@onerjs/core 8.55.8 → 8.56.1

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 (423) hide show
  1. package/Animations/animation.pure.js +2 -2
  2. package/Animations/animation.pure.js.map +1 -1
  3. package/Animations/runtimeAnimation.js +4 -0
  4. package/Animations/runtimeAnimation.js.map +1 -1
  5. package/AudioV2/webAudio/webAudioEngine.d.ts +7 -0
  6. package/AudioV2/webAudio/webAudioEngine.js +6 -5
  7. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  8. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  9. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  10. package/Behaviors/Meshes/followBehavior.js +1 -0
  11. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  12. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -0
  13. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  14. package/Cameras/Inputs/followCameraMouseWheelInput.js +2 -2
  15. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  16. package/Cameras/Inputs/followCameraPointersInput.d.ts +15 -0
  17. package/Cameras/Inputs/followCameraPointersInput.js +18 -3
  18. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  19. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  20. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  21. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.pure.js +1 -1
  22. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.pure.js.map +1 -1
  23. package/Cameras/arcRotateCamera.pure.js +1 -1
  24. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  25. package/Collisions/gpuPicker.d.ts +1 -0
  26. package/Collisions/gpuPicker.js +5 -4
  27. package/Collisions/gpuPicker.js.map +1 -1
  28. package/Culling/Helper/boundingInfoHelper.js +9 -5
  29. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  30. package/Culling/boundingSphere.js +7 -4
  31. package/Culling/boundingSphere.js.map +1 -1
  32. package/Engines/AbstractEngine/abstractEngine.textureLoaders.d.ts +5 -1
  33. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js +7 -3
  34. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js.map +1 -1
  35. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.d.ts +6 -0
  36. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js +16 -0
  37. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js.map +1 -0
  38. package/Engines/AbstractEngine/pure.d.ts +1 -0
  39. package/Engines/AbstractEngine/pure.js +1 -0
  40. package/Engines/AbstractEngine/pure.js.map +1 -1
  41. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +1 -1
  42. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
  43. package/Engines/IDrawContext.d.ts +2 -0
  44. package/Engines/IDrawContext.js.map +1 -1
  45. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +48 -6
  46. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
  47. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  48. package/Engines/Native/nativeInterfaces.js.map +1 -1
  49. package/Engines/WebGPU/webgpuDrawContext.d.ts +8 -0
  50. package/Engines/WebGPU/webgpuDrawContext.js +15 -0
  51. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  52. package/Engines/abstractEngine.pure.js +2 -2
  53. package/Engines/abstractEngine.pure.js.map +1 -1
  54. package/Engines/engine.d.ts +21 -4
  55. package/Engines/thinNativeEngine.pure.d.ts +6 -1
  56. package/Engines/thinNativeEngine.pure.js +29 -2
  57. package/Engines/thinNativeEngine.pure.js.map +1 -1
  58. package/Engines/webgpuEngine.d.ts +1 -0
  59. package/Engines/webgpuEngine.js +1 -0
  60. package/Engines/webgpuEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.pure.d.ts +10 -0
  62. package/Engines/webgpuEngine.pure.js +15 -1
  63. package/Engines/webgpuEngine.pure.js.map +1 -1
  64. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.d.ts +3 -63
  65. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js +5 -71
  66. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js.map +1 -1
  67. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.d.ts +71 -0
  68. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.js +86 -0
  69. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.js.map +1 -0
  70. package/FlowGraph/Blocks/Data/pure.d.ts +1 -0
  71. package/FlowGraph/Blocks/Data/pure.js +1 -0
  72. package/FlowGraph/Blocks/Data/pure.js.map +1 -1
  73. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.d.ts +3 -37
  74. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js +5 -39
  75. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js.map +1 -1
  76. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.d.ts +45 -0
  77. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.js +54 -0
  78. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.js.map +1 -0
  79. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.d.ts +3 -17
  80. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js +5 -22
  81. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js.map +1 -1
  82. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.d.ts +25 -0
  83. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.js +37 -0
  84. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.js.map +1 -0
  85. package/FlowGraph/Blocks/Event/pure.d.ts +2 -0
  86. package/FlowGraph/Blocks/Event/pure.js +2 -0
  87. package/FlowGraph/Blocks/Event/pure.js.map +1 -1
  88. package/FlowGraph/Blocks/flowGraphBlockFactory.d.ts +1 -1
  89. package/FlowGraph/Blocks/flowGraphBlockFactory.js +198 -172
  90. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  91. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +2 -5
  92. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  93. package/FrameGraph/frameGraph.js +10 -1
  94. package/FrameGraph/frameGraph.js.map +1 -1
  95. package/Gamepads/gamepadManager.d.ts +1 -0
  96. package/Gamepads/gamepadManager.js +5 -2
  97. package/Gamepads/gamepadManager.js.map +1 -1
  98. package/Gizmos/scaleGizmo.js +1 -0
  99. package/Gizmos/scaleGizmo.js.map +1 -1
  100. package/Lights/IES/iesLoader.js +6 -8
  101. package/Lights/IES/iesLoader.js.map +1 -1
  102. package/Lights/Shadows/cascadedShadowGenerator.pure.js +4 -6
  103. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  104. package/Lights/Shadows/shadowGenerator.js +2 -2
  105. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  106. package/Lights/light.js +3 -5
  107. package/Lights/light.js.map +1 -1
  108. package/Lights/spotLight.pure.js +1 -1
  109. package/Lights/spotLight.pure.js.map +1 -1
  110. package/Materials/Background/backgroundMaterial.pure.d.ts +1 -1
  111. package/Materials/Background/backgroundMaterial.pure.js +3 -12
  112. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  113. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +2 -0
  114. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  115. package/Materials/Node/Blocks/Fragment/TBNBlock.pure.js +1 -1
  116. package/Materials/Node/Blocks/Fragment/TBNBlock.pure.js.map +1 -1
  117. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +2 -0
  118. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  119. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +1 -0
  120. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
  121. package/Materials/Node/Blocks/powBlock.pure.js +2 -1
  122. package/Materials/Node/Blocks/powBlock.pure.js.map +1 -1
  123. package/Materials/Node/Blocks/triPlanarBlock.pure.js +14 -12
  124. package/Materials/Node/Blocks/triPlanarBlock.pure.js.map +1 -1
  125. package/Materials/Node/nodeMaterial.pure.d.ts +1 -0
  126. package/Materials/Node/nodeMaterialBuildState.d.ts +3 -3
  127. package/Materials/PBR/openpbrMaterial.pure.d.ts +2 -1
  128. package/Materials/PBR/openpbrMaterial.pure.js +3 -12
  129. package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
  130. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +2 -1
  131. package/Materials/PBR/pbrBaseMaterial.pure.js +3 -12
  132. package/Materials/PBR/pbrBaseMaterial.pure.js.map +1 -1
  133. package/Materials/Textures/index.d.ts +1 -0
  134. package/Materials/Textures/index.js +1 -0
  135. package/Materials/Textures/index.js.map +1 -1
  136. package/Materials/Textures/renderTargetTexture.pure.js +1 -1
  137. package/Materials/Textures/renderTargetTexture.pure.js.map +1 -1
  138. package/Materials/drawWrapper.js +3 -0
  139. package/Materials/drawWrapper.js.map +1 -1
  140. package/Materials/imageProcessingConfiguration.defines.d.ts +3 -0
  141. package/Materials/imageProcessingConfiguration.defines.js +2 -0
  142. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  143. package/Materials/imageProcessingConfiguration.functions.js +3 -0
  144. package/Materials/imageProcessingConfiguration.functions.js.map +1 -1
  145. package/Materials/imageProcessingConfiguration.pure.d.ts +58 -0
  146. package/Materials/imageProcessingConfiguration.pure.js +123 -2
  147. package/Materials/imageProcessingConfiguration.pure.js.map +1 -1
  148. package/Materials/material.pure.js +2 -2
  149. package/Materials/material.pure.js.map +1 -1
  150. package/Materials/standardMaterial.pure.d.ts +2 -1
  151. package/Materials/standardMaterial.pure.js +4 -13
  152. package/Materials/standardMaterial.pure.js.map +1 -1
  153. package/Materials/uniformBuffer.d.ts +29 -0
  154. package/Materials/uniformBuffer.js +146 -0
  155. package/Materials/uniformBuffer.js.map +1 -1
  156. package/Maths/colorTemperature.functions.d.ts +29 -0
  157. package/Maths/colorTemperature.functions.js +196 -0
  158. package/Maths/colorTemperature.functions.js.map +1 -0
  159. package/Maths/index.d.ts +1 -0
  160. package/Maths/index.js +1 -0
  161. package/Maths/index.js.map +1 -1
  162. package/Maths/math.path.js +1 -1
  163. package/Maths/math.path.js.map +1 -1
  164. package/Maths/math.polar.js +1 -1
  165. package/Maths/math.polar.js.map +1 -1
  166. package/Maths/math.vector.pure.js +4 -3
  167. package/Maths/math.vector.pure.js.map +1 -1
  168. package/Maths/pure.d.ts +1 -0
  169. package/Maths/pure.js +1 -0
  170. package/Maths/pure.js.map +1 -1
  171. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +72 -0
  172. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +164 -1
  173. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  174. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -1
  175. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +36 -18
  176. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  177. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.d.ts +5 -4
  178. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.js +25 -8
  179. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.js.map +1 -1
  180. package/Meshes/GreasedLine/greasedLineRibbonMesh.pure.js +3 -3
  181. package/Meshes/GreasedLine/greasedLineRibbonMesh.pure.js.map +1 -1
  182. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.pure.js +1 -1
  183. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.pure.js.map +1 -1
  184. package/Meshes/Node/Blocks/geometryOptimizeBlock.pure.js +2 -2
  185. package/Meshes/Node/Blocks/geometryOptimizeBlock.pure.js.map +1 -1
  186. package/Meshes/Node/Blocks/mappingBlock.pure.js +2 -2
  187. package/Meshes/Node/Blocks/mappingBlock.pure.js.map +1 -1
  188. package/Meshes/csg.js +5 -5
  189. package/Meshes/csg.js.map +1 -1
  190. package/Meshes/groundMesh.pure.js +1 -1
  191. package/Meshes/groundMesh.pure.js.map +1 -1
  192. package/Meshes/mesh.pure.js +2 -2
  193. package/Meshes/mesh.pure.js.map +1 -1
  194. package/Misc/deepMerger.js +1 -1
  195. package/Misc/deepMerger.js.map +1 -1
  196. package/Misc/dumpTools.pure.js +1 -1
  197. package/Misc/dumpTools.pure.js.map +1 -1
  198. package/Misc/index.d.ts +1 -0
  199. package/Misc/index.js +1 -0
  200. package/Misc/index.js.map +1 -1
  201. package/Misc/observable.pure.js +1 -3
  202. package/Misc/observable.pure.js.map +1 -1
  203. package/Misc/pure.d.ts +1 -0
  204. package/Misc/pure.js +1 -0
  205. package/Misc/pure.js.map +1 -1
  206. package/Misc/shaderImportLoader.d.ts +25 -0
  207. package/Misc/shaderImportLoader.js +54 -0
  208. package/Misc/shaderImportLoader.js.map +1 -0
  209. package/Misc/tools.pure.js +1 -1
  210. package/Misc/tools.pure.js.map +1 -1
  211. package/Particles/Node/Blocks/particleClampBlock.pure.d.ts +0 -1
  212. package/Particles/Node/Blocks/particleClampBlock.pure.js +1 -6
  213. package/Particles/Node/Blocks/particleClampBlock.pure.js.map +1 -1
  214. package/Particles/Node/Blocks/particleMathBlock.pure.js +1 -1
  215. package/Particles/Node/Blocks/particleMathBlock.pure.js.map +1 -1
  216. package/Particles/Node/Blocks/particleNLerpBlock.pure.js +8 -3
  217. package/Particles/Node/Blocks/particleNLerpBlock.pure.js.map +1 -1
  218. package/Particles/Node/Blocks/particleSmoothStepBlock.pure.js +3 -2
  219. package/Particles/Node/Blocks/particleSmoothStepBlock.pure.js.map +1 -1
  220. package/Particles/Node/Blocks/particleStepBlock.pure.js +3 -2
  221. package/Particles/Node/Blocks/particleStepBlock.pure.js.map +1 -1
  222. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.pure.js +1 -1
  223. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.pure.js.map +1 -1
  224. package/PostProcesses/depthOfFieldEffect.js +1 -1
  225. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  226. package/PostProcesses/imageProcessingPostProcess.d.ts +41 -1
  227. package/PostProcesses/imageProcessingPostProcess.js +41 -1
  228. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  229. package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js +1 -1
  230. package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js.map +1 -1
  231. package/PostProcesses/sharpenPostProcess.pure.js +1 -1
  232. package/PostProcesses/sharpenPostProcess.pure.js.map +1 -1
  233. package/PostProcesses/thinImageProcessingPostProcess.d.ts +50 -0
  234. package/PostProcesses/thinImageProcessingPostProcess.js +65 -0
  235. package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
  236. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.d.ts +12 -0
  237. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js +22 -0
  238. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js.map +1 -0
  239. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.d.ts +1 -0
  240. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js +39 -0
  241. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js.map +1 -1
  242. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.d.ts +12 -0
  243. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +17 -5
  244. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
  245. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.d.ts +14 -0
  246. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +122 -6
  247. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
  248. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +7 -0
  249. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +17 -0
  250. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  251. package/Rendering/IBLShadows/pure.d.ts +1 -0
  252. package/Rendering/IBLShadows/pure.js +1 -0
  253. package/Rendering/IBLShadows/pure.js.map +1 -1
  254. package/Rendering/boundingBoxRenderer.pure.js +3 -3
  255. package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
  256. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +11 -0
  257. package/Rendering/fluidRenderer/fluidRenderingObject.js +36 -14
  258. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  259. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +5 -0
  260. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +16 -3
  261. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  262. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +5 -0
  263. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +12 -0
  264. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  265. package/Rendering/iblCdfGenerator.js +10 -1
  266. package/Rendering/iblCdfGenerator.js.map +1 -1
  267. package/Rendering/outlineRenderer.pure.js +1 -0
  268. package/Rendering/outlineRenderer.pure.js.map +1 -1
  269. package/Rendering/subSurfaceConfiguration.js +1 -1
  270. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  271. package/Rendering/subSurfaceSceneComponent.pure.d.ts +1 -1
  272. package/Rendering/subSurfaceSceneComponent.pure.js +1 -1
  273. package/Rendering/subSurfaceSceneComponent.pure.js.map +1 -1
  274. package/Rendering/utilityLayerRenderer.js +1 -1
  275. package/Rendering/utilityLayerRenderer.js.map +1 -1
  276. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
  277. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  278. package/Shaders/ShadersInclude/helperFunctions.js +2 -2
  279. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  280. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -0
  281. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  282. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -0
  283. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  284. package/Shaders/ShadersInclude/openpbrDirectLighting.js +34 -4
  285. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  286. package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -2
  287. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  288. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  289. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  290. package/Shaders/fluidRenderingParticleDepth.vertex.js +7 -1
  291. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
  292. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +7 -1
  293. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  294. package/Shaders/fluidRenderingParticleThickness.vertex.js +7 -1
  295. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
  296. package/Shaders/gaussianSplattingVoxel.fragment.js +4 -10
  297. package/Shaders/gaussianSplattingVoxel.fragment.js.map +1 -1
  298. package/Shaders/iblCombineVoxelGrids.fragment.js +1 -1
  299. package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -1
  300. package/Shaders/iblShadowVoxelTracing.fragment.js +24 -7
  301. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  302. package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.d.ts +5 -0
  303. package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.js +13 -0
  304. package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.js.map +1 -0
  305. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -0
  306. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  307. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +3 -0
  308. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  309. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +35 -5
  310. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  311. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +1 -1
  312. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
  313. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +8 -2
  314. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  315. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  316. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  317. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +16 -4
  318. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  319. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +15 -3
  320. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  321. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +15 -3
  322. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  323. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js +15 -9
  324. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js.map +1 -1
  325. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +1 -1
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{\r\n type Scene,\r\n type AbstractEngine,\r\n type FrameGraphTask,\r\n type Nullable,\r\n type NodeRenderGraph,\r\n type IDisposable,\r\n type Camera,\r\n type FrameGraphObjectRendererTask,\r\n} from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphObjectListPass } from \"./Passes/objectListPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n ObjectList = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n */\r\nexport class FrameGraph implements IDisposable {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private readonly _initAsyncPromises: Promise<unknown>[] = [];\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n private _importPromise: Promise<any>;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Indicates whether the execution of the frame graph is paused (default is false)\r\n */\r\n public pausedExecution = false;\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._importPromise = this._engine.isWebGPU ? import(\"../Engines/WebGPU/Extensions/engine.multiRender\") : import(\"../Engines/Extensions/engine.multiRender\");\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific class name(s)\r\n * @param name Class name(s) of the task to get\r\n * @returns The list of tasks or an empty array if none found\r\n */\r\n public getTasksByClassNames<T extends FrameGraphTask>(name: string | string[]): T[] {\r\n return this._tasks.filter((t) => (Array.isArray(name) ? name.includes(t.getClassName()) : t.getClassName() === name)) as T[];\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type, based on their class name\r\n * @param taskClassName Class name(s) of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByClassName<T extends FrameGraphTask>(taskClassName: string | string[]): T[] {\r\n return Array.isArray(taskClassName)\r\n ? (this._tasks.filter((t) => taskClassName.includes(t.getClassName())) as T[])\r\n : (this._tasks.filter((t) => t.getClassName() === taskClassName) as T[]);\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n if (this._tasks.includes(task)) {\r\n return;\r\n }\r\n\r\n this._tasks.push(task);\r\n this._initAsyncPromises.push(task.initAsync());\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds an object list pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The object list pass created\r\n */\r\n public addObjectListPass(name: string, whenTaskDisabled = false): FrameGraphObjectListPass {\r\n return this._addPass(name, FrameGraphPassType.ObjectList, whenTaskDisabled) as FrameGraphObjectListPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.ObjectList:\r\n pass = new FrameGraphObjectListPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /** @internal */\r\n public async _whenAsynchronousInitializationDoneAsync(): Promise<void> {\r\n if (this._initAsyncPromises.length > 0) {\r\n await Promise.all(this._initAsyncPromises);\r\n this._initAsyncPromises.length = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n * @param waitForReadiness If true, the method will wait for the frame graph to be ready before returning (default is true)\r\n */\r\n public async buildAsync(waitForReadiness = true): Promise<void> {\r\n this.textureManager._releaseTextures(false);\r\n\r\n this.pausedExecution = true;\r\n\r\n try {\r\n await this._importPromise;\r\n\r\n await this._whenAsynchronousInitializationDoneAsync();\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task._initializePasses();\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n if (waitForReadiness) {\r\n await this.whenReadyAsync();\r\n }\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n } finally {\r\n this.pausedExecution = false;\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the frame graph is ready to be executed.\r\n * Note that you can use the whenReadyAsync method to wait for the frame graph to be ready.\r\n * @returns True if the frame graph is ready to be executed, else false\r\n */\r\n public isReady(): boolean {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n ready &&= task.isReady();\r\n }\r\n return ready;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed.\r\n * In general, calling “await buildAsync()” should suffice, as this function also waits for readiness by default.\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 10000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 10000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n\r\n return await new Promise((resolve, reject) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n firstNotReadyTask = null;\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n reject(new Error(err));\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n if (this.pausedExecution) {\r\n return;\r\n }\r\n\r\n this._renderContext.restoreDefaultFramebuffer();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n task._execute();\r\n }\r\n\r\n this._renderContext.restoreDefaultFramebuffer();\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Looks for the main camera used by the frame graph.\r\n * By default, this is the camera used by the main object renderer task.\r\n * If no such task, we try to find a camera in a utility layer renderer tasks.\r\n * @returns The main camera used by the frame graph, or null if not found\r\n */\r\n public findMainCamera(): Nullable<Camera> {\r\n const mainObjectRenderer = this.findMainObjectRenderer();\r\n if (mainObjectRenderer) {\r\n return mainObjectRenderer.camera;\r\n }\r\n\r\n // Try to find a camera in the utility layer renderer tasks\r\n const tasks = this.tasks;\r\n\r\n for (let i = tasks.length - 1; i >= 0; i--) {\r\n const task = tasks[i];\r\n if (task.getClassName() === \"FrameGraphUtilityLayerRendererTask\") {\r\n return (task as unknown as { camera: Camera }).camera;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Looks for the main object renderer task in the frame graph.\r\n * By default, this is the object/geometry renderer task with isMainObjectRenderer set to true.\r\n * If no such task, we return the last object/geometry renderer task that has an object list with meshes (or null if none found).\r\n * @returns The main object renderer of the frame graph, or null if not found\r\n */\r\n public findMainObjectRenderer(): Nullable<FrameGraphObjectRendererTask> {\r\n const objectRenderers = this.getTasksByClassNames<FrameGraphObjectRendererTask>([\"FrameGraphObjectRendererTask\", \"FrameGraphGeometryRendererTask\"]);\r\n\r\n let fallbackRenderer: Nullable<FrameGraphObjectRendererTask> = null;\r\n for (let i = objectRenderers.length - 1; i >= 0; --i) {\r\n const meshes = objectRenderers[i].objectList.meshes;\r\n if (objectRenderers[i].isMainObjectRenderer) {\r\n return objectRenderers[i];\r\n }\r\n if ((!meshes || meshes.length > 0) && !fallbackRenderer) {\r\n fallbackRenderer = objectRenderers[i];\r\n }\r\n }\r\n return fallbackRenderer;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
1
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{\r\n type Scene,\r\n type AbstractEngine,\r\n type FrameGraphTask,\r\n type Nullable,\r\n type NodeRenderGraph,\r\n type IDisposable,\r\n type Camera,\r\n type FrameGraphObjectRendererTask,\r\n} from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphObjectListPass } from \"./Passes/objectListPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n ObjectList = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n */\r\nexport class FrameGraph implements IDisposable {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private readonly _initAsyncPromises: Promise<unknown>[] = [];\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n private _importPromise: Promise<void>;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Indicates whether the execution of the frame graph is paused (default is false)\r\n */\r\n public pausedExecution = false;\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._importPromise = (async () => {\r\n if (this._engine.isWebGPU) {\r\n const module = await import(\"../Engines/WebGPU/Extensions/engine.multiRender.pure\");\r\n module.RegisterEnginesWebGPUExtensionsEngineMultiRender();\r\n } else {\r\n const module = await import(\"../Engines/Extensions/engine.multiRender.pure\");\r\n module.RegisterEnginesExtensionsEngineMultiRender();\r\n }\r\n })();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific class name(s)\r\n * @param name Class name(s) of the task to get\r\n * @returns The list of tasks or an empty array if none found\r\n */\r\n public getTasksByClassNames<T extends FrameGraphTask>(name: string | string[]): T[] {\r\n return this._tasks.filter((t) => (Array.isArray(name) ? name.includes(t.getClassName()) : t.getClassName() === name)) as T[];\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type, based on their class name\r\n * @param taskClassName Class name(s) of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByClassName<T extends FrameGraphTask>(taskClassName: string | string[]): T[] {\r\n return Array.isArray(taskClassName)\r\n ? (this._tasks.filter((t) => taskClassName.includes(t.getClassName())) as T[])\r\n : (this._tasks.filter((t) => t.getClassName() === taskClassName) as T[]);\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n if (this._tasks.includes(task)) {\r\n return;\r\n }\r\n\r\n this._tasks.push(task);\r\n this._initAsyncPromises.push(task.initAsync());\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds an object list pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The object list pass created\r\n */\r\n public addObjectListPass(name: string, whenTaskDisabled = false): FrameGraphObjectListPass {\r\n return this._addPass(name, FrameGraphPassType.ObjectList, whenTaskDisabled) as FrameGraphObjectListPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.ObjectList:\r\n pass = new FrameGraphObjectListPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /** @internal */\r\n public async _whenAsynchronousInitializationDoneAsync(): Promise<void> {\r\n if (this._initAsyncPromises.length > 0) {\r\n await Promise.all(this._initAsyncPromises);\r\n this._initAsyncPromises.length = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n * @param waitForReadiness If true, the method will wait for the frame graph to be ready before returning (default is true)\r\n */\r\n public async buildAsync(waitForReadiness = true): Promise<void> {\r\n this.textureManager._releaseTextures(false);\r\n\r\n this.pausedExecution = true;\r\n\r\n try {\r\n await this._importPromise;\r\n\r\n await this._whenAsynchronousInitializationDoneAsync();\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task._initializePasses();\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n if (waitForReadiness) {\r\n await this.whenReadyAsync();\r\n }\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n } finally {\r\n this.pausedExecution = false;\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the frame graph is ready to be executed.\r\n * Note that you can use the whenReadyAsync method to wait for the frame graph to be ready.\r\n * @returns True if the frame graph is ready to be executed, else false\r\n */\r\n public isReady(): boolean {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n ready &&= task.isReady();\r\n }\r\n return ready;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed.\r\n * In general, calling “await buildAsync()” should suffice, as this function also waits for readiness by default.\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 10000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 10000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n\r\n return await new Promise((resolve, reject) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n firstNotReadyTask = null;\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n reject(new Error(err));\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n if (this.pausedExecution) {\r\n return;\r\n }\r\n\r\n this._renderContext.restoreDefaultFramebuffer();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n task._execute();\r\n }\r\n\r\n this._renderContext.restoreDefaultFramebuffer();\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Looks for the main camera used by the frame graph.\r\n * By default, this is the camera used by the main object renderer task.\r\n * If no such task, we try to find a camera in a utility layer renderer tasks.\r\n * @returns The main camera used by the frame graph, or null if not found\r\n */\r\n public findMainCamera(): Nullable<Camera> {\r\n const mainObjectRenderer = this.findMainObjectRenderer();\r\n if (mainObjectRenderer) {\r\n return mainObjectRenderer.camera;\r\n }\r\n\r\n // Try to find a camera in the utility layer renderer tasks\r\n const tasks = this.tasks;\r\n\r\n for (let i = tasks.length - 1; i >= 0; i--) {\r\n const task = tasks[i];\r\n if (task.getClassName() === \"FrameGraphUtilityLayerRendererTask\") {\r\n return (task as unknown as { camera: Camera }).camera;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Looks for the main object renderer task in the frame graph.\r\n * By default, this is the object/geometry renderer task with isMainObjectRenderer set to true.\r\n * If no such task, we return the last object/geometry renderer task that has an object list with meshes (or null if none found).\r\n * @returns The main object renderer of the frame graph, or null if not found\r\n */\r\n public findMainObjectRenderer(): Nullable<FrameGraphObjectRendererTask> {\r\n const objectRenderers = this.getTasksByClassNames<FrameGraphObjectRendererTask>([\"FrameGraphObjectRendererTask\", \"FrameGraphGeometryRendererTask\"]);\r\n\r\n let fallbackRenderer: Nullable<FrameGraphObjectRendererTask> = null;\r\n for (let i = objectRenderers.length - 1; i >= 0; --i) {\r\n const meshes = objectRenderers[i].objectList.meshes;\r\n if (objectRenderers[i].isMainObjectRenderer) {\r\n return objectRenderers[i];\r\n }\r\n if ((!meshes || meshes.length > 0) && !fallbackRenderer) {\r\n fallbackRenderer = objectRenderers[i];\r\n }\r\n }\r\n return fallbackRenderer;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
@@ -23,6 +23,7 @@ export declare class GamepadManager {
23
23
  onGamepadDisconnectedObservable: Observable<Gamepad>;
24
24
  private _onGamepadConnectedEvent;
25
25
  private _onGamepadDisconnectedEvent;
26
+ private _hostWindow;
26
27
  /**
27
28
  * Initializes the gamepad manager
28
29
  * @param _scene BabylonJS scene
@@ -24,6 +24,7 @@ export class GamepadManager {
24
24
  * observable to be triggered when the gamepad controller has been disconnected
25
25
  */
26
26
  this.onGamepadDisconnectedObservable = new Observable();
27
+ this._hostWindow = null;
27
28
  RegisterGamepadSceneComponent(GamepadManager);
28
29
  if (!IsWindowObjectExist()) {
29
30
  this._gamepadEventSupported = false;
@@ -85,6 +86,7 @@ export class GamepadManager {
85
86
  if (this._gamepadEventSupported) {
86
87
  const hostWindow = this._scene ? this._scene.getEngine().getHostWindow() : window;
87
88
  if (hostWindow) {
89
+ this._hostWindow = hostWindow;
88
90
  hostWindow.addEventListener("gamepadconnected", this._onGamepadConnectedEvent, false);
89
91
  hostWindow.addEventListener("gamepaddisconnected", this._onGamepadDisconnectedEvent, false);
90
92
  }
@@ -119,11 +121,12 @@ export class GamepadManager {
119
121
  dispose() {
120
122
  if (this._gamepadEventSupported) {
121
123
  if (this._onGamepadConnectedEvent) {
122
- window.removeEventListener("gamepadconnected", this._onGamepadConnectedEvent);
124
+ this._hostWindow?.removeEventListener("gamepadconnected", this._onGamepadConnectedEvent);
123
125
  }
124
126
  if (this._onGamepadDisconnectedEvent) {
125
- window.removeEventListener("gamepaddisconnected", this._onGamepadDisconnectedEvent);
127
+ this._hostWindow?.removeEventListener("gamepaddisconnected", this._onGamepadDisconnectedEvent);
126
128
  }
129
+ this._hostWindow = null;
127
130
  this._onGamepadConnectedEvent = null;
128
131
  this._onGamepadDisconnectedEvent = null;
129
132
  }
@@ -1 +1 @@
1
- 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{ Observable } from \"../Misc/observable\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Xbox360Pad } from \"./xboxGamepad\";\r\nimport { Gamepad, GenericPad } from \"./gamepad\";\r\nimport { DualShockPad } from \"./dualShockGamepad\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { RegisterGamepadSceneComponent } from \"./gamepadSceneComponent.pure\";\r\n/**\r\n * Manager for handling gamepads\r\n */\r\nexport class GamepadManager {\r\n private _babylonGamepads: Array<Gamepad> = [];\r\n private _oneGamepadConnected: boolean = false;\r\n\r\n /** @internal */\r\n public _isMonitoring: boolean = false;\r\n private _gamepadEventSupported: boolean;\r\n private _gamepadSupport?: () => Array<any>;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been connected\r\n */\r\n public onGamepadConnectedObservable: Observable<Gamepad>;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been disconnected\r\n */\r\n public onGamepadDisconnectedObservable = new Observable<Gamepad>();\r\n\r\n private _onGamepadConnectedEvent: Nullable<(evt: any) => void>;\r\n private _onGamepadDisconnectedEvent: Nullable<(evt: any) => void>;\r\n\r\n /**\r\n * Initializes the gamepad manager\r\n * @param _scene BabylonJS scene\r\n */\r\n constructor(private _scene?: Scene) {\r\n RegisterGamepadSceneComponent(GamepadManager);\r\n\r\n if (!IsWindowObjectExist()) {\r\n this._gamepadEventSupported = false;\r\n } else {\r\n this._gamepadEventSupported = \"GamepadEvent\" in window;\r\n this._gamepadSupport = navigator && navigator.getGamepads;\r\n }\r\n\r\n this.onGamepadConnectedObservable = new Observable<Gamepad>((observer) => {\r\n // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected\r\n for (const i in this._babylonGamepads) {\r\n const gamepad = this._babylonGamepads[i];\r\n if (gamepad && gamepad._isConnected) {\r\n this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadConnectedEvent = (evt) => {\r\n const gamepad = evt.gamepad;\r\n\r\n if (gamepad.index in this._babylonGamepads) {\r\n if (this._babylonGamepads[gamepad.index].isConnected) {\r\n return;\r\n }\r\n }\r\n\r\n let newGamepad: Gamepad;\r\n\r\n if (this._babylonGamepads[gamepad.index]) {\r\n newGamepad = this._babylonGamepads[gamepad.index];\r\n newGamepad.browserGamepad = gamepad;\r\n newGamepad._isConnected = true;\r\n } else {\r\n newGamepad = this._addNewGamepad(gamepad);\r\n }\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n this._startMonitoringGamepads();\r\n };\r\n\r\n this._onGamepadDisconnectedEvent = (evt) => {\r\n const gamepad = evt.gamepad;\r\n\r\n // Remove the gamepad from the list of gamepads to monitor.\r\n for (const i in this._babylonGamepads) {\r\n if (this._babylonGamepads[i].index === gamepad.index) {\r\n const disconnectedGamepad = this._babylonGamepads[i];\r\n disconnectedGamepad._isConnected = false;\r\n\r\n this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);\r\n if (disconnectedGamepad.dispose) {\r\n disconnectedGamepad.dispose();\r\n }\r\n break;\r\n }\r\n }\r\n };\r\n\r\n if (this._gamepadSupport) {\r\n //first add already-connected gamepads\r\n this._updateGamepadObjects();\r\n if (this._babylonGamepads.length) {\r\n this._startMonitoringGamepads();\r\n }\r\n // Checking if the gamepad connected event is supported (like in Firefox)\r\n if (this._gamepadEventSupported) {\r\n const hostWindow = this._scene ? this._scene.getEngine().getHostWindow() : window;\r\n\r\n if (hostWindow) {\r\n hostWindow.addEventListener(\"gamepadconnected\", this._onGamepadConnectedEvent, false);\r\n hostWindow.addEventListener(\"gamepaddisconnected\", this._onGamepadDisconnectedEvent, false);\r\n }\r\n } else {\r\n this._startMonitoringGamepads();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The gamepads in the game pad manager\r\n */\r\n public get gamepads(): Gamepad[] {\r\n return this._babylonGamepads;\r\n }\r\n\r\n /**\r\n * Get the gamepad controllers based on type\r\n * @param type The type of gamepad controller\r\n * @returns Nullable gamepad\r\n */\r\n public getGamepadByType(type: number = Gamepad.XBOX): Nullable<Gamepad> {\r\n for (const gamepad of this._babylonGamepads) {\r\n if (gamepad && gamepad.type === type) {\r\n return gamepad;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the gamepad manager\r\n */\r\n public dispose() {\r\n if (this._gamepadEventSupported) {\r\n if (this._onGamepadConnectedEvent) {\r\n window.removeEventListener(\"gamepadconnected\", this._onGamepadConnectedEvent);\r\n }\r\n\r\n if (this._onGamepadDisconnectedEvent) {\r\n window.removeEventListener(\"gamepaddisconnected\", this._onGamepadDisconnectedEvent);\r\n }\r\n this._onGamepadConnectedEvent = null;\r\n this._onGamepadDisconnectedEvent = null;\r\n }\r\n\r\n for (const gamepad of this._babylonGamepads) {\r\n gamepad.dispose();\r\n }\r\n\r\n this.onGamepadConnectedObservable.clear();\r\n this.onGamepadDisconnectedObservable.clear();\r\n\r\n this._oneGamepadConnected = false;\r\n this._stopMonitoringGamepads();\r\n this._babylonGamepads = [];\r\n }\r\n\r\n private _addNewGamepad(gamepad: any): Gamepad {\r\n if (!this._oneGamepadConnected) {\r\n this._oneGamepadConnected = true;\r\n }\r\n\r\n let newGamepad;\r\n const dualShock: boolean = (<string>gamepad.id).search(\"054c\") !== -1 && (<string>gamepad.id).search(\"0ce6\") === -1;\r\n const xboxOne: boolean = (<string>gamepad.id).search(\"Xbox One\") !== -1;\r\n if (\r\n xboxOne ||\r\n (<string>gamepad.id).search(\"Xbox 360\") !== -1 ||\r\n (<string>gamepad.id).search(\"xinput\") !== -1 ||\r\n ((<string>gamepad.id).search(\"045e\") !== -1 && (<string>gamepad.id).search(\"Surface Dock\") === -1)\r\n ) {\r\n // make sure the Surface Dock Extender is not detected as an xbox controller\r\n newGamepad = new Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);\r\n } else if (dualShock) {\r\n newGamepad = new DualShockPad(gamepad.id, gamepad.index, gamepad);\r\n } else {\r\n newGamepad = new GenericPad(gamepad.id, gamepad.index, gamepad);\r\n }\r\n this._babylonGamepads[newGamepad.index] = newGamepad;\r\n return newGamepad;\r\n }\r\n\r\n private _startMonitoringGamepads() {\r\n if (!this._isMonitoring) {\r\n this._isMonitoring = true;\r\n //back-comp\r\n this._checkGamepadsStatus();\r\n }\r\n }\r\n\r\n private _stopMonitoringGamepads() {\r\n this._isMonitoring = false;\r\n }\r\n\r\n private _loggedErrors: number[];\r\n\r\n /** @internal */\r\n public _checkGamepadsStatus() {\r\n // Hack to be compatible Chrome\r\n this._updateGamepadObjects();\r\n\r\n for (const i in this._babylonGamepads) {\r\n const gamepad = this._babylonGamepads[i];\r\n if (!gamepad || !gamepad.isConnected) {\r\n continue;\r\n }\r\n try {\r\n gamepad.update();\r\n } catch {\r\n if (this._loggedErrors.indexOf(gamepad.index) === -1) {\r\n Tools.Warn(`Error updating gamepad ${gamepad.id}`);\r\n this._loggedErrors.push(gamepad.index);\r\n }\r\n }\r\n }\r\n\r\n if (this._isMonitoring) {\r\n AbstractEngine.QueueNewFrame(() => {\r\n this._checkGamepadsStatus();\r\n });\r\n }\r\n }\r\n\r\n // This function is called only on Chrome, which does not properly support\r\n // connection/disconnection events and forces you to recopy again the gamepad object\r\n private _updateGamepadObjects() {\r\n const gamepads = navigator.getGamepads ? navigator.getGamepads() : [];\r\n for (let i = 0; i < gamepads.length; i++) {\r\n const gamepad = gamepads[i];\r\n if (gamepad) {\r\n if (!this._babylonGamepads[gamepad.index]) {\r\n const newGamepad = this._addNewGamepad(gamepad);\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n } else {\r\n // Forced to copy again this object for Chrome for unknown reason\r\n this._babylonGamepads[i].browserGamepad = gamepad;\r\n\r\n if (!this._babylonGamepads[i].isConnected) {\r\n this._babylonGamepads[i]._isConnected = true;\r\n this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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{ Observable } from \"../Misc/observable\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Xbox360Pad } from \"./xboxGamepad\";\r\nimport { Gamepad, GenericPad } from \"./gamepad\";\r\nimport { DualShockPad } from \"./dualShockGamepad\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { RegisterGamepadSceneComponent } from \"./gamepadSceneComponent.pure\";\r\n/**\r\n * Manager for handling gamepads\r\n */\r\nexport class GamepadManager {\r\n private _babylonGamepads: Array<Gamepad> = [];\r\n private _oneGamepadConnected: boolean = false;\r\n\r\n /** @internal */\r\n public _isMonitoring: boolean = false;\r\n private _gamepadEventSupported: boolean;\r\n private _gamepadSupport?: () => Array<any>;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been connected\r\n */\r\n public onGamepadConnectedObservable: Observable<Gamepad>;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been disconnected\r\n */\r\n public onGamepadDisconnectedObservable = new Observable<Gamepad>();\r\n\r\n private _onGamepadConnectedEvent: Nullable<(evt: any) => void>;\r\n private _onGamepadDisconnectedEvent: Nullable<(evt: any) => void>;\r\n private _hostWindow: Nullable<Window> = null;\r\n\r\n /**\r\n * Initializes the gamepad manager\r\n * @param _scene BabylonJS scene\r\n */\r\n constructor(private _scene?: Scene) {\r\n RegisterGamepadSceneComponent(GamepadManager);\r\n\r\n if (!IsWindowObjectExist()) {\r\n this._gamepadEventSupported = false;\r\n } else {\r\n this._gamepadEventSupported = \"GamepadEvent\" in window;\r\n this._gamepadSupport = navigator && navigator.getGamepads;\r\n }\r\n\r\n this.onGamepadConnectedObservable = new Observable<Gamepad>((observer) => {\r\n // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected\r\n for (const i in this._babylonGamepads) {\r\n const gamepad = this._babylonGamepads[i];\r\n if (gamepad && gamepad._isConnected) {\r\n this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadConnectedEvent = (evt) => {\r\n const gamepad = evt.gamepad;\r\n\r\n if (gamepad.index in this._babylonGamepads) {\r\n if (this._babylonGamepads[gamepad.index].isConnected) {\r\n return;\r\n }\r\n }\r\n\r\n let newGamepad: Gamepad;\r\n\r\n if (this._babylonGamepads[gamepad.index]) {\r\n newGamepad = this._babylonGamepads[gamepad.index];\r\n newGamepad.browserGamepad = gamepad;\r\n newGamepad._isConnected = true;\r\n } else {\r\n newGamepad = this._addNewGamepad(gamepad);\r\n }\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n this._startMonitoringGamepads();\r\n };\r\n\r\n this._onGamepadDisconnectedEvent = (evt) => {\r\n const gamepad = evt.gamepad;\r\n\r\n // Remove the gamepad from the list of gamepads to monitor.\r\n for (const i in this._babylonGamepads) {\r\n if (this._babylonGamepads[i].index === gamepad.index) {\r\n const disconnectedGamepad = this._babylonGamepads[i];\r\n disconnectedGamepad._isConnected = false;\r\n\r\n this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);\r\n if (disconnectedGamepad.dispose) {\r\n disconnectedGamepad.dispose();\r\n }\r\n break;\r\n }\r\n }\r\n };\r\n\r\n if (this._gamepadSupport) {\r\n //first add already-connected gamepads\r\n this._updateGamepadObjects();\r\n if (this._babylonGamepads.length) {\r\n this._startMonitoringGamepads();\r\n }\r\n // Checking if the gamepad connected event is supported (like in Firefox)\r\n if (this._gamepadEventSupported) {\r\n const hostWindow = this._scene ? this._scene.getEngine().getHostWindow() : window;\r\n\r\n if (hostWindow) {\r\n this._hostWindow = hostWindow;\r\n hostWindow.addEventListener(\"gamepadconnected\", this._onGamepadConnectedEvent, false);\r\n hostWindow.addEventListener(\"gamepaddisconnected\", this._onGamepadDisconnectedEvent, false);\r\n }\r\n } else {\r\n this._startMonitoringGamepads();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The gamepads in the game pad manager\r\n */\r\n public get gamepads(): Gamepad[] {\r\n return this._babylonGamepads;\r\n }\r\n\r\n /**\r\n * Get the gamepad controllers based on type\r\n * @param type The type of gamepad controller\r\n * @returns Nullable gamepad\r\n */\r\n public getGamepadByType(type: number = Gamepad.XBOX): Nullable<Gamepad> {\r\n for (const gamepad of this._babylonGamepads) {\r\n if (gamepad && gamepad.type === type) {\r\n return gamepad;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the gamepad manager\r\n */\r\n public dispose() {\r\n if (this._gamepadEventSupported) {\r\n if (this._onGamepadConnectedEvent) {\r\n this._hostWindow?.removeEventListener(\"gamepadconnected\", this._onGamepadConnectedEvent);\r\n }\r\n\r\n if (this._onGamepadDisconnectedEvent) {\r\n this._hostWindow?.removeEventListener(\"gamepaddisconnected\", this._onGamepadDisconnectedEvent);\r\n }\r\n this._hostWindow = null;\r\n this._onGamepadConnectedEvent = null;\r\n this._onGamepadDisconnectedEvent = null;\r\n }\r\n\r\n for (const gamepad of this._babylonGamepads) {\r\n gamepad.dispose();\r\n }\r\n\r\n this.onGamepadConnectedObservable.clear();\r\n this.onGamepadDisconnectedObservable.clear();\r\n\r\n this._oneGamepadConnected = false;\r\n this._stopMonitoringGamepads();\r\n this._babylonGamepads = [];\r\n }\r\n\r\n private _addNewGamepad(gamepad: any): Gamepad {\r\n if (!this._oneGamepadConnected) {\r\n this._oneGamepadConnected = true;\r\n }\r\n\r\n let newGamepad;\r\n const dualShock: boolean = (<string>gamepad.id).search(\"054c\") !== -1 && (<string>gamepad.id).search(\"0ce6\") === -1;\r\n const xboxOne: boolean = (<string>gamepad.id).search(\"Xbox One\") !== -1;\r\n if (\r\n xboxOne ||\r\n (<string>gamepad.id).search(\"Xbox 360\") !== -1 ||\r\n (<string>gamepad.id).search(\"xinput\") !== -1 ||\r\n ((<string>gamepad.id).search(\"045e\") !== -1 && (<string>gamepad.id).search(\"Surface Dock\") === -1)\r\n ) {\r\n // make sure the Surface Dock Extender is not detected as an xbox controller\r\n newGamepad = new Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);\r\n } else if (dualShock) {\r\n newGamepad = new DualShockPad(gamepad.id, gamepad.index, gamepad);\r\n } else {\r\n newGamepad = new GenericPad(gamepad.id, gamepad.index, gamepad);\r\n }\r\n this._babylonGamepads[newGamepad.index] = newGamepad;\r\n return newGamepad;\r\n }\r\n\r\n private _startMonitoringGamepads() {\r\n if (!this._isMonitoring) {\r\n this._isMonitoring = true;\r\n //back-comp\r\n this._checkGamepadsStatus();\r\n }\r\n }\r\n\r\n private _stopMonitoringGamepads() {\r\n this._isMonitoring = false;\r\n }\r\n\r\n private _loggedErrors: number[];\r\n\r\n /** @internal */\r\n public _checkGamepadsStatus() {\r\n // Hack to be compatible Chrome\r\n this._updateGamepadObjects();\r\n\r\n for (const i in this._babylonGamepads) {\r\n const gamepad = this._babylonGamepads[i];\r\n if (!gamepad || !gamepad.isConnected) {\r\n continue;\r\n }\r\n try {\r\n gamepad.update();\r\n } catch {\r\n if (this._loggedErrors.indexOf(gamepad.index) === -1) {\r\n Tools.Warn(`Error updating gamepad ${gamepad.id}`);\r\n this._loggedErrors.push(gamepad.index);\r\n }\r\n }\r\n }\r\n\r\n if (this._isMonitoring) {\r\n AbstractEngine.QueueNewFrame(() => {\r\n this._checkGamepadsStatus();\r\n });\r\n }\r\n }\r\n\r\n // This function is called only on Chrome, which does not properly support\r\n // connection/disconnection events and forces you to recopy again the gamepad object\r\n private _updateGamepadObjects() {\r\n const gamepads = navigator.getGamepads ? navigator.getGamepads() : [];\r\n for (let i = 0; i < gamepads.length; i++) {\r\n const gamepad = gamepads[i];\r\n if (gamepad) {\r\n if (!this._babylonGamepads[gamepad.index]) {\r\n const newGamepad = this._addNewGamepad(gamepad);\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n } else {\r\n // Forced to copy again this object for Chrome for unknown reason\r\n this._babylonGamepads[i].browserGamepad = gamepad;\r\n\r\n if (!this._babylonGamepads[i].isConnected) {\r\n this._babylonGamepads[i]._isConnected = true;\r\n this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -338,6 +338,7 @@ export class ScaleGizmo extends Gizmo {
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  matl.dispose();
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  }
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  }
341
+ super.dispose();
341
342
  }
342
343
  }
343
344
  //# sourceMappingURL=scaleGizmo.js.map
@@ -1 +1 @@
1
- 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{ Logger } from \"../Misc/logger\";\r\nimport { type EventState, type Observer, Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Vector3, type Quaternion } from \"../Maths/math.vector.pure\";\r\nimport { Color3 } from \"../Maths/math.color.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { CreatePolyhedron } from \"../Meshes/Builders/polyhedronBuilder.pure\";\r\nimport { type GizmoAnchorPoint, type GizmoAxisCache, type IGizmo, GizmoCoordinatesMode, Gizmo } from \"./gizmo\";\r\nimport { type IAxisScaleGizmo, AxisScaleGizmo } from \"./axisScaleGizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\nimport { type Node } from \"../node\";\r\nimport { type PointerInfo } from \"../Events/pointerEvents\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial.pure\";\r\nimport { type GizmoManager } from \"./gizmoManager\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { type DragEvent, type DragStartEndEvent } from \"core/Behaviors/Meshes/pointerDragEvents\";\r\n\r\n/**\r\n * Interface for scale gizmo\r\n */\r\nexport interface IScaleGizmo extends IGizmo {\r\n /** True when the mouse pointer is dragging a gizmo mesh */\r\n readonly isDragging: boolean;\r\n /** Internal gizmo used for interactions on the x axis */\r\n xGizmo: IAxisScaleGizmo;\r\n /** Internal gizmo used for interactions on the y axis */\r\n yGizmo: IAxisScaleGizmo;\r\n /** Internal gizmo used for interactions on the z axis */\r\n zGizmo: IAxisScaleGizmo;\r\n /** Internal gizmo used to scale all axis equally*/\r\n uniformScaleGizmo: IAxisScaleGizmo;\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n onDragStartObservable: Observable<DragStartEndEvent>;\r\n /** Fires an event when any of it's sub gizmos are being dragged */\r\n onDragObservable: Observable<DragEvent>;\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n onDragEndObservable: Observable<DragStartEndEvent>;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /** Incremental snap scaling. When true, with a snapDistance of 0.1, scaling will be 1.1,1.2,1.3 instead of, when false: 1.1,1.21,1.33,... */\r\n incrementalSnap: boolean;\r\n /** Sensitivity factor for dragging */\r\n sensitivity: number;\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n addToAxisCache(mesh: Mesh, cache: GizmoAxisCache): void;\r\n /**\r\n * Force release the drag action by code\r\n */\r\n releaseDrag(): void;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Additional options for the scale gizmo\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface ScaleGizmoOptions {\r\n /**\r\n * Additional transform applied to the gizmo.\r\n * @See Gizmo.additionalTransformNode for more detail\r\n */\r\n additionalTransformNode?: TransformNode;\r\n}\r\n\r\n/**\r\n * Gizmo that enables scaling a mesh along 3 axis\r\n */\r\nexport class ScaleGizmo extends Gizmo implements IScaleGizmo {\r\n /**\r\n * Internal gizmo used for interactions on the x axis\r\n */\r\n public xGizmo: IAxisScaleGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the y axis\r\n */\r\n public yGizmo: IAxisScaleGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the z axis\r\n */\r\n public zGizmo: IAxisScaleGizmo;\r\n\r\n /**\r\n * Internal gizmo used to scale all axis equally\r\n */\r\n public uniformScaleGizmo: IAxisScaleGizmo;\r\n\r\n protected _meshAttached: Nullable<AbstractMesh> = null;\r\n protected _nodeAttached: Nullable<Node> = null;\r\n protected _snapDistance: number;\r\n protected _incrementalSnap: boolean = false;\r\n protected _uniformScalingMesh: Mesh;\r\n protected _octahedron: Mesh;\r\n protected _sensitivity: number = 1;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _observables: Observer<PointerInfo>[] = [];\r\n\r\n /** Node Caching for quick lookup */\r\n protected _gizmoAxisCache: Map<Mesh, GizmoAxisCache> = new Map();\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /** Fires an event when any of it's sub gizmos are being dragged */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n\r\n public override get attachedMesh() {\r\n return this._meshAttached;\r\n }\r\n public override set attachedMesh(mesh: Nullable<AbstractMesh>) {\r\n this._meshAttached = mesh;\r\n this._nodeAttached = mesh;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedMesh = mesh;\r\n } else {\r\n gizmo.attachedMesh = null;\r\n }\r\n }\r\n }\r\n\r\n public override get attachedNode() {\r\n return this._nodeAttached;\r\n }\r\n public override set attachedNode(node: Nullable<Node>) {\r\n this._meshAttached = null;\r\n this._nodeAttached = node;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedNode = node;\r\n } else {\r\n gizmo.attachedNode = null;\r\n }\r\n }\r\n }\r\n\r\n public override set updateScale(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateScale = value;\r\n this.yGizmo.updateScale = value;\r\n this.zGizmo.updateScale = value;\r\n }\r\n }\r\n public override get updateScale() {\r\n return this.xGizmo.updateScale;\r\n }\r\n /**\r\n * True when the mouse pointer is hovering a gizmo mesh\r\n */\r\n public override get isHovered() {\r\n return this.xGizmo.isHovered || this.yGizmo.isHovered || this.zGizmo.isHovered || this.uniformScaleGizmo.isHovered;\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is dragging a gizmo mesh\r\n */\r\n public get isDragging() {\r\n return this.xGizmo.dragBehavior.dragging || this.yGizmo.dragBehavior.dragging || this.zGizmo.dragBehavior.dragging || this.uniformScaleGizmo.dragBehavior.dragging;\r\n }\r\n\r\n public override get additionalTransformNode() {\r\n return this._additionalTransformNode;\r\n }\r\n\r\n public override set additionalTransformNode(transformNode: TransformNode | undefined) {\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n gizmo.additionalTransformNode = transformNode;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a ScaleGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param thickness display gizmo axis thickness\r\n * @param gizmoManager\r\n * @param options More options\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, thickness: number = 1, gizmoManager?: GizmoManager, options?: ScaleGizmoOptions) {\r\n super(gizmoLayer);\r\n this.uniformScaleGizmo = this._createUniformScaleMesh();\r\n this.xGizmo = new AxisScaleGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), gizmoLayer, this, thickness);\r\n this.yGizmo = new AxisScaleGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), gizmoLayer, this, thickness);\r\n this.zGizmo = new AxisScaleGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), gizmoLayer, this, thickness);\r\n\r\n this.additionalTransformNode = options?.additionalTransformNode;\r\n\r\n // Relay drag events\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n gizmo.dragBehavior.onDragStartObservable.add((eventData: DragStartEndEvent, eventState: EventState) =>\r\n this.onDragStartObservable.notifyObservers(eventData, eventState.mask, eventState.target, eventState.currentTarget, eventState.userInfo)\r\n );\r\n gizmo.dragBehavior.onDragObservable.add((eventData: DragEvent, eventState: EventState) =>\r\n this.onDragObservable.notifyObservers(eventData, eventState.mask, eventState.target, eventState.currentTarget, eventState.userInfo)\r\n );\r\n gizmo.dragBehavior.onDragEndObservable.add((eventData: DragStartEndEvent, eventState: EventState) =>\r\n this.onDragEndObservable.notifyObservers(eventData, eventState.mask, eventState.target, eventState.currentTarget, eventState.userInfo)\r\n );\r\n }\r\n\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n\r\n if (gizmoManager) {\r\n gizmoManager.addToAxisCache(this._gizmoAxisCache);\r\n } else {\r\n // Only subscribe to pointer event if gizmoManager isnt\r\n Gizmo.GizmoAxisPointerObserver(gizmoLayer, this._gizmoAxisCache);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create Geometry for Gizmo\r\n */\r\n protected _createUniformScaleMesh(): AxisScaleGizmo {\r\n this._coloredMaterial = new StandardMaterial(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = Color3.Gray();\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = Color3.Yellow();\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = Color3.Gray();\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n const uniformScaleGizmo = new AxisScaleGizmo(new Vector3(0, 1, 0), Color3.Gray().scale(0.5), this.gizmoLayer, this);\r\n uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;\r\n uniformScaleGizmo.uniformScaling = true;\r\n this._uniformScalingMesh = CreatePolyhedron(\"uniform\", { type: 1 }, uniformScaleGizmo.gizmoLayer.utilityLayerScene);\r\n this._uniformScalingMesh.scaling.scaleInPlace(0.01);\r\n this._uniformScalingMesh.visibility = 0;\r\n this._octahedron = CreatePolyhedron(\"\", { type: 1 }, uniformScaleGizmo.gizmoLayer.utilityLayerScene);\r\n this._octahedron.scaling.scaleInPlace(0.007);\r\n this._uniformScalingMesh.addChild(this._octahedron);\r\n uniformScaleGizmo.setCustomMesh(this._uniformScalingMesh, true);\r\n const light = this.gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._octahedron);\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: [this._octahedron, this._uniformScalingMesh],\r\n colliderMeshes: [this._octahedron, this._uniformScalingMesh],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: uniformScaleGizmo.dragBehavior,\r\n };\r\n\r\n this.addToAxisCache(uniformScaleGizmo._rootMesh, cache);\r\n\r\n return uniformScaleGizmo;\r\n }\r\n\r\n public override set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n if (!value) {\r\n Logger.Warn(\"Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.\");\r\n } else {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n }\r\n }\r\n }\r\n public override get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n\r\n public override set anchorPoint(value: GizmoAnchorPoint) {\r\n this._anchorPoint = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.anchorPoint = value;\r\n }\r\n }\r\n }\r\n public override get anchorPoint() {\r\n return this._anchorPoint;\r\n }\r\n\r\n /**\r\n * Orientation that the gizmo will be displayed with.\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n public override get customRotationQuaternion(): Nullable<Quaternion> {\r\n return this._customRotationQuaternion;\r\n }\r\n\r\n public override set customRotationQuaternion(customRotationQuaternion: Nullable<Quaternion>) {\r\n this._customRotationQuaternion = customRotationQuaternion;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.customRotationQuaternion = customRotationQuaternion;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the coordinate system to use. By default it's local.\r\n * But it's possible for a user to tweak so its local for translation and world for rotation.\r\n * In that case, setting the coordinate system will change `updateGizmoRotationToMatchAttachedMesh` and `updateGizmoPositionToMatchAttachedMesh`\r\n */\r\n public override set coordinatesMode(coordinatesMode: GizmoCoordinatesMode) {\r\n if (coordinatesMode == GizmoCoordinatesMode.World) {\r\n Logger.Warn(\"Setting coordinates Mode to world on scaling gizmo is not supported.\");\r\n }\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n gizmo.coordinatesMode = GizmoCoordinatesMode.Local;\r\n }\r\n }\r\n\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public set snapDistance(value: number) {\r\n this._snapDistance = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.snapDistance = value;\r\n }\r\n }\r\n }\r\n public get snapDistance() {\r\n return this._snapDistance;\r\n }\r\n\r\n /**\r\n * Incremental snap scaling (default is false). When true, with a snapDistance of 0.1, scaling will be 1.1,1.2,1.3 instead of, when false: 1.1,1.21,1.33,...\r\n */\r\n public set incrementalSnap(value: boolean) {\r\n this._incrementalSnap = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.incrementalSnap = value;\r\n }\r\n }\r\n }\r\n public get incrementalSnap() {\r\n return this._incrementalSnap;\r\n }\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public override set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.scaleRatio = value;\r\n }\r\n }\r\n }\r\n public override get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * Sensitivity factor for dragging (Default: 1)\r\n */\r\n public set sensitivity(value: number) {\r\n this._sensitivity = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.sensitivity = value;\r\n }\r\n }\r\n }\r\n public get sensitivity() {\r\n return this._sensitivity;\r\n }\r\n\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n public addToAxisCache(mesh: Mesh, cache: GizmoAxisCache) {\r\n this._gizmoAxisCache.set(mesh, cache);\r\n }\r\n\r\n /**\r\n * Get the cache set with addToAxisCache for a specific mesh\r\n * @param mesh Axis gizmo mesh\r\n * @returns Gizmo axis definition used for reactive gizmo UI\r\n */\r\n public getAxisCache(mesh: Mesh): GizmoAxisCache | undefined {\r\n return this._gizmoAxisCache.get(mesh);\r\n }\r\n\r\n /**\r\n * Force release the drag action by code\r\n */\r\n public releaseDrag() {\r\n this.xGizmo.dragBehavior.releaseDrag();\r\n this.yGizmo.dragBehavior.releaseDrag();\r\n this.zGizmo.dragBehavior.releaseDrag();\r\n this.uniformScaleGizmo.dragBehavior.releaseDrag();\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public override dispose() {\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.dispose();\r\n }\r\n }\r\n for (const obs of this._observables) {\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(obs);\r\n }\r\n this.onDragStartObservable.clear();\r\n this.onDragObservable.clear();\r\n this.onDragEndObservable.clear();\r\n const meshes = [this._uniformScalingMesh, this._octahedron];\r\n for (const msh of meshes) {\r\n if (msh) {\r\n msh.dispose();\r\n }\r\n }\r\n const materials = [this._coloredMaterial, this._hoverMaterial, this._disableMaterial];\r\n for (const matl of materials) {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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{ Logger } from \"../Misc/logger\";\r\nimport { type EventState, type Observer, Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Vector3, type Quaternion } from \"../Maths/math.vector.pure\";\r\nimport { Color3 } from \"../Maths/math.color.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { CreatePolyhedron } from \"../Meshes/Builders/polyhedronBuilder.pure\";\r\nimport { type GizmoAnchorPoint, type GizmoAxisCache, type IGizmo, GizmoCoordinatesMode, Gizmo } from \"./gizmo\";\r\nimport { type IAxisScaleGizmo, AxisScaleGizmo } from \"./axisScaleGizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\nimport { type Node } from \"../node\";\r\nimport { type PointerInfo } from \"../Events/pointerEvents\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial.pure\";\r\nimport { type GizmoManager } from \"./gizmoManager\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { type DragEvent, type DragStartEndEvent } from \"core/Behaviors/Meshes/pointerDragEvents\";\r\n\r\n/**\r\n * Interface for scale gizmo\r\n */\r\nexport interface IScaleGizmo extends IGizmo {\r\n /** True when the mouse pointer is dragging a gizmo mesh */\r\n readonly isDragging: boolean;\r\n /** Internal gizmo used for interactions on the x axis */\r\n xGizmo: IAxisScaleGizmo;\r\n /** Internal gizmo used for interactions on the y axis */\r\n yGizmo: IAxisScaleGizmo;\r\n /** Internal gizmo used for interactions on the z axis */\r\n zGizmo: IAxisScaleGizmo;\r\n /** Internal gizmo used to scale all axis equally*/\r\n uniformScaleGizmo: IAxisScaleGizmo;\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n onDragStartObservable: Observable<DragStartEndEvent>;\r\n /** Fires an event when any of it's sub gizmos are being dragged */\r\n onDragObservable: Observable<DragEvent>;\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n onDragEndObservable: Observable<DragStartEndEvent>;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /** Incremental snap scaling. When true, with a snapDistance of 0.1, scaling will be 1.1,1.2,1.3 instead of, when false: 1.1,1.21,1.33,... */\r\n incrementalSnap: boolean;\r\n /** Sensitivity factor for dragging */\r\n sensitivity: number;\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n addToAxisCache(mesh: Mesh, cache: GizmoAxisCache): void;\r\n /**\r\n * Force release the drag action by code\r\n */\r\n releaseDrag(): void;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Additional options for the scale gizmo\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface ScaleGizmoOptions {\r\n /**\r\n * Additional transform applied to the gizmo.\r\n * @See Gizmo.additionalTransformNode for more detail\r\n */\r\n additionalTransformNode?: TransformNode;\r\n}\r\n\r\n/**\r\n * Gizmo that enables scaling a mesh along 3 axis\r\n */\r\nexport class ScaleGizmo extends Gizmo implements IScaleGizmo {\r\n /**\r\n * Internal gizmo used for interactions on the x axis\r\n */\r\n public xGizmo: IAxisScaleGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the y axis\r\n */\r\n public yGizmo: IAxisScaleGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the z axis\r\n */\r\n public zGizmo: IAxisScaleGizmo;\r\n\r\n /**\r\n * Internal gizmo used to scale all axis equally\r\n */\r\n public uniformScaleGizmo: IAxisScaleGizmo;\r\n\r\n protected _meshAttached: Nullable<AbstractMesh> = null;\r\n protected _nodeAttached: Nullable<Node> = null;\r\n protected _snapDistance: number;\r\n protected _incrementalSnap: boolean = false;\r\n protected _uniformScalingMesh: Mesh;\r\n protected _octahedron: Mesh;\r\n protected _sensitivity: number = 1;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _observables: Observer<PointerInfo>[] = [];\r\n\r\n /** Node Caching for quick lookup */\r\n protected _gizmoAxisCache: Map<Mesh, GizmoAxisCache> = new Map();\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /** Fires an event when any of it's sub gizmos are being dragged */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n\r\n public override get attachedMesh() {\r\n return this._meshAttached;\r\n }\r\n public override set attachedMesh(mesh: Nullable<AbstractMesh>) {\r\n this._meshAttached = mesh;\r\n this._nodeAttached = mesh;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedMesh = mesh;\r\n } else {\r\n gizmo.attachedMesh = null;\r\n }\r\n }\r\n }\r\n\r\n public override get attachedNode() {\r\n return this._nodeAttached;\r\n }\r\n public override set attachedNode(node: Nullable<Node>) {\r\n this._meshAttached = null;\r\n this._nodeAttached = node;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedNode = node;\r\n } else {\r\n gizmo.attachedNode = null;\r\n }\r\n }\r\n }\r\n\r\n public override set updateScale(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateScale = value;\r\n this.yGizmo.updateScale = value;\r\n this.zGizmo.updateScale = value;\r\n }\r\n }\r\n public override get updateScale() {\r\n return this.xGizmo.updateScale;\r\n }\r\n /**\r\n * True when the mouse pointer is hovering a gizmo mesh\r\n */\r\n public override get isHovered() {\r\n return this.xGizmo.isHovered || this.yGizmo.isHovered || this.zGizmo.isHovered || this.uniformScaleGizmo.isHovered;\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is dragging a gizmo mesh\r\n */\r\n public get isDragging() {\r\n return this.xGizmo.dragBehavior.dragging || this.yGizmo.dragBehavior.dragging || this.zGizmo.dragBehavior.dragging || this.uniformScaleGizmo.dragBehavior.dragging;\r\n }\r\n\r\n public override get additionalTransformNode() {\r\n return this._additionalTransformNode;\r\n }\r\n\r\n public override set additionalTransformNode(transformNode: TransformNode | undefined) {\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n gizmo.additionalTransformNode = transformNode;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a ScaleGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param thickness display gizmo axis thickness\r\n * @param gizmoManager\r\n * @param options More options\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, thickness: number = 1, gizmoManager?: GizmoManager, options?: ScaleGizmoOptions) {\r\n super(gizmoLayer);\r\n this.uniformScaleGizmo = this._createUniformScaleMesh();\r\n this.xGizmo = new AxisScaleGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), gizmoLayer, this, thickness);\r\n this.yGizmo = new AxisScaleGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), gizmoLayer, this, thickness);\r\n this.zGizmo = new AxisScaleGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), gizmoLayer, this, thickness);\r\n\r\n this.additionalTransformNode = options?.additionalTransformNode;\r\n\r\n // Relay drag events\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n gizmo.dragBehavior.onDragStartObservable.add((eventData: DragStartEndEvent, eventState: EventState) =>\r\n this.onDragStartObservable.notifyObservers(eventData, eventState.mask, eventState.target, eventState.currentTarget, eventState.userInfo)\r\n );\r\n gizmo.dragBehavior.onDragObservable.add((eventData: DragEvent, eventState: EventState) =>\r\n this.onDragObservable.notifyObservers(eventData, eventState.mask, eventState.target, eventState.currentTarget, eventState.userInfo)\r\n );\r\n gizmo.dragBehavior.onDragEndObservable.add((eventData: DragStartEndEvent, eventState: EventState) =>\r\n this.onDragEndObservable.notifyObservers(eventData, eventState.mask, eventState.target, eventState.currentTarget, eventState.userInfo)\r\n );\r\n }\r\n\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n\r\n if (gizmoManager) {\r\n gizmoManager.addToAxisCache(this._gizmoAxisCache);\r\n } else {\r\n // Only subscribe to pointer event if gizmoManager isnt\r\n Gizmo.GizmoAxisPointerObserver(gizmoLayer, this._gizmoAxisCache);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create Geometry for Gizmo\r\n */\r\n protected _createUniformScaleMesh(): AxisScaleGizmo {\r\n this._coloredMaterial = new StandardMaterial(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = Color3.Gray();\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = Color3.Yellow();\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = Color3.Gray();\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n const uniformScaleGizmo = new AxisScaleGizmo(new Vector3(0, 1, 0), Color3.Gray().scale(0.5), this.gizmoLayer, this);\r\n uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;\r\n uniformScaleGizmo.uniformScaling = true;\r\n this._uniformScalingMesh = CreatePolyhedron(\"uniform\", { type: 1 }, uniformScaleGizmo.gizmoLayer.utilityLayerScene);\r\n this._uniformScalingMesh.scaling.scaleInPlace(0.01);\r\n this._uniformScalingMesh.visibility = 0;\r\n this._octahedron = CreatePolyhedron(\"\", { type: 1 }, uniformScaleGizmo.gizmoLayer.utilityLayerScene);\r\n this._octahedron.scaling.scaleInPlace(0.007);\r\n this._uniformScalingMesh.addChild(this._octahedron);\r\n uniformScaleGizmo.setCustomMesh(this._uniformScalingMesh, true);\r\n const light = this.gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._octahedron);\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: [this._octahedron, this._uniformScalingMesh],\r\n colliderMeshes: [this._octahedron, this._uniformScalingMesh],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: uniformScaleGizmo.dragBehavior,\r\n };\r\n\r\n this.addToAxisCache(uniformScaleGizmo._rootMesh, cache);\r\n\r\n return uniformScaleGizmo;\r\n }\r\n\r\n public override set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n if (!value) {\r\n Logger.Warn(\"Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.\");\r\n } else {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n }\r\n }\r\n }\r\n public override get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n\r\n public override set anchorPoint(value: GizmoAnchorPoint) {\r\n this._anchorPoint = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.anchorPoint = value;\r\n }\r\n }\r\n }\r\n public override get anchorPoint() {\r\n return this._anchorPoint;\r\n }\r\n\r\n /**\r\n * Orientation that the gizmo will be displayed with.\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n public override get customRotationQuaternion(): Nullable<Quaternion> {\r\n return this._customRotationQuaternion;\r\n }\r\n\r\n public override set customRotationQuaternion(customRotationQuaternion: Nullable<Quaternion>) {\r\n this._customRotationQuaternion = customRotationQuaternion;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.customRotationQuaternion = customRotationQuaternion;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the coordinate system to use. By default it's local.\r\n * But it's possible for a user to tweak so its local for translation and world for rotation.\r\n * In that case, setting the coordinate system will change `updateGizmoRotationToMatchAttachedMesh` and `updateGizmoPositionToMatchAttachedMesh`\r\n */\r\n public override set coordinatesMode(coordinatesMode: GizmoCoordinatesMode) {\r\n if (coordinatesMode == GizmoCoordinatesMode.World) {\r\n Logger.Warn(\"Setting coordinates Mode to world on scaling gizmo is not supported.\");\r\n }\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n gizmo.coordinatesMode = GizmoCoordinatesMode.Local;\r\n }\r\n }\r\n\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public set snapDistance(value: number) {\r\n this._snapDistance = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.snapDistance = value;\r\n }\r\n }\r\n }\r\n public get snapDistance() {\r\n return this._snapDistance;\r\n }\r\n\r\n /**\r\n * Incremental snap scaling (default is false). When true, with a snapDistance of 0.1, scaling will be 1.1,1.2,1.3 instead of, when false: 1.1,1.21,1.33,...\r\n */\r\n public set incrementalSnap(value: boolean) {\r\n this._incrementalSnap = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.incrementalSnap = value;\r\n }\r\n }\r\n }\r\n public get incrementalSnap() {\r\n return this._incrementalSnap;\r\n }\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public override set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.scaleRatio = value;\r\n }\r\n }\r\n }\r\n public override get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * Sensitivity factor for dragging (Default: 1)\r\n */\r\n public set sensitivity(value: number) {\r\n this._sensitivity = value;\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.sensitivity = value;\r\n }\r\n }\r\n }\r\n public get sensitivity() {\r\n return this._sensitivity;\r\n }\r\n\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n public addToAxisCache(mesh: Mesh, cache: GizmoAxisCache) {\r\n this._gizmoAxisCache.set(mesh, cache);\r\n }\r\n\r\n /**\r\n * Get the cache set with addToAxisCache for a specific mesh\r\n * @param mesh Axis gizmo mesh\r\n * @returns Gizmo axis definition used for reactive gizmo UI\r\n */\r\n public getAxisCache(mesh: Mesh): GizmoAxisCache | undefined {\r\n return this._gizmoAxisCache.get(mesh);\r\n }\r\n\r\n /**\r\n * Force release the drag action by code\r\n */\r\n public releaseDrag() {\r\n this.xGizmo.dragBehavior.releaseDrag();\r\n this.yGizmo.dragBehavior.releaseDrag();\r\n this.zGizmo.dragBehavior.releaseDrag();\r\n this.uniformScaleGizmo.dragBehavior.releaseDrag();\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public override dispose() {\r\n const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo];\r\n for (const gizmo of gizmos) {\r\n if (gizmo) {\r\n gizmo.dispose();\r\n }\r\n }\r\n for (const obs of this._observables) {\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(obs);\r\n }\r\n this.onDragStartObservable.clear();\r\n this.onDragObservable.clear();\r\n this.onDragEndObservable.clear();\r\n const meshes = [this._uniformScalingMesh, this._octahedron];\r\n for (const msh of meshes) {\r\n if (msh) {\r\n msh.dispose();\r\n }\r\n }\r\n const materials = [this._coloredMaterial, this._hoverMaterial, this._disableMaterial];\r\n for (const matl of materials) {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n }\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -79,7 +79,6 @@ export function LoadIESData(uint8Array) {
79
79
  const header = LineToArray(dataPointer.lines[dataPointer.index++]);
80
80
  data.numberOfLights = header[0];
81
81
  data.lumensPerLamp = header[1];
82
- data.candelaMultiplier = header[2];
83
82
  data.numberOfVerticalAngles = header[3];
84
83
  data.numberOfHorizontalAngles = header[4];
85
84
  data.photometricType = header[5]; // We ignore cylindrical type for now. Will add support later if needed
@@ -87,11 +86,11 @@ export function LoadIESData(uint8Array) {
87
86
  data.width = header[7];
88
87
  data.length = header[8];
89
88
  data.height = header[9];
90
- // Additional data
91
- const additionalData = LineToArray(dataPointer.lines[dataPointer.index++]);
92
- data.ballastFactor = additionalData[0];
93
- data.fileGenerationType = additionalData[1];
94
- data.inputWatts = additionalData[2];
89
+ // The candela multiplier and ballast factors are global scales that cancel when
90
+ // this relative profile is normalized. The second value below is a ballast-lamp
91
+ // factor only in LM-63-1986/1991, is reserved in 1995/2002, and is file-generation
92
+ // metadata in 2019, so none of this record affects the texture data.
93
+ dataPointer.index++;
95
94
  // Prepare arrays
96
95
  for (let index = 0; index < data.numberOfHorizontalAngles; index++) {
97
96
  data.candelaValues[index] = [];
@@ -104,11 +103,10 @@ export function LoadIESData(uint8Array) {
104
103
  for (let index = 0; index < data.numberOfHorizontalAngles; index++) {
105
104
  ReadArray(dataPointer, data.numberOfVerticalAngles, data.candelaValues[index]);
106
105
  }
107
- // Evaluate candela values
106
+ // Find the maximum candela value
108
107
  let maxCandela = -1;
109
108
  for (let index = 0; index < data.numberOfHorizontalAngles; index++) {
110
109
  for (let subIndex = 0; subIndex < data.numberOfVerticalAngles; subIndex++) {
111
- data.candelaValues[index][subIndex] *= data.candelaValues[index][subIndex] * data.candelaMultiplier * data.ballastFactor * data.fileGenerationType;
112
110
  maxCandela = Math.max(maxCandela, data.candelaValues[index][subIndex]);
113
111
  }
114
112
  }
@@ -1 +1 @@
1
- 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{ Lerp } from \"core/Maths/math.scalar.functions\";\r\n\r\ninterface IIESData {\r\n version: string;\r\n tilt?: {};\r\n numberOfLights?: number;\r\n lumensPerLamp?: number;\r\n candelaMultiplier?: number;\r\n numberOfVerticalAngles: number;\r\n numberOfHorizontalAngles: number;\r\n horizontalAngles: number[];\r\n verticalAngles: number[];\r\n photometricType?: number;\r\n unitsType?: number;\r\n width?: number;\r\n length?: number;\r\n height?: number;\r\n ballastFactor?: number;\r\n fileGenerationType?: number;\r\n inputWatts?: number;\r\n candelaValues: number[][];\r\n}\r\n\r\ninterface IDataPointer {\r\n lines: string[];\r\n index: number;\r\n}\r\n\r\nfunction LineToArray(line: string): number[] {\r\n return line\r\n .split(\" \")\r\n .filter((x) => x !== \"\")\r\n .map((x) => parseFloat(x));\r\n}\r\n\r\nfunction ReadArray(dataPointer: IDataPointer, count: number, targetArray: number[]) {\r\n while (targetArray.length !== count) {\r\n const line = LineToArray(dataPointer.lines[dataPointer.index++]);\r\n targetArray.push(...line);\r\n }\r\n}\r\n\r\nfunction InterpolateCandelaValues(data: IIESData, phi: number, theta: number): number {\r\n let phiIndex = 0;\r\n let thetaIndex = 0;\r\n let startTheta = 0;\r\n let endTheta = 0;\r\n let startPhi = 0;\r\n let endPhi = 0;\r\n\r\n // Check if the angle is outside the range\r\n for (let index = 0; index < data.numberOfHorizontalAngles - 1; index++) {\r\n if (theta < data.horizontalAngles[index + 1] || index === data.numberOfHorizontalAngles - 2) {\r\n thetaIndex = index;\r\n startTheta = data.horizontalAngles[index];\r\n endTheta = data.horizontalAngles[index + 1];\r\n\r\n break;\r\n }\r\n }\r\n\r\n for (let index = 0; index < data.numberOfVerticalAngles - 1; index++) {\r\n if (phi < data.verticalAngles[index + 1] || index === data.numberOfVerticalAngles - 2) {\r\n phiIndex = index;\r\n startPhi = data.verticalAngles[index];\r\n endPhi = data.verticalAngles[index + 1];\r\n\r\n break;\r\n }\r\n }\r\n\r\n const deltaTheta = endTheta - startTheta;\r\n const deltaPhi = endPhi - startPhi;\r\n\r\n if (deltaPhi === 0) {\r\n return 0;\r\n }\r\n\r\n // Interpolate\r\n const t1 = deltaTheta === 0 ? 0 : (theta - startTheta) / deltaTheta;\r\n const t2 = (phi - startPhi) / deltaPhi;\r\n\r\n const nextThetaIndex = deltaTheta === 0 ? thetaIndex : thetaIndex + 1;\r\n\r\n const v1 = Lerp(data.candelaValues[thetaIndex][phiIndex], data.candelaValues[nextThetaIndex][phiIndex], t1);\r\n const v2 = Lerp(data.candelaValues[thetaIndex][phiIndex + 1], data.candelaValues[nextThetaIndex][phiIndex + 1], t1);\r\n const v = Lerp(v1, v2, t2);\r\n\r\n return v;\r\n}\r\n/**\r\n * Interface for IES texture data.\r\n */\r\nexport interface IIESTextureData {\r\n /** The width of the texture */\r\n width: number;\r\n /** The height of the texture */\r\n height: number;\r\n /** The data of the texture */\r\n data: Float32Array;\r\n}\r\n\r\n/**\r\n * Generates IES data buffer from a string representing the IES data.\r\n * @param uint8Array defines the IES data\r\n * @returns the IES data buffer\r\n * @see https://ieslibrary.com/browse\r\n * @see https://playground.babylonjs.com/#UQGPDT#1\r\n */\r\nexport function LoadIESData(uint8Array: Uint8Array): IIESTextureData {\r\n const decoder = new TextDecoder(\"utf-8\");\r\n const source = decoder.decode(uint8Array);\r\n\r\n // Read data\r\n const dataPointer: IDataPointer = {\r\n lines: source.split(\"\\n\"),\r\n index: 0,\r\n };\r\n const data: IIESData = { version: dataPointer.lines[0], candelaValues: [], horizontalAngles: [], verticalAngles: [], numberOfHorizontalAngles: 0, numberOfVerticalAngles: 0 };\r\n\r\n // Skip metadata\r\n dataPointer.index = 1;\r\n while (dataPointer.lines.length > 0 && !dataPointer.lines[dataPointer.index].includes(\"TILT=\")) {\r\n dataPointer.index++;\r\n }\r\n\r\n // Process tilt data?\r\n if (dataPointer.lines[dataPointer.index].includes(\"INCLUDE\")) {\r\n // Not supported yet as I did not manage to find an example :)\r\n }\r\n dataPointer.index++;\r\n\r\n // Header\r\n const header = LineToArray(dataPointer.lines[dataPointer.index++]);\r\n data.numberOfLights = header[0];\r\n data.lumensPerLamp = header[1];\r\n data.candelaMultiplier = header[2];\r\n data.numberOfVerticalAngles = header[3];\r\n data.numberOfHorizontalAngles = header[4];\r\n data.photometricType = header[5]; // We ignore cylindrical type for now. Will add support later if needed\r\n data.unitsType = header[6];\r\n data.width = header[7];\r\n data.length = header[8];\r\n data.height = header[9];\r\n\r\n // Additional data\r\n const additionalData = LineToArray(dataPointer.lines[dataPointer.index++]);\r\n data.ballastFactor = additionalData[0];\r\n data.fileGenerationType = additionalData[1];\r\n data.inputWatts = additionalData[2];\r\n\r\n // Prepare arrays\r\n for (let index = 0; index < data.numberOfHorizontalAngles; index++) {\r\n data.candelaValues[index] = [];\r\n }\r\n\r\n // Vertical angles\r\n ReadArray(dataPointer, data.numberOfVerticalAngles, data.verticalAngles);\r\n\r\n // Horizontal angles\r\n ReadArray(dataPointer, data.numberOfHorizontalAngles, data.horizontalAngles);\r\n\r\n // Candela values\r\n for (let index = 0; index < data.numberOfHorizontalAngles; index++) {\r\n ReadArray(dataPointer, data.numberOfVerticalAngles, data.candelaValues[index]);\r\n }\r\n\r\n // Evaluate candela values\r\n let maxCandela = -1;\r\n for (let index = 0; index < data.numberOfHorizontalAngles; index++) {\r\n for (let subIndex = 0; subIndex < data.numberOfVerticalAngles; subIndex++) {\r\n data.candelaValues[index][subIndex] *= data.candelaValues[index][subIndex] * data.candelaMultiplier * data.ballastFactor * data.fileGenerationType;\r\n maxCandela = Math.max(maxCandela, data.candelaValues[index][subIndex]);\r\n }\r\n }\r\n\r\n // Normalize candela values\r\n if (maxCandela > 0) {\r\n for (let index = 0; index < data.numberOfHorizontalAngles; index++) {\r\n for (let subIndex = 0; subIndex < data.numberOfVerticalAngles; subIndex++) {\r\n data.candelaValues[index][subIndex] /= maxCandela;\r\n }\r\n }\r\n }\r\n\r\n // Create the cylindrical texture\r\n const height = 180;\r\n const width = height * 2;\r\n const size = width * height;\r\n const arrayBuffer = new Float32Array(width * height);\r\n\r\n // Fill the texture\r\n const startTheta = data.horizontalAngles[0];\r\n const endTheta = data.horizontalAngles[data.numberOfHorizontalAngles - 1];\r\n for (let index = 0; index < size; index++) {\r\n let theta = index % width;\r\n const phi = Math.floor(index / width);\r\n\r\n // Symmetry\r\n if (endTheta - startTheta !== 0 && (theta < startTheta || theta >= endTheta)) {\r\n theta %= endTheta * 2;\r\n if (theta > endTheta) {\r\n theta = endTheta * 2 - theta;\r\n }\r\n }\r\n\r\n arrayBuffer[phi + theta * height] = InterpolateCandelaValues(data, phi, theta);\r\n }\r\n\r\n // So far we only need the first half of the first row of the texture as we only support IES for spot light. We can add support for other types later.\r\n return {\r\n width: width / 2,\r\n height: 1,\r\n data: arrayBuffer,\r\n };\r\n}\r\n"]}
1
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{ Lerp } from \"core/Maths/math.scalar.functions\";\r\n\r\ninterface IIESData {\r\n version: string;\r\n tilt?: {};\r\n numberOfLights?: number;\r\n lumensPerLamp?: number;\r\n numberOfVerticalAngles: number;\r\n numberOfHorizontalAngles: number;\r\n horizontalAngles: number[];\r\n verticalAngles: number[];\r\n photometricType?: number;\r\n unitsType?: number;\r\n width?: number;\r\n length?: number;\r\n height?: number;\r\n candelaValues: number[][];\r\n}\r\n\r\ninterface IDataPointer {\r\n lines: string[];\r\n index: number;\r\n}\r\n\r\nfunction LineToArray(line: string): number[] {\r\n return line\r\n .split(\" \")\r\n .filter((x) => x !== \"\")\r\n .map((x) => parseFloat(x));\r\n}\r\n\r\nfunction ReadArray(dataPointer: IDataPointer, count: number, targetArray: number[]) {\r\n while (targetArray.length !== count) {\r\n const line = LineToArray(dataPointer.lines[dataPointer.index++]);\r\n targetArray.push(...line);\r\n }\r\n}\r\n\r\nfunction InterpolateCandelaValues(data: IIESData, phi: number, theta: number): number {\r\n let phiIndex = 0;\r\n let thetaIndex = 0;\r\n let startTheta = 0;\r\n let endTheta = 0;\r\n let startPhi = 0;\r\n let endPhi = 0;\r\n\r\n // Check if the angle is outside the range\r\n for (let index = 0; index < data.numberOfHorizontalAngles - 1; index++) {\r\n if (theta < data.horizontalAngles[index + 1] || index === data.numberOfHorizontalAngles - 2) {\r\n thetaIndex = index;\r\n startTheta = data.horizontalAngles[index];\r\n endTheta = data.horizontalAngles[index + 1];\r\n\r\n break;\r\n }\r\n }\r\n\r\n for (let index = 0; index < data.numberOfVerticalAngles - 1; index++) {\r\n if (phi < data.verticalAngles[index + 1] || index === data.numberOfVerticalAngles - 2) {\r\n phiIndex = index;\r\n startPhi = data.verticalAngles[index];\r\n endPhi = data.verticalAngles[index + 1];\r\n\r\n break;\r\n }\r\n }\r\n\r\n const deltaTheta = endTheta - startTheta;\r\n const deltaPhi = endPhi - startPhi;\r\n\r\n if (deltaPhi === 0) {\r\n return 0;\r\n }\r\n\r\n // Interpolate\r\n const t1 = deltaTheta === 0 ? 0 : (theta - startTheta) / deltaTheta;\r\n const t2 = (phi - startPhi) / deltaPhi;\r\n\r\n const nextThetaIndex = deltaTheta === 0 ? thetaIndex : thetaIndex + 1;\r\n\r\n const v1 = Lerp(data.candelaValues[thetaIndex][phiIndex], data.candelaValues[nextThetaIndex][phiIndex], t1);\r\n const v2 = Lerp(data.candelaValues[thetaIndex][phiIndex + 1], data.candelaValues[nextThetaIndex][phiIndex + 1], t1);\r\n const v = Lerp(v1, v2, t2);\r\n\r\n return v;\r\n}\r\n/**\r\n * Interface for IES texture data.\r\n */\r\nexport interface IIESTextureData {\r\n /** The width of the texture */\r\n width: number;\r\n /** The height of the texture */\r\n height: number;\r\n /** The data of the texture */\r\n data: Float32Array;\r\n}\r\n\r\n/**\r\n * Generates IES data buffer from a string representing the IES data.\r\n * @param uint8Array defines the IES data\r\n * @returns the IES data buffer\r\n * @see https://ieslibrary.com/browse\r\n * @see https://playground.babylonjs.com/#UQGPDT#1\r\n */\r\nexport function LoadIESData(uint8Array: Uint8Array): IIESTextureData {\r\n const decoder = new TextDecoder(\"utf-8\");\r\n const source = decoder.decode(uint8Array);\r\n\r\n // Read data\r\n const dataPointer: IDataPointer = {\r\n lines: source.split(\"\\n\"),\r\n index: 0,\r\n };\r\n const data: IIESData = { version: dataPointer.lines[0], candelaValues: [], horizontalAngles: [], verticalAngles: [], numberOfHorizontalAngles: 0, numberOfVerticalAngles: 0 };\r\n\r\n // Skip metadata\r\n dataPointer.index = 1;\r\n while (dataPointer.lines.length > 0 && !dataPointer.lines[dataPointer.index].includes(\"TILT=\")) {\r\n dataPointer.index++;\r\n }\r\n\r\n // Process tilt data?\r\n if (dataPointer.lines[dataPointer.index].includes(\"INCLUDE\")) {\r\n // Not supported yet as I did not manage to find an example :)\r\n }\r\n dataPointer.index++;\r\n\r\n // Header\r\n const header = LineToArray(dataPointer.lines[dataPointer.index++]);\r\n data.numberOfLights = header[0];\r\n data.lumensPerLamp = header[1];\r\n data.numberOfVerticalAngles = header[3];\r\n data.numberOfHorizontalAngles = header[4];\r\n data.photometricType = header[5]; // We ignore cylindrical type for now. Will add support later if needed\r\n data.unitsType = header[6];\r\n data.width = header[7];\r\n data.length = header[8];\r\n data.height = header[9];\r\n\r\n // The candela multiplier and ballast factors are global scales that cancel when\r\n // this relative profile is normalized. The second value below is a ballast-lamp\r\n // factor only in LM-63-1986/1991, is reserved in 1995/2002, and is file-generation\r\n // metadata in 2019, so none of this record affects the texture data.\r\n dataPointer.index++;\r\n\r\n // Prepare arrays\r\n for (let index = 0; index < data.numberOfHorizontalAngles; index++) {\r\n data.candelaValues[index] = [];\r\n }\r\n\r\n // Vertical angles\r\n ReadArray(dataPointer, data.numberOfVerticalAngles, data.verticalAngles);\r\n\r\n // Horizontal angles\r\n ReadArray(dataPointer, data.numberOfHorizontalAngles, data.horizontalAngles);\r\n\r\n // Candela values\r\n for (let index = 0; index < data.numberOfHorizontalAngles; index++) {\r\n ReadArray(dataPointer, data.numberOfVerticalAngles, data.candelaValues[index]);\r\n }\r\n\r\n // Find the maximum candela value\r\n let maxCandela = -1;\r\n for (let index = 0; index < data.numberOfHorizontalAngles; index++) {\r\n for (let subIndex = 0; subIndex < data.numberOfVerticalAngles; subIndex++) {\r\n maxCandela = Math.max(maxCandela, data.candelaValues[index][subIndex]);\r\n }\r\n }\r\n\r\n // Normalize candela values\r\n if (maxCandela > 0) {\r\n for (let index = 0; index < data.numberOfHorizontalAngles; index++) {\r\n for (let subIndex = 0; subIndex < data.numberOfVerticalAngles; subIndex++) {\r\n data.candelaValues[index][subIndex] /= maxCandela;\r\n }\r\n }\r\n }\r\n\r\n // Create the cylindrical texture\r\n const height = 180;\r\n const width = height * 2;\r\n const size = width * height;\r\n const arrayBuffer = new Float32Array(width * height);\r\n\r\n // Fill the texture\r\n const startTheta = data.horizontalAngles[0];\r\n const endTheta = data.horizontalAngles[data.numberOfHorizontalAngles - 1];\r\n for (let index = 0; index < size; index++) {\r\n let theta = index % width;\r\n const phi = Math.floor(index / width);\r\n\r\n // Symmetry\r\n if (endTheta - startTheta !== 0 && (theta < startTheta || theta >= endTheta)) {\r\n theta %= endTheta * 2;\r\n if (theta > endTheta) {\r\n theta = endTheta * 2 - theta;\r\n }\r\n }\r\n\r\n arrayBuffer[phi + theta * height] = InterpolateCandelaValues(data, phi, theta);\r\n }\r\n\r\n // So far we only need the first half of the first row of the texture as we only support IES for spot light. We can add support for other types later.\r\n return {\r\n width: width / 2,\r\n height: 1,\r\n data: arrayBuffer,\r\n };\r\n}\r\n"]}
@@ -104,16 +104,14 @@ export class CascadedShadowGenerator extends ShadowGenerator {
104
104
  if (this._minDistance === min && this._maxDistance === max) {
105
105
  return;
106
106
  }
107
+ // Clamp both bounds into [0, 1] before checking ordering: previously min was only clamped
108
+ // low and max only clamped high, so inputs like (1.5, 2) produced min > max.
109
+ min = Math.min(Math.max(min, 0), 1);
110
+ max = Math.min(Math.max(max, 0), 1);
107
111
  if (min > max) {
108
112
  min = 0;
109
113
  max = 1;
110
114
  }
111
- if (min < 0) {
112
- min = 0;
113
- }
114
- if (max > 1) {
115
- max = 1;
116
- }
117
115
  this._minDistance = min;
118
116
  this._maxDistance = max;
119
117
  this._breaksAreDirty = true;