@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
@@ -1,4 +1,4 @@
1
- import { __decorate } from "../tslib.es6.js";
1
+ import { __classPrivateFieldGet, __classPrivateFieldSet, __esDecorate, __runInitializers } from "../tslib.es6.js";
2
2
  import { serialize, expandToProperty, serializeAsTexture } from "../Misc/decorators.js";
3
3
  import { Vector4 } from "../Maths/math.vector.pure.js";
4
4
  import { EngineStore } from "../Engines/engineStore.js";
@@ -8,125 +8,155 @@ import { SerializationHelper } from "../Misc/decorators.serialization.js";
8
8
  * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations
9
9
  * @since 5.0
10
10
  */
11
- export class BakedVertexAnimationManager {
12
- /**
13
- * Creates a new BakedVertexAnimationManager
14
- * @param scene defines the current scene
15
- */
16
- constructor(scene) {
17
- this._texture = null;
18
- this._isEnabled = true;
19
- /**
20
- * Enable or disable the vertex animation manager
21
- */
22
- this.isEnabled = true;
23
- /**
24
- * The time counter, to pick the correct animation frame.
25
- */
26
- this.time = 0;
27
- scene = scene || EngineStore.LastCreatedScene;
28
- if (!scene) {
29
- return;
30
- }
31
- this._scene = scene;
32
- this.animationParameters = new Vector4(0, 0, 0, 30);
33
- }
34
- /** @internal */
35
- _markSubMeshesAsAttributesDirty() {
36
- for (const mesh of this._scene.meshes) {
37
- if (mesh.bakedVertexAnimationManager === this) {
38
- mesh._markSubMeshesAsAttributesDirty();
11
+ let BakedVertexAnimationManager = (() => {
12
+ var _a, _BakedVertexAnimationManager_texture_accessor_storage, _BakedVertexAnimationManager_isEnabled_accessor_storage;
13
+ let _texture_decorators;
14
+ let _texture_initializers = [];
15
+ let _texture_extraInitializers = [];
16
+ let _isEnabled_decorators;
17
+ let _isEnabled_initializers = [];
18
+ let _isEnabled_extraInitializers = [];
19
+ let _animationParameters_decorators;
20
+ let _animationParameters_initializers = [];
21
+ let _animationParameters_extraInitializers = [];
22
+ let _time_decorators;
23
+ let _time_initializers = [];
24
+ let _time_extraInitializers = [];
25
+ return _a = class BakedVertexAnimationManager {
26
+ /**
27
+ * The vertex animation texture
28
+ */
29
+ get texture() { return __classPrivateFieldGet(this, _BakedVertexAnimationManager_texture_accessor_storage, "f"); }
30
+ set texture(value) { __classPrivateFieldSet(this, _BakedVertexAnimationManager_texture_accessor_storage, value, "f"); }
31
+ /**
32
+ * Enable or disable the vertex animation manager
33
+ */
34
+ get isEnabled() { return __classPrivateFieldGet(this, _BakedVertexAnimationManager_isEnabled_accessor_storage, "f"); }
35
+ set isEnabled(value) { __classPrivateFieldSet(this, _BakedVertexAnimationManager_isEnabled_accessor_storage, value, "f"); }
36
+ /**
37
+ * Creates a new BakedVertexAnimationManager
38
+ * @param scene defines the current scene
39
+ */
40
+ constructor(scene) {
41
+ this._texture = null;
42
+ _BakedVertexAnimationManager_texture_accessor_storage.set(this, __runInitializers(this, _texture_initializers, void 0));
43
+ this._isEnabled = (__runInitializers(this, _texture_extraInitializers), true);
44
+ _BakedVertexAnimationManager_isEnabled_accessor_storage.set(this, __runInitializers(this, _isEnabled_initializers, true));
45
+ /**
46
+ * The animation parameters for the mesh. See setAnimationParameters()
47
+ */
48
+ this.animationParameters = (__runInitializers(this, _isEnabled_extraInitializers), __runInitializers(this, _animationParameters_initializers, void 0));
49
+ /**
50
+ * The time counter, to pick the correct animation frame.
51
+ */
52
+ this.time = (__runInitializers(this, _animationParameters_extraInitializers), __runInitializers(this, _time_initializers, 0));
53
+ __runInitializers(this, _time_extraInitializers);
54
+ scene = scene || EngineStore.LastCreatedScene;
55
+ if (!scene) {
56
+ return;
57
+ }
58
+ this._scene = scene;
59
+ this.animationParameters = new Vector4(0, 0, 0, 30);
39
60
  }
40
- }
41
- }
42
- /**
43
- * Binds to the effect.
44
- * @param effect The effect to bind to.
45
- * @param useInstances True when it's an instance.
46
- */
47
- bind(effect, useInstances = false) {
48
- if (!this._texture || !this._isEnabled) {
49
- return;
50
- }
51
- const size = this._texture.getSize();
52
- effect.setFloat2("bakedVertexAnimationTextureSizeInverted", 1.0 / size.width, 1.0 / size.height);
53
- effect.setFloat("bakedVertexAnimationTime", this.time);
54
- if (!useInstances) {
55
- effect.setVector4("bakedVertexAnimationSettings", this.animationParameters);
56
- }
57
- effect.setTexture("bakedVertexAnimationTexture", this._texture);
58
- }
59
- /**
60
- * Clone the current manager
61
- * @returns a new BakedVertexAnimationManager
62
- */
63
- clone() {
64
- const copy = new BakedVertexAnimationManager(this._scene);
65
- this.copyTo(copy);
66
- return copy;
67
- }
68
- /**
69
- * Sets animation parameters.
70
- * @param startFrame The first frame of the animation.
71
- * @param endFrame The last frame of the animation.
72
- * @param offset The offset when starting the animation.
73
- * @param speedFramesPerSecond The frame rate.
74
- */
75
- setAnimationParameters(startFrame, endFrame, offset = 0, speedFramesPerSecond = 30) {
76
- this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond);
77
- }
78
- /**
79
- * Disposes the resources of the manager.
80
- * @param forceDisposeTextures - Forces the disposal of all textures.
81
- */
82
- dispose(forceDisposeTextures) {
83
- if (forceDisposeTextures) {
84
- this._texture?.dispose();
85
- }
86
- }
87
- /**
88
- * Get the current class name useful for serialization or dynamic coding.
89
- * @returns "BakedVertexAnimationManager"
90
- */
91
- getClassName() {
92
- return "BakedVertexAnimationManager";
93
- }
94
- /**
95
- * Makes a duplicate of the current instance into another one.
96
- * @param vatMap define the instance where to copy the info
97
- */
98
- copyTo(vatMap) {
99
- SerializationHelper.Clone(() => vatMap, this);
100
- }
101
- /**
102
- * Serializes this vertex animation instance
103
- * @returns - An object with the serialized instance.
104
- */
105
- serialize() {
106
- return SerializationHelper.Serialize(this);
107
- }
108
- /**
109
- * Parses a vertex animation setting from a serialized object.
110
- * @param source - Serialized object.
111
- * @param scene Defines the scene we are parsing for
112
- * @param rootUrl Defines the rootUrl to load from
113
- */
114
- parse(source, scene, rootUrl) {
115
- SerializationHelper.Parse(() => this, source, scene, rootUrl);
116
- }
117
- }
118
- __decorate([
119
- serializeAsTexture(),
120
- expandToProperty("_markSubMeshesAsAttributesDirty")
121
- ], BakedVertexAnimationManager.prototype, "texture", void 0);
122
- __decorate([
123
- serialize(),
124
- expandToProperty("_markSubMeshesAsAttributesDirty")
125
- ], BakedVertexAnimationManager.prototype, "isEnabled", void 0);
126
- __decorate([
127
- serialize()
128
- ], BakedVertexAnimationManager.prototype, "animationParameters", void 0);
129
- __decorate([
130
- serialize()
131
- ], BakedVertexAnimationManager.prototype, "time", void 0);
61
+ /** @internal */
62
+ _markSubMeshesAsAttributesDirty() {
63
+ for (const mesh of this._scene.meshes) {
64
+ if (mesh.bakedVertexAnimationManager === this) {
65
+ mesh._markSubMeshesAsAttributesDirty();
66
+ }
67
+ }
68
+ }
69
+ /**
70
+ * Binds to the effect.
71
+ * @param effect The effect to bind to.
72
+ * @param useInstances True when it's an instance.
73
+ */
74
+ bind(effect, useInstances = false) {
75
+ if (!this._texture || !this._isEnabled) {
76
+ return;
77
+ }
78
+ const size = this._texture.getSize();
79
+ effect.setFloat2("bakedVertexAnimationTextureSizeInverted", 1.0 / size.width, 1.0 / size.height);
80
+ effect.setFloat("bakedVertexAnimationTime", this.time);
81
+ if (!useInstances) {
82
+ effect.setVector4("bakedVertexAnimationSettings", this.animationParameters);
83
+ }
84
+ effect.setTexture("bakedVertexAnimationTexture", this._texture);
85
+ }
86
+ /**
87
+ * Clone the current manager
88
+ * @returns a new BakedVertexAnimationManager
89
+ */
90
+ clone() {
91
+ const copy = new _a(this._scene);
92
+ this.copyTo(copy);
93
+ return copy;
94
+ }
95
+ /**
96
+ * Sets animation parameters.
97
+ * @param startFrame The first frame of the animation.
98
+ * @param endFrame The last frame of the animation.
99
+ * @param offset The offset when starting the animation.
100
+ * @param speedFramesPerSecond The frame rate.
101
+ */
102
+ setAnimationParameters(startFrame, endFrame, offset = 0, speedFramesPerSecond = 30) {
103
+ this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond);
104
+ }
105
+ /**
106
+ * Disposes the resources of the manager.
107
+ * @param forceDisposeTextures - Forces the disposal of all textures.
108
+ */
109
+ dispose(forceDisposeTextures) {
110
+ if (forceDisposeTextures) {
111
+ this._texture?.dispose();
112
+ }
113
+ }
114
+ /**
115
+ * Get the current class name useful for serialization or dynamic coding.
116
+ * @returns "BakedVertexAnimationManager"
117
+ */
118
+ getClassName() {
119
+ return "BakedVertexAnimationManager";
120
+ }
121
+ /**
122
+ * Makes a duplicate of the current instance into another one.
123
+ * @param vatMap define the instance where to copy the info
124
+ */
125
+ copyTo(vatMap) {
126
+ SerializationHelper.Clone(() => vatMap, this);
127
+ }
128
+ /**
129
+ * Serializes this vertex animation instance
130
+ * @returns - An object with the serialized instance.
131
+ */
132
+ serialize() {
133
+ return SerializationHelper.Serialize(this);
134
+ }
135
+ /**
136
+ * Parses a vertex animation setting from a serialized object.
137
+ * @param source - Serialized object.
138
+ * @param scene Defines the scene we are parsing for
139
+ * @param rootUrl Defines the rootUrl to load from
140
+ */
141
+ parse(source, scene, rootUrl) {
142
+ SerializationHelper.Parse(() => this, source, scene, rootUrl);
143
+ }
144
+ },
145
+ _BakedVertexAnimationManager_texture_accessor_storage = new WeakMap(),
146
+ _BakedVertexAnimationManager_isEnabled_accessor_storage = new WeakMap(),
147
+ (() => {
148
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(null) : void 0;
149
+ _texture_decorators = [serializeAsTexture(), expandToProperty("_markSubMeshesAsAttributesDirty")];
150
+ _isEnabled_decorators = [serialize(), expandToProperty("_markSubMeshesAsAttributesDirty")];
151
+ _animationParameters_decorators = [serialize()];
152
+ _time_decorators = [serialize()];
153
+ __esDecorate(_a, null, _texture_decorators, { kind: "accessor", name: "texture", static: false, private: false, access: { has: obj => "texture" in obj, get: obj => obj.texture, set: (obj, value) => { obj.texture = value; } }, metadata: _metadata }, _texture_initializers, _texture_extraInitializers);
154
+ __esDecorate(_a, null, _isEnabled_decorators, { kind: "accessor", name: "isEnabled", static: false, private: false, access: { has: obj => "isEnabled" in obj, get: obj => obj.isEnabled, set: (obj, value) => { obj.isEnabled = value; } }, metadata: _metadata }, _isEnabled_initializers, _isEnabled_extraInitializers);
155
+ __esDecorate(null, null, _animationParameters_decorators, { kind: "field", name: "animationParameters", static: false, private: false, access: { has: obj => "animationParameters" in obj, get: obj => obj.animationParameters, set: (obj, value) => { obj.animationParameters = value; } }, metadata: _metadata }, _animationParameters_initializers, _animationParameters_extraInitializers);
156
+ __esDecorate(null, null, _time_decorators, { kind: "field", name: "time", static: false, private: false, access: { has: obj => "time" in obj, get: obj => obj.time, set: (obj, value) => { obj.time = value; } }, metadata: _metadata }, _time_initializers, _time_extraInitializers);
157
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
158
+ })(),
159
+ _a;
160
+ })();
161
+ export { BakedVertexAnimationManager };
132
162
  //# sourceMappingURL=bakedVertexAnimationManager.js.map
@@ -1 +1 @@
1
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See setAnimationParameters()\r\n */\r\n animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n time: number;\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n bind(effect: Effect, useInstances: boolean): void;\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n setAnimationParameters(startFrame: number, endFrame: number, offset: number, speedFramesPerSecond: number): void;\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n dispose(forceDisposeTextures?: boolean): void;\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n getClassName(): string;\r\n}\r\n\r\n/**\r\n * This class is used to animate meshes using a baked vertex animation texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations\r\n * @since 5.0\r\n */\r\nexport class BakedVertexAnimationManager implements IBakedVertexAnimationManager {\r\n private _scene: Scene;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * The vertex animation texture\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public texture: Nullable<BaseTexture>;\r\n\r\n private _isEnabled = true;\r\n /**\r\n * Enable or disable the vertex animation manager\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public isEnabled = true;\r\n\r\n /**\r\n * The animation parameters for the mesh. See setAnimationParameters()\r\n */\r\n @serialize()\r\n public animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n @serialize()\r\n public time = 0;\r\n\r\n /**\r\n * Creates a new BakedVertexAnimationManager\r\n * @param scene defines the current scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n this.animationParameters = new Vector4(0, 0, 0, 30);\r\n }\r\n\r\n /** @internal */\r\n public _markSubMeshesAsAttributesDirty(): void {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).bakedVertexAnimationManager === this) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n public bind(effect: Effect, useInstances = false): void {\r\n if (!this._texture || !this._isEnabled) {\r\n return;\r\n }\r\n\r\n const size = this._texture.getSize();\r\n effect.setFloat2(\"bakedVertexAnimationTextureSizeInverted\", 1.0 / size.width, 1.0 / size.height);\r\n effect.setFloat(\"bakedVertexAnimationTime\", this.time);\r\n\r\n if (!useInstances) {\r\n effect.setVector4(\"bakedVertexAnimationSettings\", this.animationParameters);\r\n }\r\n\r\n effect.setTexture(\"bakedVertexAnimationTexture\", this._texture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new BakedVertexAnimationManager\r\n */\r\n public clone(): BakedVertexAnimationManager {\r\n const copy = new BakedVertexAnimationManager(this._scene);\r\n this.copyTo(copy);\r\n return copy;\r\n }\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n public setAnimationParameters(startFrame: number, endFrame: number, offset: number = 0, speedFramesPerSecond: number = 30): void {\r\n this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond);\r\n }\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n public getClassName(): string {\r\n return \"BakedVertexAnimationManager\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current instance into another one.\r\n * @param vatMap define the instance where to copy the info\r\n */\r\n public copyTo(vatMap: BakedVertexAnimationManager): void {\r\n SerializationHelper.Clone(() => vatMap, this);\r\n }\r\n\r\n /**\r\n * Serializes this vertex animation instance\r\n * @returns - An object with the serialized instance.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a vertex animation setting from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
1
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See setAnimationParameters()\r\n */\r\n animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n time: number;\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n bind(effect: Effect, useInstances: boolean): void;\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n setAnimationParameters(startFrame: number, endFrame: number, offset: number, speedFramesPerSecond: number): void;\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n dispose(forceDisposeTextures?: boolean): void;\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n getClassName(): string;\r\n}\r\n\r\n/**\r\n * This class is used to animate meshes using a baked vertex animation texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations\r\n * @since 5.0\r\n */\r\nexport class BakedVertexAnimationManager implements IBakedVertexAnimationManager {\r\n private _scene: Scene;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * The vertex animation texture\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public accessor texture: Nullable<BaseTexture>;\r\n\r\n private _isEnabled = true;\r\n /**\r\n * Enable or disable the vertex animation manager\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public accessor isEnabled = true;\r\n\r\n /**\r\n * The animation parameters for the mesh. See setAnimationParameters()\r\n */\r\n @serialize()\r\n public animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n @serialize()\r\n public time = 0;\r\n\r\n /**\r\n * Creates a new BakedVertexAnimationManager\r\n * @param scene defines the current scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n this.animationParameters = new Vector4(0, 0, 0, 30);\r\n }\r\n\r\n /** @internal */\r\n public _markSubMeshesAsAttributesDirty(): void {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).bakedVertexAnimationManager === this) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n public bind(effect: Effect, useInstances = false): void {\r\n if (!this._texture || !this._isEnabled) {\r\n return;\r\n }\r\n\r\n const size = this._texture.getSize();\r\n effect.setFloat2(\"bakedVertexAnimationTextureSizeInverted\", 1.0 / size.width, 1.0 / size.height);\r\n effect.setFloat(\"bakedVertexAnimationTime\", this.time);\r\n\r\n if (!useInstances) {\r\n effect.setVector4(\"bakedVertexAnimationSettings\", this.animationParameters);\r\n }\r\n\r\n effect.setTexture(\"bakedVertexAnimationTexture\", this._texture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new BakedVertexAnimationManager\r\n */\r\n public clone(): BakedVertexAnimationManager {\r\n const copy = new BakedVertexAnimationManager(this._scene);\r\n this.copyTo(copy);\r\n return copy;\r\n }\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n public setAnimationParameters(startFrame: number, endFrame: number, offset: number = 0, speedFramesPerSecond: number = 30): void {\r\n this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond);\r\n }\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n public getClassName(): string {\r\n return \"BakedVertexAnimationManager\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current instance into another one.\r\n * @param vatMap define the instance where to copy the info\r\n */\r\n public copyTo(vatMap: BakedVertexAnimationManager): void {\r\n SerializationHelper.Clone(() => vatMap, this);\r\n }\r\n\r\n /**\r\n * Serializes this vertex animation instance\r\n * @returns - An object with the serialized instance.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a vertex animation setting from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
@@ -33,6 +33,7 @@ export declare class InterpolatingBehavior<C extends Camera = Camera> implements
33
33
  private _attachedCamera;
34
34
  private _animatables;
35
35
  private _promiseResolve?;
36
+ private static readonly _FrameRate;
36
37
  /**
37
38
  * Initializes the behavior
38
39
  */
@@ -51,13 +52,27 @@ export declare class InterpolatingBehavior<C extends Camera = Camera> implements
51
52
  */
52
53
  detach(): void;
53
54
  get isInterpolating(): boolean;
55
+ /**
56
+ * Gets the longest remaining duration (in milliseconds) across all in-flight property animations.
57
+ * Returns 0 when nothing is currently animating.
58
+ */
59
+ get remainingDurationMs(): number;
54
60
  /**
55
61
  * Stops and removes all animations
56
62
  */
57
63
  stopAllAnimations(): void;
58
64
  /**
59
- * Updates the target properties of currently running animations.
60
- * @param properties defines the property values to update
65
+ * Called when a single property's transition completes (or is applied instantly). Cleans up the
66
+ * spent animation and resolves the in-flight promise once every property has reached its target.
67
+ * @param propertyName name of the property whose animation has finished
68
+ */
69
+ private _onPropertyAnimationEnd;
70
+ /**
71
+ * Redirects any in-flight transition toward the given property values, reusing the time remaining in the
72
+ * current transition. No-op when nothing is currently animating.
73
+ * @deprecated Prefer `animatePropertiesAsync(properties, remainingDurationMs)`, which makes the duration
74
+ * explicit. This method is retained for backward compatibility.
75
+ * @param properties defines the property values to redirect toward
61
76
  */
62
77
  updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void;
63
78
  /**
@@ -63,6 +63,18 @@ export class InterpolatingBehavior {
63
63
  get isInterpolating() {
64
64
  return this._animatables.size > 0;
65
65
  }
66
+ /**
67
+ * Gets the longest remaining duration (in milliseconds) across all in-flight property animations.
68
+ * Returns 0 when nothing is currently animating.
69
+ */
70
+ get remainingDurationMs() {
71
+ let remaining = 0;
72
+ this._animatables.forEach((animatable) => {
73
+ const remainingFrames = Math.max(animatable.toFrame - animatable.masterFrame, 0);
74
+ remaining = Math.max(remaining, (remainingFrames / InterpolatingBehavior._FrameRate) * 1000);
75
+ });
76
+ return remaining;
77
+ }
66
78
  /**
67
79
  * Stops and removes all animations
68
80
  */
@@ -75,16 +87,39 @@ export class InterpolatingBehavior {
75
87
  this._promiseResolve = undefined;
76
88
  }
77
89
  /**
78
- * Updates the target properties of currently running animations.
79
- * @param properties defines the property values to update
90
+ * Called when a single property's transition completes (or is applied instantly). Cleans up the
91
+ * spent animation and resolves the in-flight promise once every property has reached its target.
92
+ * @param propertyName name of the property whose animation has finished
80
93
  */
81
- updateProperties(properties) {
82
- properties.forEach((value, key) => {
83
- if (value !== undefined) {
84
- const animatable = this._animatables.get(String(key));
85
- animatable && (animatable.target = value);
94
+ _onPropertyAnimationEnd(propertyName) {
95
+ const camera = this._attachedCamera;
96
+ if (camera) {
97
+ // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate
98
+ for (let i = camera.animations.length - 1; i >= 0; --i) {
99
+ if (camera.animations[i].name === propertyName + "Animation") {
100
+ camera.animations.splice(i, 1);
101
+ }
86
102
  }
87
- });
103
+ }
104
+ this._animatables.delete(propertyName);
105
+ if (this._animatables.size === 0) {
106
+ const resolve = this._promiseResolve;
107
+ this._promiseResolve = undefined;
108
+ resolve?.();
109
+ }
110
+ }
111
+ /**
112
+ * Redirects any in-flight transition toward the given property values, reusing the time remaining in the
113
+ * current transition. No-op when nothing is currently animating.
114
+ * @deprecated Prefer `animatePropertiesAsync(properties, remainingDurationMs)`, which makes the duration
115
+ * explicit. This method is retained for backward compatibility.
116
+ * @param properties defines the property values to redirect toward
117
+ */
118
+ updateProperties(properties) {
119
+ if (!this.isInterpolating) {
120
+ return;
121
+ }
122
+ void this.animatePropertiesAsync(properties, this.remainingDurationMs);
88
123
  }
89
124
  /**
90
125
  * Animates camera properties to new values.
@@ -104,36 +139,31 @@ export class InterpolatingBehavior {
104
139
  }
105
140
  const camera = this._attachedCamera;
106
141
  const scene = camera.getScene();
107
- const checkClear = (propertyName) => {
108
- // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate
109
- for (let i = camera.animations.length - 1; i >= 0; --i) {
110
- if (camera.animations[i].name === propertyName + "Animation") {
111
- camera.animations.splice(i, 1);
112
- }
113
- }
114
- this._animatables.delete(propertyName);
115
- if (this._animatables.size === 0) {
116
- this._promiseResolve = undefined;
117
- resolve();
118
- }
119
- };
120
142
  properties.forEach((value, key) => {
121
143
  if (value !== undefined && camera[key] !== value) {
122
144
  const propertyName = String(key);
123
- const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);
145
+ const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), InterpolatingBehavior._FrameRate, easingFn);
124
146
  // Optionally allow caller to further customize the animation
125
147
  updateAnimation?.(propertyName, animation);
126
148
  // Pass false for stopCurrent so that we can interpolate multiple properties at once
127
- const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName), false);
149
+ const animatable = Animation.TransitionTo(propertyName, value, camera, scene, InterpolatingBehavior._FrameRate, animation, transitionDuration, () => this._onPropertyAnimationEnd(propertyName), false);
128
150
  if (animatable) {
129
151
  this._animatables.set(propertyName, animatable);
130
152
  }
131
153
  }
132
154
  });
155
+ // Nothing needed animating (already at target): resolve immediately rather than hang.
156
+ if (this._animatables.size === 0) {
157
+ this._promiseResolve = undefined;
158
+ resolve();
159
+ }
133
160
  });
134
161
  return await promise;
135
162
  }
136
163
  }
164
+ // Frame rate used for all generated transition animations. Kept as a single constant so the duration
165
+ // math in remainingDurationMs stays consistent with the animations created in animatePropertiesAsync.
166
+ InterpolatingBehavior._FrameRate = 60;
137
167
  // Structural type-guards (no instanceof)
138
168
  function IsQuaternionLike(v) {
139
169
  return v != null && typeof v.x === "number" && typeof v.y === "number" && typeof v.z === "number" && typeof v.w === "number";
@@ -1 +1 @@
1
- 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{ type Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation.pure\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type IColor3Like, type IColor4Like, type IMatrixLike, type IQuaternionLike, type IVector2Like, type IVector3Like } from \"../../Maths/math.like\";\r\n\r\nexport type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<C> {\r\n return this._attachedCamera;\r\n }\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n /**\r\n * Updates the target properties of currently running animations.\r\n * @param properties defines the property values to update\r\n */\r\n public updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void {\r\n properties.forEach((value, key) => {\r\n if (value !== undefined) {\r\n const animatable = this._animatables.get(String(key));\r\n animatable && (animatable.target = value as unknown as any);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Animates camera properties to new values.\r\n * @param properties defines the property values to animate to\r\n * @param transitionDuration defines the transition duration in milliseconds\r\n * @param easingFn defines the easing function to use\r\n * @param updateAnimation defines an optional callback used to update each generated animation\r\n * @returns a promise that resolves when the animation completes\r\n */\r\n public async animatePropertiesAsync<K extends keyof C>(\r\n properties: Map<K, AllowedAnimValue>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction,\r\n updateAnimation?: (key: string, animation: Animation) => void\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this.stopAllAnimations();\r\n\r\n this._promiseResolve = resolve;\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n const checkClear = (propertyName: string) => {\r\n // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate\r\n for (let i = camera.animations.length - 1; i >= 0; --i) {\r\n if (camera.animations[i].name === propertyName + \"Animation\") {\r\n camera.animations.splice(i, 1);\r\n }\r\n }\r\n\r\n this._animatables.delete(propertyName);\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n };\r\n\r\n properties.forEach((value, key) => {\r\n if (value !== undefined && camera[key] !== value) {\r\n const propertyName = String(key);\r\n const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);\r\n // Optionally allow caller to further customize the animation\r\n updateAnimation?.(propertyName, animation);\r\n\r\n // Pass false for stopCurrent so that we can interpolate multiple properties at once\r\n const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName), false);\r\n if (animatable) {\r\n this._animatables.set(propertyName, animatable);\r\n }\r\n }\r\n });\r\n });\r\n return await promise;\r\n }\r\n}\r\n\r\n// Structural type-guards (no instanceof)\r\nfunction IsQuaternionLike(v: any): v is IQuaternionLike {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\" && typeof v.w === \"number\";\r\n}\r\n\r\nfunction IsMatrixLike(v: any): v is IMatrixLike {\r\n return v != null && (Array.isArray((v as any).m) || typeof (v as any).m === \"object\");\r\n}\r\n\r\nfunction IsVector3Like(v: any): v is IVector3Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\";\r\n}\r\n\r\nfunction IsVector2Like(v: any): v is IVector2Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\";\r\n}\r\n\r\nfunction IsColor3Like(v: any): v is IColor3Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\";\r\n}\r\n\r\nfunction IsColor4Like(v: any): v is IColor4Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\" && typeof v.a === \"number\";\r\n}\r\n\r\nexport type SizeLike = { width: number; height: number };\r\n\r\nfunction IsSizeLike(v: any): v is SizeLike {\r\n return v != null && typeof v.width === \"number\" && typeof v.height === \"number\";\r\n}\r\n\r\nconst GetAnimationType = (value: AllowedAnimValue): number => {\r\n if (IsQuaternionLike(value)) {\r\n return Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n if (IsMatrixLike(value)) {\r\n return Animation.ANIMATIONTYPE_MATRIX;\r\n }\r\n if (IsVector3Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n if (IsVector2Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n if (IsColor3Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n if (IsColor4Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n if (IsSizeLike(value)) {\r\n return Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n // Fallback to float for numbers and unknown shapes\r\n return Animation.ANIMATIONTYPE_FLOAT;\r\n};\r\n"]}
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{ type Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation.pure\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type IColor3Like, type IColor4Like, type IMatrixLike, type IQuaternionLike, type IVector2Like, type IVector3Like } from \"../../Maths/math.like\";\r\n\r\nexport type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<C> {\r\n return this._attachedCamera;\r\n }\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n // Frame rate used for all generated transition animations. Kept as a single constant so the duration\r\n // math in remainingDurationMs stays consistent with the animations created in animatePropertiesAsync.\r\n private static readonly _FrameRate = 60;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Gets the longest remaining duration (in milliseconds) across all in-flight property animations.\r\n * Returns 0 when nothing is currently animating.\r\n */\r\n public get remainingDurationMs(): number {\r\n let remaining = 0;\r\n this._animatables.forEach((animatable) => {\r\n const remainingFrames = Math.max(animatable.toFrame - animatable.masterFrame, 0);\r\n remaining = Math.max(remaining, (remainingFrames / InterpolatingBehavior._FrameRate) * 1000);\r\n });\r\n return remaining;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n /**\r\n * Called when a single property's transition completes (or is applied instantly). Cleans up the\r\n * spent animation and resolves the in-flight promise once every property has reached its target.\r\n * @param propertyName name of the property whose animation has finished\r\n */\r\n private _onPropertyAnimationEnd(propertyName: string): void {\r\n const camera = this._attachedCamera;\r\n if (camera) {\r\n // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate\r\n for (let i = camera.animations.length - 1; i >= 0; --i) {\r\n if (camera.animations[i].name === propertyName + \"Animation\") {\r\n camera.animations.splice(i, 1);\r\n }\r\n }\r\n }\r\n\r\n this._animatables.delete(propertyName);\r\n if (this._animatables.size === 0) {\r\n const resolve = this._promiseResolve;\r\n this._promiseResolve = undefined;\r\n resolve?.();\r\n }\r\n }\r\n\r\n /**\r\n * Redirects any in-flight transition toward the given property values, reusing the time remaining in the\r\n * current transition. No-op when nothing is currently animating.\r\n * @deprecated Prefer `animatePropertiesAsync(properties, remainingDurationMs)`, which makes the duration\r\n * explicit. This method is retained for backward compatibility.\r\n * @param properties defines the property values to redirect toward\r\n */\r\n public updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void {\r\n if (!this.isInterpolating) {\r\n return;\r\n }\r\n void this.animatePropertiesAsync(properties, this.remainingDurationMs);\r\n }\r\n\r\n /**\r\n * Animates camera properties to new values.\r\n * @param properties defines the property values to animate to\r\n * @param transitionDuration defines the transition duration in milliseconds\r\n * @param easingFn defines the easing function to use\r\n * @param updateAnimation defines an optional callback used to update each generated animation\r\n * @returns a promise that resolves when the animation completes\r\n */\r\n public async animatePropertiesAsync<K extends keyof C>(\r\n properties: Map<K, AllowedAnimValue>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction,\r\n updateAnimation?: (key: string, animation: Animation) => void\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this.stopAllAnimations();\r\n\r\n this._promiseResolve = resolve;\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n properties.forEach((value, key) => {\r\n if (value !== undefined && camera[key] !== value) {\r\n const propertyName = String(key);\r\n const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), InterpolatingBehavior._FrameRate, easingFn);\r\n // Optionally allow caller to further customize the animation\r\n updateAnimation?.(propertyName, animation);\r\n\r\n // Pass false for stopCurrent so that we can interpolate multiple properties at once\r\n const animatable = Animation.TransitionTo(\r\n propertyName,\r\n value,\r\n camera,\r\n scene,\r\n InterpolatingBehavior._FrameRate,\r\n animation,\r\n transitionDuration,\r\n () => this._onPropertyAnimationEnd(propertyName),\r\n false\r\n );\r\n if (animatable) {\r\n this._animatables.set(propertyName, animatable);\r\n }\r\n }\r\n });\r\n\r\n // Nothing needed animating (already at target): resolve immediately rather than hang.\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n });\r\n return await promise;\r\n }\r\n}\r\n\r\n// Structural type-guards (no instanceof)\r\nfunction IsQuaternionLike(v: any): v is IQuaternionLike {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\" && typeof v.w === \"number\";\r\n}\r\n\r\nfunction IsMatrixLike(v: any): v is IMatrixLike {\r\n return v != null && (Array.isArray((v as any).m) || typeof (v as any).m === \"object\");\r\n}\r\n\r\nfunction IsVector3Like(v: any): v is IVector3Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\";\r\n}\r\n\r\nfunction IsVector2Like(v: any): v is IVector2Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\";\r\n}\r\n\r\nfunction IsColor3Like(v: any): v is IColor3Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\";\r\n}\r\n\r\nfunction IsColor4Like(v: any): v is IColor4Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\" && typeof v.a === \"number\";\r\n}\r\n\r\nexport type SizeLike = { width: number; height: number };\r\n\r\nfunction IsSizeLike(v: any): v is SizeLike {\r\n return v != null && typeof v.width === \"number\" && typeof v.height === \"number\";\r\n}\r\n\r\nconst GetAnimationType = (value: AllowedAnimValue): number => {\r\n if (IsQuaternionLike(value)) {\r\n return Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n if (IsMatrixLike(value)) {\r\n return Animation.ANIMATIONTYPE_MATRIX;\r\n }\r\n if (IsVector3Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n if (IsVector2Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n if (IsColor3Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n if (IsColor4Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n if (IsSizeLike(value)) {\r\n return Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n // Fallback to float for numbers and unknown shapes\r\n return Animation.ANIMATIONTYPE_FLOAT;\r\n};\r\n"]}
@@ -990,9 +990,9 @@ export class Bone extends Node {
990
990
  super.dispose();
991
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  }
992
992
  }
993
- Bone._TmpVecs = BuildArray(2, Vector3.Zero);
994
- Bone._TmpQuat = Quaternion.Identity();
995
- Bone._TmpMats = BuildArray(5, Matrix.Identity);
993
+ Bone._TmpVecs = /*#__PURE__*/ BuildArray(2, Vector3.Zero);
994
+ Bone._TmpQuat = /*#__PURE__*/ Quaternion.Identity();
995
+ Bone._TmpMats = /*#__PURE__*/ BuildArray(5, Matrix.Identity);
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  // #region GENERATED_SIDE_EFFECT_STUBS — do not edit, regenerate with `npm run generate:side-effect-stubs`
997
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  import { _MissingSideEffect } from "../Misc/devTools.js";
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  (_a = Bone.prototype).copyAnimationRange ?? (_a.copyAnimationRange = _MissingSideEffect("Bone", "copyAnimationRange"));
@@ -704,16 +704,4 @@ export function RegisterVertexBuffer() {
704
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  VertexBuffer.ForEach = VertexBufferForEach;
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  VertexBuffer.GetFloatData = VertexBufferGetFloatData;
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  }
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- // #region GENERATED_SIDE_EFFECT_STUBS — do not edit, regenerate with `npm run generate:side-effect-stubs`
708
- import { _MissingSideEffectProperty } from "../Misc/devTools.js";
709
- if (!Object.getOwnPropertyDescriptor(VertexBuffer.prototype, "effectiveByteStride")) {
710
- Object.defineProperty(VertexBuffer.prototype, "effectiveByteStride", _MissingSideEffectProperty("VertexBuffer", "effectiveByteStride"));
711
- }
712
- if (!Object.getOwnPropertyDescriptor(VertexBuffer.prototype, "effectiveByteOffset")) {
713
- Object.defineProperty(VertexBuffer.prototype, "effectiveByteOffset", _MissingSideEffectProperty("VertexBuffer", "effectiveByteOffset"));
714
- }
715
- if (!Object.getOwnPropertyDescriptor(VertexBuffer.prototype, "effectiveBuffer")) {
716
- Object.defineProperty(VertexBuffer.prototype, "effectiveBuffer", _MissingSideEffectProperty("VertexBuffer", "effectiveBuffer"));
717
- }
718
- // #endregion GENERATED_SIDE_EFFECT_STUBS
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  //# sourceMappingURL=buffer.pure.js.map