true);
39
+ this.registerInput("direction2", NodeParticleBlockConnectionPointTypes.Vector3, true);
40
+ this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
41
+ }
42
+ /**
43
+ * Gets the current class name
44
+ * @returns the class name
45
+ */
46
+ getClassName() {
47
+ return "ConeShapeBlock";
48
+ }
49
+ /**
50
+ * Gets the particle input component
51
+ */
52
+ get particle() {
53
+ return this._inputs[0];
122
54
  }
123
- else {
124
- const direction1 = this.direction1.getConnectedValue(state);
125
- const direction2 = this.direction2.getConnectedValue(state);
126
- const randX = RandomRange(direction1.x, direction2.x);
127
- const randY = RandomRange(direction1.y, direction2.y);
128
- const randZ = RandomRange(direction1.z, direction2.z);
129
- if (system.isLocal) {
130
- particle.direction.copyFromFloats(randX, randY, randZ);
55
+ /**
56
+ * Gets the radius input component
57
+ */
58
+ get radius() {
59
+ return this._inputs[1];
60
+ }
61
+ /**
62
+ * Gets the angle input component
63
+ */
64
+ get angle() {
65
+ return this._inputs[2];
66
+ }
67
+ /**
68
+ * Gets the radiusRange input component
69
+ */
70
+ get radiusRange() {
71
+ return this._inputs[3];
72
+ }
73
+ /**
74
+ * Gets the heightRange input component
75
+ */
76
+ get heightRange() {
77
+ return this._inputs[4];
78
+ }
79
+ /**
80
+ * Gets the directionRandomizer input component
81
+ */
82
+ get directionRandomizer() {
83
+ return this._inputs[5];
84
+ }
85
+ /**
86
+ * Gets the direction1 input component
87
+ */
88
+ get direction1() {
89
+ return this._inputs[6];
90
+ }
91
+ /**
92
+ * Gets the direction2 input component
93
+ */
94
+ get direction2() {
95
+ return this._inputs[7];
96
+ }
97
+ /**
98
+ * Gets the output component
99
+ */
100
+ get output() {
101
+ return this._outputs[0];
102
+ }
103
+ /**
104
+ * Builds the block
105
+ * @param state defines the build state
106
+ */
107
+ _build(state) {
108
+ const system = this.particle.getConnectedValue(state);
109
+ system._directionCreation.process = (particle) => {
110
+ state.particleContext = particle;
111
+ state.systemContext = system;
112
+ // We always use directionRandomizer unless both directions are connected
113
+ if (this.direction1.isConnected === false || this.direction2.isConnected === false) {
114
+ const directionRandomizer = this.directionRandomizer.getConnectedValue(state);
115
+ const direction = particle.position.subtract(state.emitterPosition).normalize();
116
+ const randX = RandomRange(0, directionRandomizer);
117
+ const randY = RandomRange(0, directionRandomizer);
118
+ const randZ = RandomRange(0, directionRandomizer);
119
+ direction.x += randX;
120
+ direction.y += randY;
121
+ direction.z += randZ;
122
+ direction.normalize();
123
+ if (system.isLocal) {
124
+ particle.direction.copyFromFloats(direction.x, direction.y, direction.z);
125
+ }
126
+ else {
127
+ Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, state.emitterWorldMatrix, particle.direction);
128
+ }
129
+ }
130
+ else {
131
+ const direction1 = this.direction1.getConnectedValue(state);
132
+ const direction2 = this.direction2.getConnectedValue(state);
133
+ const randX = RandomRange(direction1.x, direction2.x);
134
+ const randY = RandomRange(direction1.y, direction2.y);
135
+ const randZ = RandomRange(direction1.z, direction2.z);
136
+ if (system.isLocal) {
137
+ particle.direction.copyFromFloats(randX, randY, randZ);
138
+ }
139
+ else {
140
+ Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
141
+ }
142
+ }
143
+ particle._properties.initialDirection = particle.direction.clone();
144
+ };
145
+ system._positionCreation.process = (particle) => {
146
+ state.particleContext = particle;
147
+ state.systemContext = system;
148
+ // Connected values
149
+ const radius = this.radius.getConnectedValue(state);
150
+ const angle = this.angle.getConnectedValue(state);
151
+ const radiusRange = this.radiusRange.getConnectedValue(state);
152
+ const heightRange = this.heightRange.getConnectedValue(state);
153
+ // Calculate position creation logic
154
+ let h;
155
+ if (!this.emitFromSpawnPointOnly) {
156
+ h = RandomRange(0, heightRange);
157
+ // Better distribution in a cone at normal angles.
158
+ h = 1 - h * h;
159
+ }
160
+ else {
161
+ h = 0.0001;
162
+ }
163
+ let newRadius = radius - RandomRange(0, radius * radiusRange);
164
+ newRadius = newRadius * h;
165
+ const s = RandomRange(0, Math.PI * 2);
166
+ const randX = newRadius * Math.sin(s);
167
+ const randZ = newRadius * Math.cos(s);
168
+ const randY = h * this._calculateHeight(angle, radius);
169
+ if (system.isLocal) {
170
+ particle.position.copyFromFloats(randX, randY, randZ);
171
+ }
172
+ else {
173
+ Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.position);
174
+ }
175
+ _CreateLocalPositionData(particle);
176
+ };
177
+ this.output._storedValue = system;
178
+ }
179
+ _calculateHeight(angle, radius) {
180
+ if (angle !== 0) {
181
+ return radius / Math.tan(angle / 2);
131
182
  }
132
183
  else {
133
- Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
184
+ return 1;
134
185
  }
135
186
  }
136
- particle._properties.initialDirection = particle.direction.clone();
137
- };
138
- system._positionCreation.process = (particle) => {
139
- state.particleContext = particle;
140
- state.systemContext = system;
141
- // Connected values
142
- const radius = this.radius.getConnectedValue(state);
143
- const angle = this.angle.getConnectedValue(state);
144
- const radiusRange = this.radiusRange.getConnectedValue(state);
145
- const heightRange = this.heightRange.getConnectedValue(state);
146
- // Calculate position creation logic
147
- let h;
148
- if (!this.emitFromSpawnPointOnly) {
149
- h = RandomRange(0, heightRange);
150
- // Better distribution in a cone at normal angles.
151
- h = 1 - h * h;
152
- }
153
- else {
154
- h = 0.0001;
187
+ serialize() {
188
+ const serializationObject = super.serialize();
189
+ serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;
190
+ return serializationObject;
155
191
  }
156
- let newRadius = radius - RandomRange(0, radius * radiusRange);
157
- newRadius = newRadius * h;
158
- const s = RandomRange(0, Math.PI * 2);
159
- const randX = newRadius * Math.sin(s);
160
- const randZ = newRadius * Math.cos(s);
161
- const randY = h * this._calculateHeight(angle, radius);
162
- if (system.isLocal) {
163
- particle.position.copyFromFloats(randX, randY, randZ);
192
+ _deserialize(serializationObject) {
193
+ super._deserialize(serializationObject);
194
+ this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly;
164
195
  }
165
- else {
166
- Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.position);
167
- }
168
- _CreateLocalPositionData(particle);
169
- };
170
- this.output._storedValue = system;
171
- }
172
- _calculateHeight(angle, radius) {
173
- if (angle !== 0) {
174
- return radius / Math.tan(angle / 2);
175
- }
176
- else {
177
- return 1;
178
- }
179
- }
180
- serialize() {
181
- const serializationObject = super.serialize();
182
- serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;
183
- return serializationObject;
184
- }
185
- _deserialize(serializationObject) {
186
- super._deserialize(serializationObject);
187
- this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly;
188
- }
189
- }
190
- __decorate([
191
- editableInPropertyPage("Emit from spawn point only", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
192
- ], ConeShapeBlock.prototype, "emitFromSpawnPointOnly", void 0);
196
+ },
197
+ (() => {
198
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
199
+ _emitFromSpawnPointOnly_decorators = [editableInPropertyPage("Emit from spawn point only", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })];
200
+ __esDecorate(null, null, _emitFromSpawnPointOnly_decorators, { kind: "field", name: "emitFromSpawnPointOnly", static: false, private: false, access: { has: obj => "emitFromSpawnPointOnly" in obj, get: obj => obj.emitFromSpawnPointOnly, set: (obj, value) => { obj.emitFromSpawnPointOnly = value; } }, metadata: _metadata }, _emitFromSpawnPointOnly_initializers, _emitFromSpawnPointOnly_extraInitializers);
201
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
202
+ })(),
203
+ _a;
204
+ })();
205
+ export { ConeShapeBlock };
193
206
  let _Registered = false;
194
207
  /**
195
208
  * Register side effects for coneShapeBlock.
@@ -1 +1 @@
1
- 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This file must only contain pure code and pure imports */\r\n\r\nimport { type IShapeBlock } from \"./IShapeBlock\";\r\nimport { type NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport { type NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport { type Particle } from \"core/Particles/particle\";\r\n\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { Vector3 } from \"core/Maths/math.vector.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport { _CreateLocalPositionData } from \"./emitters.functions\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cone shape.\r\n */\r\nexport class ConeShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Gets or sets a boolean indicating if the system should emit only from the spawn point\r\n * DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.\r\n */\r\n @editableInPropertyPage(\"Emit from spawn point only\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public emitFromSpawnPointOnly = false;\r\n\r\n /**\r\n * Create a new ConeShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"angle\", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"heightRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\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 \"ConeShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the heightRange input component\r\n */\r\n public get heightRange(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // We always use directionRandomizer unless both directions are connected\r\n if (this.direction1.isConnected === false || this.direction2.isConnected === false) {\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state) as number;\r\n\r\n const direction = particle.position.subtract(state.emitterPosition!).normalize();\r\n const randX = RandomRange(0, directionRandomizer);\r\n const randY = RandomRange(0, directionRandomizer);\r\n const randZ = RandomRange(0, directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(direction.x, direction.y, direction.z);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n } else {\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n }\r\n\r\n particle._properties.initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n const angle = this.angle.getConnectedValue(state) as number;\r\n const radiusRange = this.radiusRange.getConnectedValue(state) as number;\r\n const heightRange = this.heightRange.getConnectedValue(state) as number;\r\n\r\n // Calculate position creation logic\r\n let h: number;\r\n if (!this.emitFromSpawnPointOnly) {\r\n h = RandomRange(0, heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n\r\n let newRadius = radius - RandomRange(0, radius * radiusRange);\r\n newRadius = newRadius * h;\r\n const s = RandomRange(0, Math.PI * 2);\r\n\r\n const randX = newRadius * Math.sin(s);\r\n const randZ = newRadius * Math.cos(s);\r\n const randY = h * this._calculateHeight(angle, radius);\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n }\r\n\r\n _CreateLocalPositionData(particle);\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n private _calculateHeight(angle: number, radius: number): number {\r\n if (angle !== 0) {\r\n return radius / Math.tan(angle / 2);\r\n } else {\r\n return 1;\r\n }\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for coneShapeBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterConeShapeBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ConeShapeBlock\", ConeShapeBlock);\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { type IShapeBlock } from \"./IShapeBlock\";\r\nimport { type NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport { type NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport { type Particle } from \"core/Particles/particle\";\r\n\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { Vector3 } from \"core/Maths/math.vector.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport { _CreateLocalPositionData } from \"./emitters.functions\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cone shape.\r\n */\r\nexport class ConeShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Gets or sets a boolean indicating if the system should emit only from the spawn point\r\n * DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.\r\n */\r\n @editableInPropertyPage(\"Emit from spawn point only\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public emitFromSpawnPointOnly = false;\r\n\r\n /**\r\n * Create a new ConeShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"angle\", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"heightRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\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 \"ConeShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the heightRange input component\r\n */\r\n public get heightRange(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // We always use directionRandomizer unless both directions are connected\r\n if (this.direction1.isConnected === false || this.direction2.isConnected === false) {\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state) as number;\r\n\r\n const direction = particle.position.subtract(state.emitterPosition!).normalize();\r\n const randX = RandomRange(0, directionRandomizer);\r\n const randY = RandomRange(0, directionRandomizer);\r\n const randZ = RandomRange(0, directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(direction.x, direction.y, direction.z);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n } else {\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n }\r\n\r\n particle._properties.initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n const angle = this.angle.getConnectedValue(state) as number;\r\n const radiusRange = this.radiusRange.getConnectedValue(state) as number;\r\n const heightRange = this.heightRange.getConnectedValue(state) as number;\r\n\r\n // Calculate position creation logic\r\n let h: number;\r\n if (!this.emitFromSpawnPointOnly) {\r\n h = RandomRange(0, heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n\r\n let newRadius = radius - RandomRange(0, radius * radiusRange);\r\n newRadius = newRadius * h;\r\n const s = RandomRange(0, Math.PI * 2);\r\n\r\n const randX = newRadius * Math.sin(s);\r\n const randZ = newRadius * Math.cos(s);\r\n const randY = h * this._calculateHeight(angle, radius);\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n }\r\n\r\n _CreateLocalPositionData(particle);\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n private _calculateHeight(angle: number, radius: number): number {\r\n if (angle !== 0) {\r\n return radius / Math.tan(angle / 2);\r\n } else {\r\n return 1;\r\n }\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for coneShapeBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterConeShapeBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ConeShapeBlock\", ConeShapeBlock);\r\n}\r\n"]}