@onerjs/core 9.0.2 → 9.0.4

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 (476) hide show
  1. package/Buffers/buffer.pure.js +4 -0
  2. package/Buffers/buffer.pure.js.map +1 -1
  3. package/Cameras/camera.pure.d.ts +14 -0
  4. package/Cameras/camera.pure.js +15 -0
  5. package/Cameras/camera.pure.js.map +1 -1
  6. package/Compute/computeShader.pure.d.ts +2 -1
  7. package/Compute/computeShader.pure.js +29 -10
  8. package/Compute/computeShader.pure.js.map +1 -1
  9. package/Culling/ray.core.js +22 -9
  10. package/Culling/ray.core.js.map +1 -1
  11. package/Engines/IDrawContext.d.ts +2 -0
  12. package/Engines/IDrawContext.js.map +1 -1
  13. package/Engines/Native/nativeInterfaces.d.ts +55 -4
  14. package/Engines/Native/nativeInterfaces.js.map +1 -1
  15. package/Engines/Native/nativeRenderTargetWrapper.d.ts +1 -0
  16. package/Engines/Native/nativeRenderTargetWrapper.js +5 -1
  17. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  18. package/Engines/Processors/shaderCodeInliner.d.ts +2 -0
  19. package/Engines/Processors/shaderCodeInliner.js +251 -6
  20. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  21. package/Engines/Processors/shaderProcessor.js +10 -1
  22. package/Engines/Processors/shaderProcessor.js.map +1 -1
  23. package/Engines/WebGPU/Extensions/engine.debugging.pure.js +12 -0
  24. package/Engines/WebGPU/Extensions/engine.debugging.pure.js.map +1 -1
  25. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +0 -1
  26. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  27. package/Engines/WebGPU/Extensions/engine.query.pure.js +5 -0
  28. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  29. package/Engines/WebGPU/webgpuBufferManager.js +7 -0
  30. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  31. package/Engines/WebGPU/webgpuCacheTextureView.d.ts +1 -1
  32. package/Engines/WebGPU/webgpuCacheTextureView.js +20 -8
  33. package/Engines/WebGPU/webgpuCacheTextureView.js.map +1 -1
  34. package/Engines/WebGPU/webgpuDrawContext.d.ts +2 -0
  35. package/Engines/WebGPU/webgpuDrawContext.js +6 -0
  36. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  37. package/Engines/WebGPU/webgpuQuerySet.d.ts +3 -3
  38. package/Engines/WebGPU/webgpuQuerySet.js +23 -9
  39. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  40. package/Engines/WebGPU/webgpuRenderPassCommandStream.d.ts +156 -0
  41. package/Engines/WebGPU/webgpuRenderPassCommandStream.js +323 -0
  42. package/Engines/WebGPU/webgpuRenderPassCommandStream.js.map +1 -0
  43. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -1
  44. package/Engines/WebGPU/webgpuTextureManager.js +4 -3
  45. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  46. package/Engines/WebGPU/webgpuTimestampQuery.d.ts +3 -1
  47. package/Engines/WebGPU/webgpuTimestampQuery.js +9 -6
  48. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  49. package/Engines/abstractEngine.pure.d.ts +2 -0
  50. package/Engines/abstractEngine.pure.js +14 -5
  51. package/Engines/abstractEngine.pure.js.map +1 -1
  52. package/Engines/constants.d.ts +6 -0
  53. package/Engines/constants.js +6 -0
  54. package/Engines/constants.js.map +1 -1
  55. package/Engines/engine.d.ts +198 -24
  56. package/Engines/pure.d.ts +1 -0
  57. package/Engines/pure.js +1 -0
  58. package/Engines/pure.js.map +1 -1
  59. package/Engines/renderCommandBatcher.pure.d.ts +16 -0
  60. package/Engines/renderCommandBatcher.pure.js +24 -0
  61. package/Engines/renderCommandBatcher.pure.js.map +1 -0
  62. package/Engines/thinEngine.functions.js +3 -2
  63. package/Engines/thinEngine.functions.js.map +1 -1
  64. package/Engines/thinEngine.pure.js +18 -2
  65. package/Engines/thinEngine.pure.js.map +1 -1
  66. package/Engines/thinNativeEngine.pure.d.ts +10 -7
  67. package/Engines/thinNativeEngine.pure.js +117 -46
  68. package/Engines/thinNativeEngine.pure.js.map +1 -1
  69. package/Engines/thinWebGPUEngine.d.ts +8 -0
  70. package/Engines/thinWebGPUEngine.js +11 -0
  71. package/Engines/thinWebGPUEngine.js.map +1 -1
  72. package/Engines/webgpuEngine.pure.d.ts +60 -1
  73. package/Engines/webgpuEngine.pure.js +238 -42
  74. package/Engines/webgpuEngine.pure.js.map +1 -1
  75. package/FlowGraph/Blocks/Data/Audio/flowGraphGetSoundVolumeBlock.pure.d.ts +3 -3
  76. package/FlowGraph/Blocks/Data/Audio/flowGraphGetSoundVolumeBlock.pure.js +2 -1
  77. package/FlowGraph/Blocks/Data/Audio/flowGraphGetSoundVolumeBlock.pure.js.map +1 -1
  78. package/FlowGraph/Blocks/Data/Audio/flowGraphIsSoundPlayingBlock.pure.d.ts +3 -3
  79. package/FlowGraph/Blocks/Data/Audio/flowGraphIsSoundPlayingBlock.pure.js +2 -1
  80. package/FlowGraph/Blocks/Data/Audio/flowGraphIsSoundPlayingBlock.pure.js.map +1 -1
  81. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.d.ts +5 -0
  82. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.js +8 -0
  83. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.js.map +1 -0
  84. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.pure.d.ts +77 -0
  85. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.pure.js +141 -0
  86. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.pure.js.map +1 -0
  87. package/FlowGraph/Blocks/Event/flowGraphSoundEndedEventBlock.pure.d.ts +5 -3
  88. package/FlowGraph/Blocks/Event/flowGraphSoundEndedEventBlock.pure.js +38 -7
  89. package/FlowGraph/Blocks/Event/flowGraphSoundEndedEventBlock.pure.js.map +1 -1
  90. package/FlowGraph/Blocks/Event/index.d.ts +1 -0
  91. package/FlowGraph/Blocks/Event/index.js +1 -0
  92. package/FlowGraph/Blocks/Event/index.js.map +1 -1
  93. package/FlowGraph/Blocks/Event/pure.d.ts +1 -0
  94. package/FlowGraph/Blocks/Event/pure.js +1 -0
  95. package/FlowGraph/Blocks/Event/pure.js.map +1 -1
  96. package/FlowGraph/Blocks/Execution/Audio/flowGraphPauseSoundBlock.pure.d.ts +3 -3
  97. package/FlowGraph/Blocks/Execution/Audio/flowGraphPauseSoundBlock.pure.js +2 -1
  98. package/FlowGraph/Blocks/Execution/Audio/flowGraphPauseSoundBlock.pure.js.map +1 -1
  99. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlaySoundBlock.pure.d.ts +3 -3
  100. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlaySoundBlock.pure.js +2 -1
  101. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlaySoundBlock.pure.js.map +1 -1
  102. package/FlowGraph/Blocks/Execution/Audio/flowGraphSetSoundVolumeBlock.pure.d.ts +3 -3
  103. package/FlowGraph/Blocks/Execution/Audio/flowGraphSetSoundVolumeBlock.pure.js +2 -1
  104. package/FlowGraph/Blocks/Execution/Audio/flowGraphSetSoundVolumeBlock.pure.js.map +1 -1
  105. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopSoundBlock.pure.d.ts +3 -3
  106. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopSoundBlock.pure.js +2 -1
  107. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopSoundBlock.pure.js.map +1 -1
  108. package/FlowGraph/Blocks/allBlocks.pure.js +2 -0
  109. package/FlowGraph/Blocks/allBlocks.pure.js.map +1 -1
  110. package/FlowGraph/Blocks/flowGraphBlockFactory.js +2 -0
  111. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  112. package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +1 -0
  113. package/FlowGraph/Blocks/flowGraphBlockNames.js +1 -0
  114. package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
  115. package/FlowGraph/flowGraph.d.ts +12 -1
  116. package/FlowGraph/flowGraph.js +38 -0
  117. package/FlowGraph/flowGraph.js.map +1 -1
  118. package/FlowGraph/flowGraphCoordinator.d.ts +44 -0
  119. package/FlowGraph/flowGraphCoordinator.js +141 -0
  120. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  121. package/FlowGraph/flowGraphDataConnection.pure.js +41 -14
  122. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  123. package/FlowGraph/flowGraphParser.js +105 -5
  124. package/FlowGraph/flowGraphParser.js.map +1 -1
  125. package/FlowGraph/flowGraphSoundAssets.d.ts +40 -0
  126. package/FlowGraph/flowGraphSoundAssets.js +33 -0
  127. package/FlowGraph/flowGraphSoundAssets.js.map +1 -0
  128. package/FlowGraph/index.d.ts +1 -0
  129. package/FlowGraph/index.js +1 -0
  130. package/FlowGraph/index.js.map +1 -1
  131. package/FlowGraph/pure.d.ts +1 -0
  132. package/FlowGraph/pure.js +1 -0
  133. package/FlowGraph/pure.js.map +1 -1
  134. package/FlowGraph/serialization.d.ts +8 -0
  135. package/FlowGraph/serialization.js +31 -12
  136. package/FlowGraph/serialization.js.map +1 -1
  137. package/FlowGraph/typeDefinitions.d.ts +25 -0
  138. package/FlowGraph/typeDefinitions.js.map +1 -1
  139. package/FrameGraph/Tasks/PostProcesses/taaTask.js +2 -0
  140. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  141. package/Instrumentation/engineInstrumentation.d.ts +1 -0
  142. package/Instrumentation/engineInstrumentation.js +25 -6
  143. package/Instrumentation/engineInstrumentation.js.map +1 -1
  144. package/Lights/Clustered/clusteredLightContainer.pure.js +2 -0
  145. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  146. package/Lights/Shadows/cascadedShadowGenerator.pure.d.ts +36 -1
  147. package/Lights/Shadows/cascadedShadowGenerator.pure.js +202 -27
  148. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  149. package/Lights/directionalLight.pure.d.ts +24 -10
  150. package/Lights/directionalLight.pure.js +29 -11
  151. package/Lights/directionalLight.pure.js.map +1 -1
  152. package/Loading/sceneLoader.d.ts +1 -1
  153. package/Loading/sceneLoader.js +1 -1
  154. package/Loading/sceneLoader.js.map +1 -1
  155. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +4 -4
  156. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  157. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +1 -1
  158. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  159. package/Materials/Node/Blocks/Input/inputBlock.pure.js +4 -0
  160. package/Materials/Node/Blocks/Input/inputBlock.pure.js.map +1 -1
  161. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.d.ts +9 -0
  162. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +23 -3
  163. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
  164. package/Materials/PBR/openpbrMaterial.pure.js +1 -1
  165. package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
  166. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +9 -0
  167. package/Materials/PBR/pbrBaseMaterial.pure.js +60 -1
  168. package/Materials/PBR/pbrBaseMaterial.pure.js.map +1 -1
  169. package/Materials/PBR/pbrBaseSimpleMaterial.d.ts +11 -0
  170. package/Materials/PBR/pbrBaseSimpleMaterial.js +21 -2
  171. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  172. package/Materials/PBR/pbrMaterial.pure.d.ts +12 -0
  173. package/Materials/PBR/pbrMaterial.pure.js +23 -3
  174. package/Materials/PBR/pbrMaterial.pure.js.map +1 -1
  175. package/Materials/Textures/Filtering/hdrIrradianceFiltering.d.ts +1 -0
  176. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +10 -0
  177. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -1
  178. package/Materials/Textures/HTML/htmlInCanvasPolyfill.d.ts +5 -0
  179. package/Materials/Textures/HTML/htmlInCanvasPolyfill.js +7 -0
  180. package/Materials/Textures/HTML/htmlInCanvasPolyfill.js.map +1 -1
  181. package/Materials/Textures/HTML/htmlInteractionManager.d.ts +9 -3
  182. package/Materials/Textures/HTML/htmlInteractionManager.js +64 -5
  183. package/Materials/Textures/HTML/htmlInteractionManager.js.map +1 -1
  184. package/Materials/Textures/HTML/htmlTexture.d.ts +11 -11
  185. package/Materials/Textures/HTML/htmlTexture.js +106 -65
  186. package/Materials/Textures/HTML/htmlTexture.js.map +1 -1
  187. package/Materials/Textures/Loaders/internalTextureLoader.d.ts +2 -1
  188. package/Materials/Textures/Loaders/internalTextureLoader.js.map +1 -1
  189. package/Materials/Textures/Loaders/ktxTextureLoader.d.ts +2 -1
  190. package/Materials/Textures/Loaders/ktxTextureLoader.js +4 -50
  191. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  192. package/Materials/Textures/Procedurals/proceduralTexture.pure.js +10 -0
  193. package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
  194. package/Materials/Textures/dynamicTexture.pure.js +6 -0
  195. package/Materials/Textures/dynamicTexture.pure.js.map +1 -1
  196. package/Materials/Textures/ktx2encoderTypes.d.ts +51 -0
  197. package/Materials/Textures/ktx2encoderTypes.js +2 -0
  198. package/Materials/Textures/ktx2encoderTypes.js.map +1 -0
  199. package/Materials/Textures/renderTargetTexture.pure.js +10 -2
  200. package/Materials/Textures/renderTargetTexture.pure.js.map +1 -1
  201. package/Materials/Textures/textureMerger.d.ts +11 -0
  202. package/Materials/Textures/textureMerger.js +34 -19
  203. package/Materials/Textures/textureMerger.js.map +1 -1
  204. package/Materials/Textures/textureProcessor.d.ts +145 -0
  205. package/Materials/Textures/textureProcessor.js +445 -45
  206. package/Materials/Textures/textureProcessor.js.map +1 -1
  207. package/Materials/Textures/textureSampling.functions.d.ts +41 -0
  208. package/Materials/Textures/textureSampling.functions.js +82 -0
  209. package/Materials/Textures/textureSampling.functions.js.map +1 -0
  210. package/Materials/drawWrapper.d.ts +8 -0
  211. package/Materials/drawWrapper.js +19 -0
  212. package/Materials/drawWrapper.js.map +1 -1
  213. package/Materials/effect.pure.d.ts +6 -0
  214. package/Materials/effect.pure.js +28 -6
  215. package/Materials/effect.pure.js.map +1 -1
  216. package/Materials/effect.webgl.functions.pure.js +1 -1
  217. package/Materials/effect.webgl.functions.pure.js.map +1 -1
  218. package/Materials/material.pure.d.ts +5 -0
  219. package/Materials/material.pure.js +9 -2
  220. package/Materials/material.pure.js.map +1 -1
  221. package/Materials/materialFlags.d.ts +6 -0
  222. package/Materials/materialFlags.js +14 -0
  223. package/Materials/materialFlags.js.map +1 -1
  224. package/Materials/materialHelper.functions.d.ts +2 -1
  225. package/Materials/materialHelper.functions.js +36 -2
  226. package/Materials/materialHelper.functions.js.map +1 -1
  227. package/Materials/materialHelper.geometryrendering.js +19 -16
  228. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  229. package/Materials/materialPluginManager.pure.js +12 -8
  230. package/Materials/materialPluginManager.pure.js.map +1 -1
  231. package/Materials/prePassConfiguration.js +19 -16
  232. package/Materials/prePassConfiguration.js.map +1 -1
  233. package/Materials/shaderMaterial.pure.js +19 -6
  234. package/Materials/shaderMaterial.pure.js.map +1 -1
  235. package/Materials/shadowDepthWrapper.d.ts +6 -0
  236. package/Materials/shadowDepthWrapper.js +17 -0
  237. package/Materials/shadowDepthWrapper.js.map +1 -1
  238. package/Meshes/Compression/dracoCodec.d.ts +14 -0
  239. package/Meshes/Compression/dracoCodec.js +22 -0
  240. package/Meshes/Compression/dracoCodec.js.map +1 -1
  241. package/Meshes/Compression/dracoDecoder.d.ts +1 -0
  242. package/Meshes/Compression/dracoDecoder.js +27 -0
  243. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  244. package/Meshes/Compression/dracoEncoder.d.ts +1 -0
  245. package/Meshes/Compression/dracoEncoder.js +8 -0
  246. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  247. package/Meshes/Compression/meshoptCompression.d.ts +1 -0
  248. package/Meshes/Compression/meshoptCompression.js +9 -0
  249. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  250. package/Meshes/GaussianSplatting/gaussianSplattingGpuSorter.d.ts +415 -0
  251. package/Meshes/GaussianSplatting/gaussianSplattingGpuSorter.js +912 -0
  252. package/Meshes/GaussianSplatting/gaussianSplattingGpuSorter.js.map +1 -0
  253. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -0
  254. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +40 -9
  255. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  256. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +112 -8
  257. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +696 -74
  258. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  259. package/Meshes/abstractMesh.pure.js +12 -4
  260. package/Meshes/abstractMesh.pure.js.map +1 -1
  261. package/Meshes/geometry.d.ts +5 -0
  262. package/Meshes/geometry.js +25 -0
  263. package/Meshes/geometry.js.map +1 -1
  264. package/Meshes/index.d.ts +1 -0
  265. package/Meshes/index.js +1 -0
  266. package/Meshes/index.js.map +1 -1
  267. package/Meshes/mesh.pure.d.ts +7 -0
  268. package/Meshes/mesh.pure.js +18 -13
  269. package/Meshes/mesh.pure.js.map +1 -1
  270. package/Meshes/pure.d.ts +1 -0
  271. package/Meshes/pure.js +1 -0
  272. package/Meshes/pure.js.map +1 -1
  273. package/Meshes/subMesh.pure.d.ts +3 -0
  274. package/Meshes/subMesh.pure.js +26 -0
  275. package/Meshes/subMesh.pure.js.map +1 -1
  276. package/Meshes/thinInstanceMesh.pure.js +5 -3
  277. package/Meshes/thinInstanceMesh.pure.js.map +1 -1
  278. package/Misc/index.d.ts +1 -0
  279. package/Misc/index.js +1 -0
  280. package/Misc/index.js.map +1 -1
  281. package/Misc/khronosTextureContainer2.d.ts +3 -2
  282. package/Misc/khronosTextureContainer2.js +24 -6
  283. package/Misc/khronosTextureContainer2.js.map +1 -1
  284. package/Misc/khronosTextureContainer2Encoder.d.ts +166 -0
  285. package/Misc/khronosTextureContainer2Encoder.js +556 -0
  286. package/Misc/khronosTextureContainer2Encoder.js.map +1 -0
  287. package/Misc/khronosTextureContainer2EncoderWorker.d.ts +61 -0
  288. package/Misc/khronosTextureContainer2EncoderWorker.js +55 -0
  289. package/Misc/khronosTextureContainer2EncoderWorker.js.map +1 -0
  290. package/Misc/pure.d.ts +1 -0
  291. package/Misc/pure.js +1 -0
  292. package/Misc/pure.js.map +1 -1
  293. package/Misc/textureFormat.functions.d.ts +6 -0
  294. package/Misc/textureFormat.functions.js +54 -0
  295. package/Misc/textureFormat.functions.js.map +1 -0
  296. package/Misc/textureTools.d.ts +6 -2
  297. package/Misc/textureTools.js +100 -42
  298. package/Misc/textureTools.js.map +1 -1
  299. package/Misc/tools.pure.js +1 -1
  300. package/Misc/tools.pure.js.map +1 -1
  301. package/Particles/Node/Blocks/systemBlock.pure.d.ts +1 -1
  302. package/Particles/Node/Blocks/systemBlock.pure.js +6 -3
  303. package/Particles/Node/Blocks/systemBlock.pure.js.map +1 -1
  304. package/Particles/computeShaderParticleSystem.pure.js +5 -0
  305. package/Particles/computeShaderParticleSystem.pure.js.map +1 -1
  306. package/Particles/gpuParticleSystem.pure.d.ts +2 -0
  307. package/Particles/gpuParticleSystem.pure.js +25 -1
  308. package/Particles/gpuParticleSystem.pure.js.map +1 -1
  309. package/Particles/solidParticle.d.ts +5 -0
  310. package/Particles/solidParticle.js +5 -0
  311. package/Particles/solidParticle.js.map +1 -1
  312. package/Particles/solidParticleSystem.d.ts +10 -0
  313. package/Particles/solidParticleSystem.js +72 -13
  314. package/Particles/solidParticleSystem.js.map +1 -1
  315. package/Particles/thinParticleSystem.pure.js +4 -0
  316. package/Particles/thinParticleSystem.pure.js.map +1 -1
  317. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.pure.d.ts +27 -6
  318. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.pure.js +60 -5
  319. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.pure.js.map +1 -1
  320. package/PostProcesses/thinTAAPostProcess.d.ts +1 -0
  321. package/PostProcesses/thinTAAPostProcess.js +17 -1
  322. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  323. package/PostProcesses/volumetricLightScatteringPostProcess.pure.d.ts +2 -1
  324. package/PostProcesses/volumetricLightScatteringPostProcess.pure.js +6 -5
  325. package/PostProcesses/volumetricLightScatteringPostProcess.pure.js.map +1 -1
  326. package/Rendering/boundingBoxRenderer.pure.js +2 -3
  327. package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
  328. package/Rendering/geometryBufferRenderer.pure.js +8 -2
  329. package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
  330. package/Rendering/objectRenderer.d.ts +1 -0
  331. package/Rendering/objectRenderer.js +14 -0
  332. package/Rendering/objectRenderer.js.map +1 -1
  333. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +2 -2
  334. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  335. package/Shaders/ShadersInclude/bumpVertex.js +1 -1
  336. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  337. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +1 -1
  338. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  339. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +5 -1
  340. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  341. package/Shaders/ShadersInclude/helperFunctions.js +2 -2
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{ type Observer, Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type FlowGraphEventBlock } from \"./flowGraphEventBlock\";\r\nimport { FlowGraphContext } from \"./flowGraphContext\";\r\nimport { type FlowGraphBlock } from \"./flowGraphBlock\";\r\nimport { FlowGraphExecutionBlock } from \"./flowGraphExecutionBlock\";\r\nimport { FlowGraphAsyncExecutionBlock } from \"./flowGraphAsyncExecutionBlock\";\r\nimport { type FlowGraphCoordinator } from \"./flowGraphCoordinator\";\r\nimport { type IObjectAccessor } from \"./typeDefinitions\";\r\nimport { type IPathToObjectConverter } from \"../ObjectModel/objectModelInterfaces\";\r\nimport { type IAssetContainer } from \"core/IAssetContainer\";\r\nimport { FlowGraphEventType } from \"./flowGraphEventType\";\r\nimport { type IFlowGraphEventTrigger, FlowGraphSceneEventCoordinator } from \"./flowGraphSceneEventCoordinator\";\r\nimport { type FlowGraphMeshPickEventBlock } from \"./Blocks/Event/flowGraphMeshPickEventBlock\";\r\nimport { _IsDescendantOf } from \"./utils\";\r\nimport { type IFlowGraphValidationResult, ValidateFlowGraphWithBlockList } from \"./flowGraphValidator\";\r\nimport { RandomGUID } from \"../Misc/guid\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\n\r\n// UMD global names for the flow graph editor bundle (mirrors nodeGeometry.ts / nodeRenderGraph.ts).\r\ndeclare let FLOWGRAPHEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Interface used to configure the launch of the flow graph editor.\r\n */\r\nexport interface IFlowGraphEditorLaunchOptions {\r\n /** Define the URL to load the flow graph editor script from */\r\n editorURL?: string;\r\n /** Additional configuration forwarded to `FlowGraphEditor.Show()` (e.g. hostScene, hostElement) */\r\n flowGraphEditorConfig?: {\r\n hostScene?: Scene;\r\n hostElement?: HTMLElement;\r\n attachToLiveScene?: boolean;\r\n };\r\n}\r\n\r\nexport const enum FlowGraphState {\r\n /**\r\n * The graph is stopped\r\n */\r\n Stopped,\r\n /**\r\n * The graph is running\r\n */\r\n Started,\r\n /**\r\n * The graph is paused (contexts kept, pending tasks cancelled)\r\n */\r\n Paused,\r\n}\r\n\r\n/**\r\n * Parameters used to create a flow graph.\r\n */\r\nexport interface IFlowGraphParams {\r\n /**\r\n * The scene that the flow graph belongs to.\r\n */\r\n scene: Scene;\r\n /**\r\n * The event coordinator used by the flow graph.\r\n */\r\n coordinator: FlowGraphCoordinator;\r\n /**\r\n * Optional human-readable name for the graph.\r\n * Defaults to \"Graph\" if not provided.\r\n */\r\n name?: string;\r\n /**\r\n * Optional unique identifier for the graph.\r\n * If not provided, a random UUID is generated.\r\n */\r\n uniqueId?: string;\r\n}\r\n\r\n/**\r\n * Options for parsing a flow graph.\r\n */\r\nexport interface IFlowGraphParseOptions {\r\n /**\r\n * A function that parses complex values in a scene.\r\n * @param key the key of the value\r\n * @param serializationObject the object to read the value from\r\n * @param assetsContainer the assets container to read assets from\r\n * @param scene the scene to read the value from\r\n */\r\n valueParseFunction?: (key: string, serializationObject: any, assetsContainer: IAssetContainer, scene: Scene) => any;\r\n /**\r\n * The flow graph coordinator.\r\n */\r\n coordinator: FlowGraphCoordinator;\r\n /**\r\n * A function that converts a path to an object accessor.\r\n */\r\n pathConverter?: IPathToObjectConverter<IObjectAccessor>;\r\n}\r\n/**\r\n * Class used to represent a flow graph.\r\n * A flow graph is a graph of blocks that can be used to create complex logic.\r\n * Blocks can be added to the graph and connected to each other.\r\n * The graph can then be started, which will init and start all of its event blocks.\r\n *\r\n * @experimental FlowGraph is still in development and is subject to change.\r\n */\r\nexport class FlowGraph {\r\n /**\r\n * A human-readable name for this graph.\r\n */\r\n public name: string;\r\n\r\n /**\r\n * A unique identifier for this graph. Auto-generated if not provided.\r\n */\r\n public uniqueId: string;\r\n\r\n /**\r\n * Optional host-format metadata associated with this graph.\r\n */\r\n public metadata?: any;\r\n\r\n /**\r\n * Define the URL to load the flow graph editor script from.\r\n */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/flowGraphEditor/babylon.flowGraphEditor.js`;\r\n\r\n private _BJSFLOWGRAPHEDITOR = this._getGlobalFlowGraphEditor();\r\n\r\n /** @returns the flow graph editor from a UMD bundle or the BABYLON global, or undefined if not loaded */\r\n private _getGlobalFlowGraphEditor(): any {\r\n // UMD global name detection from bundle metadata. rollup-built UMD bundles may expose the\r\n // editor class on `.default.FlowGraphEditor`, so unwrap that case before falling back to\r\n // the BABYLON global emitted from the editor entry point.\r\n if (typeof FLOWGRAPHEDITOR !== \"undefined\") {\r\n if ((FLOWGRAPHEDITOR as any).FlowGraphEditor) {\r\n return FLOWGRAPHEDITOR;\r\n }\r\n if ((FLOWGRAPHEDITOR as any).default?.FlowGraphEditor) {\r\n return (FLOWGRAPHEDITOR as any).default;\r\n }\r\n }\r\n\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.FlowGraphEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * An observable that is triggered when the state of the graph changes.\r\n */\r\n public onStateChangedObservable: Observable<FlowGraphState> = new Observable();\r\n /** @internal */\r\n public _eventBlocks: { [keyof in FlowGraphEventType]: FlowGraphEventBlock[] } = {\r\n [FlowGraphEventType.SceneReady]: [],\r\n [FlowGraphEventType.SceneDispose]: [],\r\n [FlowGraphEventType.SceneBeforeRender]: [],\r\n [FlowGraphEventType.MeshPick]: [],\r\n [FlowGraphEventType.PointerDown]: [],\r\n [FlowGraphEventType.PointerUp]: [],\r\n [FlowGraphEventType.PointerMove]: [],\r\n [FlowGraphEventType.PointerOver]: [],\r\n [FlowGraphEventType.PointerOut]: [],\r\n [FlowGraphEventType.KeyDown]: [],\r\n [FlowGraphEventType.KeyUp]: [],\r\n [FlowGraphEventType.SceneAfterRender]: [],\r\n [FlowGraphEventType.NoTrigger]: [],\r\n };\r\n\r\n /**\r\n * All blocks that belong to this graph, including unreachable ones.\r\n * @internal\r\n */\r\n public _allBlocks: FlowGraphBlock[] = [];\r\n /**\r\n * @internal\r\n */\r\n public readonly _scene: Scene;\r\n\r\n /**\r\n * The scene associated with this flow graph.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n private _coordinator: FlowGraphCoordinator;\r\n\r\n /**\r\n * The coordinator that owns this flow graph.\r\n */\r\n public get coordinator(): FlowGraphCoordinator {\r\n return this._coordinator;\r\n }\r\n private _executionContexts: FlowGraphContext[] = [];\r\n private _sceneEventCoordinator: FlowGraphSceneEventCoordinator;\r\n\r\n /**\r\n * The scene event coordinator for this graph.\r\n * Provides access to runtime event state such as currently pressed keys.\r\n */\r\n public get sceneEventCoordinator(): FlowGraphSceneEventCoordinator {\r\n return this._sceneEventCoordinator;\r\n }\r\n\r\n private _eventObserver: Nullable<Observer<IFlowGraphEventTrigger>>;\r\n\r\n /**\r\n * The state of the graph\r\n */\r\n private _state: FlowGraphState = FlowGraphState.Stopped;\r\n\r\n /**\r\n * The state of the graph\r\n */\r\n public get state() {\r\n return this._state;\r\n }\r\n\r\n /**\r\n * The state of the graph\r\n */\r\n public set state(value: FlowGraphState) {\r\n this._state = value;\r\n this.onStateChangedObservable.notifyObservers(value);\r\n }\r\n\r\n /**\r\n * Construct a Flow Graph\r\n * @param params construction parameters. currently only the scene\r\n */\r\n public constructor(params: IFlowGraphParams) {\r\n this._scene = params.scene;\r\n this._sceneEventCoordinator = new FlowGraphSceneEventCoordinator(this._scene);\r\n this._coordinator = params.coordinator;\r\n this.name = params.name ?? \"Graph\";\r\n this.uniqueId = params.uniqueId ?? RandomGUID();\r\n }\r\n\r\n private _attachEventObserver() {\r\n if (this._eventObserver) {\r\n return;\r\n }\r\n this._eventObserver = this._sceneEventCoordinator.onEventTriggeredObservable.add((event, eventState) => {\r\n if (event.type === FlowGraphEventType.SceneDispose) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n if (this.state !== FlowGraphState.Started) {\r\n return;\r\n }\r\n\r\n const propagationStops =\r\n event.type === FlowGraphEventType.MeshPick || event.type === FlowGraphEventType.PointerOver || event.type === FlowGraphEventType.PointerOut\r\n ? ([] as AbstractMesh[])\r\n : undefined;\r\n const payload = event.payload as { mesh?: AbstractMesh; pickInfo?: { pickedMesh?: AbstractMesh } } | undefined;\r\n const source = payload?.pickInfo?.pickedMesh ?? payload?.mesh;\r\n for (const context of this._executionContexts) {\r\n const order = this._getContextualOrder(event.type, context);\r\n for (const block of order) {\r\n const eventBlock = block as FlowGraphEventBlock & {\r\n _getReferencedMesh?: (context: FlowGraphContext) => AbstractMesh | undefined;\r\n };\r\n const target = eventBlock._getReferencedMesh?.(context);\r\n if (source && target && propagationStops?.some((stoppedTarget) => stoppedTarget !== target && _IsDescendantOf(source, target))) {\r\n continue;\r\n }\r\n const eventKey = eventBlock.eventKey;\r\n this._coordinator._beginEventDispatch(eventKey, eventState);\r\n let shouldContinue: boolean;\r\n let dispatch: ReturnType<FlowGraphCoordinator[\"_endEventDispatch\"]>;\r\n try {\r\n shouldContinue = block._executeEvent(context, event.payload);\r\n } finally {\r\n dispatch = this._coordinator._endEventDispatch();\r\n }\r\n if (dispatch?.propagationStopped && target) {\r\n propagationStops?.push(target);\r\n }\r\n if (eventState.skipNextObservers || !shouldContinue) {\r\n break;\r\n }\r\n }\r\n if (eventState.skipNextObservers) {\r\n break;\r\n }\r\n }\r\n // custom behavior(s) of specific events\r\n switch (event.type) {\r\n case FlowGraphEventType.SceneReady:\r\n this._sceneEventCoordinator.sceneReadyTriggered = true;\r\n break;\r\n case FlowGraphEventType.SceneBeforeRender:\r\n for (const context of this._executionContexts) {\r\n context._notifyOnTick(event.payload);\r\n }\r\n break;\r\n }\r\n });\r\n }\r\n\r\n private _detachEventObserver() {\r\n this._eventObserver?.remove();\r\n this._eventObserver = null;\r\n }\r\n\r\n /**\r\n * Sets a new scene for this flow graph, re-wiring all event listeners.\r\n * This is useful when the scene the flow graph should listen to changes\r\n * (e.g. when a new scene is loaded in an editor preview).\r\n * If the graph is currently running, it will be stopped first and must be\r\n * restarted manually after calling this method.\r\n * @param scene the new scene to attach to\r\n */\r\n public setScene(scene: Scene): void {\r\n if (scene === this._scene) {\r\n return;\r\n }\r\n if (this.state === FlowGraphState.Started) {\r\n this.stop();\r\n }\r\n // Tear down old event coordinator\r\n this._detachEventObserver();\r\n this._sceneEventCoordinator.dispose();\r\n // Clear execution contexts so start() creates fresh ones with the new scene.\r\n // NOTE: This intentionally discards user variables and connection values.\r\n // Callers that need to preserve them (e.g. the Flow Graph Editor) should\r\n // snapshot context state BEFORE calling setScene() and restore it in a\r\n // wrapped createContext() callback after start() re-creates contexts.\r\n this._executionContexts.length = 0;\r\n // Rebuild with the new scene\r\n (this as { _scene: Scene })._scene = scene;\r\n this._scene.constantlyUpdateMeshUnderPointer = true; // ensure pointer info is always up to date for event blocks that need it\r\n // Re-resolve node references (e.g. meshes targeted by Get/Set property blocks) against the\r\n // new scene. This is required when the graph was parsed before its scene was populated (for\r\n // example an editor that loads a graph from a snippet first and the referenced scene second):\r\n // the references would otherwise stay bound to nodes from the old/disposed scene.\r\n for (const block of this._allBlocks) {\r\n for (const input of block.dataInputs) {\r\n input._reresolveDefaultValueForScene(scene);\r\n }\r\n }\r\n this._sceneEventCoordinator = new FlowGraphSceneEventCoordinator(this._scene);\r\n // Pre-attach the event observer so that events from the new\r\n // coordinator are routed to the graph immediately. The handler\r\n // guards against processing events while the graph is stopped,\r\n // but having the observer in place ensures no events are lost\r\n // when start() is called shortly after.\r\n this._attachEventObserver();\r\n }\r\n\r\n /**\r\n * Create a context. A context represents one self contained execution for the graph, with its own variables.\r\n * @returns the context, where you can get and set variables\r\n */\r\n public createContext() {\r\n const context = new FlowGraphContext({ scene: this._scene, coordinator: this._coordinator, sceneEventCoordinator: this._sceneEventCoordinator });\r\n this._executionContexts.push(context);\r\n return context;\r\n }\r\n\r\n /**\r\n * Returns the execution context at a given index\r\n * @param index the index of the context\r\n * @returns the execution context at that index\r\n */\r\n public getContext(index: number) {\r\n return this._executionContexts[index];\r\n }\r\n\r\n /**\r\n * Returns the number of execution contexts currently attached to this graph.\r\n */\r\n public get contextCount(): number {\r\n return this._executionContexts.length;\r\n }\r\n\r\n /**\r\n * Remove an execution context by index. Any pending async blocks on\r\n * the context are cleared before removal.\r\n * @param index the index of the context to remove\r\n * @returns the removed context, or undefined if the index was out of range\r\n */\r\n public removeContext(index: number): FlowGraphContext | undefined {\r\n if (index < 0 || index >= this._executionContexts.length) {\r\n return undefined;\r\n }\r\n const [removed] = this._executionContexts.splice(index, 1);\r\n removed._clearPendingBlocks();\r\n return removed;\r\n }\r\n\r\n /**\r\n * Returns all blocks registered in this graph, including disconnected ones.\r\n * @returns a read-only array of all blocks\r\n */\r\n public getAllBlocks(): readonly FlowGraphBlock[] {\r\n return this._allBlocks;\r\n }\r\n\r\n /**\r\n * Register a block with the graph. This does not wire any connections;\r\n * it simply ensures the block is tracked so that serialization, editor\r\n * display, and validation see it even when it is not reachable from an\r\n * event block.\r\n * @param block the block to register\r\n */\r\n public addBlock(block: FlowGraphBlock): void {\r\n if (this._allBlocks.indexOf(block) === -1) {\r\n this._allBlocks.push(block);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a block from the graph. Disconnects all of its ports and, if it\r\n * is an event block, unregisters it from the event-block lists.\r\n * @param block the block to remove\r\n */\r\n public removeBlock(block: FlowGraphBlock): void {\r\n const idx = this._allBlocks.indexOf(block);\r\n if (idx !== -1) {\r\n this._allBlocks.splice(idx, 1);\r\n }\r\n // If it is an event block, remove from the event-block registry\r\n if (block instanceof FlowGraphExecutionBlock && \"type\" in block) {\r\n const eventBlock = block as unknown as FlowGraphEventBlock;\r\n const list = this._eventBlocks[eventBlock.type];\r\n if (list) {\r\n const eIdx = list.indexOf(eventBlock);\r\n if (eIdx !== -1) {\r\n list.splice(eIdx, 1);\r\n }\r\n }\r\n }\r\n // If the block has pending async tasks (e.g. event subscriptions),\r\n // cancel them in all active execution contexts so deletion takes\r\n // effect immediately even while the graph is running.\r\n if (block instanceof FlowGraphAsyncExecutionBlock) {\r\n for (const context of this._executionContexts) {\r\n block._cancelPendingTasks(context);\r\n block._resetAfterCanceled(context);\r\n }\r\n }\r\n // Disconnect all ports\r\n for (const input of block.dataInputs) {\r\n input.disconnectFromAll();\r\n }\r\n for (const output of block.dataOutputs) {\r\n output.disconnectFromAll();\r\n }\r\n if (block instanceof FlowGraphExecutionBlock) {\r\n for (const signalIn of block.signalInputs) {\r\n signalIn.disconnectFromAll();\r\n }\r\n for (const signalOut of block.signalOutputs) {\r\n signalOut.disconnectFromAll();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Add an event block. When the graph is started, it will start listening to events\r\n * from the block and execute the graph when they are triggered.\r\n * @param block the event block to be added\r\n */\r\n public addEventBlock(block: FlowGraphEventBlock): void {\r\n this.addBlock(block);\r\n if (block.type === FlowGraphEventType.PointerOver || block.type === FlowGraphEventType.PointerOut) {\r\n this._scene.constantlyUpdateMeshUnderPointer = true;\r\n }\r\n\r\n this._eventBlocks[block.type].push(block);\r\n\r\n // if already started, sort and add to the pending\r\n if (this.state === FlowGraphState.Started) {\r\n for (const context of this._executionContexts) {\r\n block._startPendingTasks(context);\r\n }\r\n } else {\r\n this.onStateChangedObservable.addOnce((state) => {\r\n if (state === FlowGraphState.Started) {\r\n for (const context of this._executionContexts) {\r\n block._startPendingTasks(context);\r\n }\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Stops the flow graph. Cancels all pending tasks and clears execution contexts,\r\n * but keeps event blocks so the graph can be restarted.\r\n */\r\n public stop() {\r\n if (this.state === FlowGraphState.Stopped) {\r\n return;\r\n }\r\n this._detachEventObserver();\r\n this.state = FlowGraphState.Stopped;\r\n for (const context of this._executionContexts) {\r\n context._clearPendingBlocks();\r\n context._clearPendingActivation();\r\n }\r\n this._executionContexts.length = 0;\r\n }\r\n\r\n /**\r\n * Pauses the flow graph. Cancels pending tasks but keeps execution contexts and event blocks.\r\n * Call start() to resume.\r\n */\r\n public pause() {\r\n if (this.state !== FlowGraphState.Started) {\r\n return;\r\n }\r\n this._detachEventObserver();\r\n this.state = FlowGraphState.Paused;\r\n for (const context of this._executionContexts) {\r\n context._clearPendingBlocks();\r\n }\r\n }\r\n\r\n /**\r\n * Starts the flow graph. Initializes the event blocks and starts listening to events.\r\n * Can also be called to resume from a paused state.\r\n * @param skipSceneReadyCheck whether to activate the startup event immediately even when the scene is not yet ready\r\n */\r\n public start(skipSceneReadyCheck: boolean = false) {\r\n if (this.state === FlowGraphState.Started) {\r\n return;\r\n }\r\n const resumingFromPause = this.state === FlowGraphState.Paused;\r\n if (this._executionContexts.length === 0) {\r\n this.createContext();\r\n }\r\n this._attachEventObserver();\r\n this.state = FlowGraphState.Started;\r\n this._startPendingEvents();\r\n // On a fresh start (not resume), fire the SceneReady event.\r\n // The coordinator's own scene-ready observer may have already\r\n // fired (and been lost) while the graph was stopped, so reset\r\n // the flag and handle the ready state ourselves.\r\n if (!resumingFromPause) {\r\n this._sceneEventCoordinator.sceneReadyTriggered = false;\r\n if (skipSceneReadyCheck || this._scene.isReady(true)) {\r\n this._sceneEventCoordinator.sceneReadyTriggered = true;\r\n this._sceneEventCoordinator.onEventTriggeredObservable.notifyObservers({ type: FlowGraphEventType.SceneReady });\r\n } else {\r\n // Scene isn't ready yet (e.g. pending shader compilations after\r\n // a scene swap). Use executeWhenReady(true) which restarts the\r\n // readiness check loop — a plain addOnce on onReadyObservable\r\n // may never fire if the check loop already completed.\r\n this._scene.executeWhenReady(() => {\r\n if (this.state === FlowGraphState.Started && !this._sceneEventCoordinator.sceneReadyTriggered) {\r\n this._sceneEventCoordinator.sceneReadyTriggered = true;\r\n this._sceneEventCoordinator.onEventTriggeredObservable.notifyObservers({ type: FlowGraphEventType.SceneReady });\r\n }\r\n }, true);\r\n }\r\n }\r\n }\r\n\r\n private _startPendingEvents() {\r\n for (const context of this._executionContexts) {\r\n for (const type in this._eventBlocks) {\r\n const order = this._getContextualOrder(type as FlowGraphEventType, context);\r\n for (const block of order) {\r\n block._startPendingTasks(context);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _getContextualOrder(type: FlowGraphEventType, context: FlowGraphContext): FlowGraphEventBlock[] {\r\n const order = this._eventBlocks[type].sort((a, b) => b.initPriority - a.initPriority);\r\n\r\n if (type === FlowGraphEventType.MeshPick || type === FlowGraphEventType.PointerOver || type === FlowGraphEventType.PointerOut) {\r\n const meshPickOrder = [] as FlowGraphEventBlock[];\r\n for (const block1 of order) {\r\n const mesh1 =\r\n type === FlowGraphEventType.MeshPick\r\n ? (block1 as FlowGraphMeshPickEventBlock).asset.getValue(context)\r\n : (\r\n block1 as FlowGraphEventBlock & {\r\n _getReferencedMesh: (context: FlowGraphContext) => AbstractMesh;\r\n }\r\n )._getReferencedMesh(context);\r\n let i = 0;\r\n for (; i < order.length; i++) {\r\n const block2 = order[i];\r\n const mesh2 =\r\n type === FlowGraphEventType.MeshPick\r\n ? (block2 as FlowGraphMeshPickEventBlock).asset.getValue(context)\r\n : (\r\n block2 as FlowGraphEventBlock & {\r\n _getReferencedMesh: (context: FlowGraphContext) => AbstractMesh;\r\n }\r\n )._getReferencedMesh(context);\r\n if (mesh1 && mesh2 && _IsDescendantOf(mesh1, mesh2)) {\r\n break;\r\n }\r\n }\r\n meshPickOrder.splice(i, 0, block1);\r\n }\r\n return meshPickOrder;\r\n }\r\n return order;\r\n }\r\n\r\n /**\r\n * Disposes of the flow graph. Cancels any pending tasks and removes all event listeners.\r\n */\r\n public dispose() {\r\n // Always release the scene-event wiring, even for a stopped or never-started graph.\r\n // The scene event coordinator attaches per-frame, pointer and keyboard observers to the\r\n // scene in its constructor, so a graph that is removed from its coordinator (or disposed)\r\n // while stopped would otherwise leak those observers and keep incurring per-frame overhead.\r\n this._detachEventObserver();\r\n this._sceneEventCoordinator.dispose();\r\n if (this.state === FlowGraphState.Stopped) {\r\n // Nothing is executing, so there is no run state to clear. Authored blocks are left\r\n // intact on purpose: the editor re-points a stopped graph across preview scenes via\r\n // setScene(), and each preview scene disposal raises a SceneDispose event that calls\r\n // dispose() here. Wiping the blocks would destroy the user's graph on every reset.\r\n return;\r\n }\r\n this.state = FlowGraphState.Stopped;\r\n for (const context of this._executionContexts) {\r\n context._clearPendingBlocks();\r\n context._clearPendingActivation();\r\n }\r\n this._executionContexts.length = 0;\r\n for (const type in this._eventBlocks) {\r\n this._eventBlocks[type as FlowGraphEventType].length = 0;\r\n }\r\n this._allBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Executes a function in all blocks of a flow graph, starting with the event blocks.\r\n * @param visitor the function to execute.\r\n */\r\n public visitAllBlocks(visitor: (block: FlowGraphBlock) => void) {\r\n const visitList: FlowGraphBlock[] = [];\r\n const idsAddedToVisitList = new Set<string>();\r\n for (const type in this._eventBlocks) {\r\n for (const block of this._eventBlocks[type as FlowGraphEventType]) {\r\n visitList.push(block);\r\n idsAddedToVisitList.add(block.uniqueId);\r\n }\r\n }\r\n\r\n while (visitList.length > 0) {\r\n const block = visitList.pop()!;\r\n visitor(block);\r\n\r\n for (const dataIn of block.dataInputs) {\r\n for (const connection of dataIn._connectedPoint) {\r\n if (!idsAddedToVisitList.has(connection._ownerBlock.uniqueId)) {\r\n visitList.push(connection._ownerBlock);\r\n idsAddedToVisitList.add(connection._ownerBlock.uniqueId);\r\n }\r\n }\r\n }\r\n if (block instanceof FlowGraphExecutionBlock) {\r\n for (const signalOut of block.signalOutputs) {\r\n for (const connection of signalOut._connectedPoint) {\r\n if (!idsAddedToVisitList.has(connection._ownerBlock.uniqueId)) {\r\n visitList.push(connection._ownerBlock);\r\n idsAddedToVisitList.add(connection._ownerBlock.uniqueId);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Validates the flow graph and returns all issues found.\r\n * Uses the tracked block list for complete validation including unreachable block detection.\r\n * @returns The validation result containing errors and warnings.\r\n */\r\n public validate(): IFlowGraphValidationResult {\r\n return ValidateFlowGraphWithBlockList(this, this._allBlocks);\r\n }\r\n\r\n /**\r\n * Serializes a graph\r\n * @param serializationObject the object to write the values in\r\n * @param valueSerializeFunction a function to serialize complex values\r\n */\r\n public serialize(serializationObject: any = {}, valueSerializeFunction?: (key: string, value: any, serializationObject: any) => void) {\r\n serializationObject.name = this.name;\r\n serializationObject.uniqueId = this.uniqueId;\r\n if (this.metadata !== undefined) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n serializationObject.allBlocks = [];\r\n // Collect all blocks: traversal-reachable ones plus any registered\r\n // orphans in _allBlocks (e.g. disconnected blocks in the editor).\r\n const seen = new Set<string>();\r\n const serializeBlock = (block: FlowGraphBlock) => {\r\n if (seen.has(block.uniqueId)) {\r\n return;\r\n }\r\n seen.add(block.uniqueId);\r\n const serializedBlock: any = {};\r\n block.serialize(serializedBlock);\r\n serializationObject.allBlocks.push(serializedBlock);\r\n };\r\n this.visitAllBlocks(serializeBlock);\r\n for (const block of this._allBlocks) {\r\n serializeBlock(block);\r\n }\r\n serializationObject.executionContexts = [];\r\n for (const context of this._executionContexts) {\r\n const serializedContext: any = {};\r\n context.serialize(serializedContext, valueSerializeFunction);\r\n serializationObject.executionContexts.push(serializedContext);\r\n }\r\n }\r\n\r\n /**\r\n * Launches the flow graph editor for this graph.\r\n * The editor is lazy-loaded from {@link FlowGraph.EditorURL} the first time it is used.\r\n * @param config defines the configuration of the editor\r\n * @returns a promise fulfilled when the editor is visible\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async edit(config?: IFlowGraphEditorLaunchOptions): Promise<void> {\r\n return await new Promise((resolve) => {\r\n this._BJSFLOWGRAPHEDITOR = this._BJSFLOWGRAPHEDITOR || this._getGlobalFlowGraphEditor();\r\n if (typeof this._BJSFLOWGRAPHEDITOR === \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : FlowGraph.EditorURL;\r\n\r\n // Load the editor bundle and add it to the DOM.\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this._BJSFLOWGRAPHEDITOR = this._BJSFLOWGRAPHEDITOR || this._getGlobalFlowGraphEditor();\r\n this._createFlowGraphEditor(config?.flowGraphEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n this._createFlowGraphEditor(config?.flowGraphEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the flow graph editor window.\r\n * @param additionalConfig additional configuration forwarded to `FlowGraphEditor.Show()`\r\n */\r\n private _createFlowGraphEditor(additionalConfig?: any) {\r\n const editorConfig: any = {\r\n flowGraph: this,\r\n hostScene: this._scene,\r\n // edit() always targets the developer's own live graph and scene, so the editor should\r\n // attach to that scene instead of spinning up a throwaway preview scene. A caller can\r\n // still override this via additionalConfig.\r\n attachToLiveScene: true,\r\n ...additionalConfig,\r\n };\r\n this._BJSFLOWGRAPHEDITOR.FlowGraphEditor.Show(editorConfig);\r\n }\r\n}\r\n"]}
1
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{ type Observer, Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type FlowGraphEventBlock } from \"./flowGraphEventBlock\";\r\nimport { FlowGraphContext } from \"./flowGraphContext\";\r\nimport { type FlowGraphBlock } from \"./flowGraphBlock\";\r\nimport { FlowGraphExecutionBlock } from \"./flowGraphExecutionBlock\";\r\nimport { FlowGraphAsyncExecutionBlock } from \"./flowGraphAsyncExecutionBlock\";\r\nimport { type FlowGraphCoordinator } from \"./flowGraphCoordinator\";\r\nimport { type IObjectAccessor, type SerializedFlowGraphReferenceProvenance } from \"./typeDefinitions\";\r\nimport { type IPathToObjectConverter } from \"../ObjectModel/objectModelInterfaces\";\r\nimport { type IAssetContainer } from \"core/IAssetContainer\";\r\nimport { FlowGraphEventType } from \"./flowGraphEventType\";\r\nimport { type IFlowGraphEventTrigger, FlowGraphSceneEventCoordinator } from \"./flowGraphSceneEventCoordinator\";\r\nimport { type FlowGraphMeshPickEventBlock } from \"./Blocks/Event/flowGraphMeshPickEventBlock\";\r\nimport { _IsDescendantOf } from \"./utils\";\r\nimport { type IFlowGraphValidationResult, ValidateFlowGraphWithBlockList } from \"./flowGraphValidator\";\r\nimport { RandomGUID } from \"../Misc/guid\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\n\r\n// UMD global names for the flow graph editor bundle (mirrors nodeGeometry.ts / nodeRenderGraph.ts).\r\ndeclare let FLOWGRAPHEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Interface used to configure the launch of the flow graph editor.\r\n */\r\nexport interface IFlowGraphEditorLaunchOptions {\r\n /** Define the URL to load the flow graph editor script from */\r\n editorURL?: string;\r\n /** Additional configuration forwarded to `FlowGraphEditor.Show()` (e.g. hostScene, hostElement) */\r\n flowGraphEditorConfig?: {\r\n hostScene?: Scene;\r\n hostElement?: HTMLElement;\r\n attachToLiveScene?: boolean;\r\n };\r\n}\r\n\r\nexport const enum FlowGraphState {\r\n /**\r\n * The graph is stopped\r\n */\r\n Stopped,\r\n /**\r\n * The graph is running\r\n */\r\n Started,\r\n /**\r\n * The graph is paused (contexts kept, pending tasks cancelled)\r\n */\r\n Paused,\r\n}\r\n\r\n/**\r\n * Parameters used to create a flow graph.\r\n */\r\nexport interface IFlowGraphParams {\r\n /**\r\n * The scene that the flow graph belongs to.\r\n */\r\n scene: Scene;\r\n /**\r\n * The event coordinator used by the flow graph.\r\n */\r\n coordinator: FlowGraphCoordinator;\r\n /**\r\n * Optional human-readable name for the graph.\r\n * Defaults to \"Graph\" if not provided.\r\n */\r\n name?: string;\r\n /**\r\n * Optional unique identifier for the graph.\r\n * If not provided, a random UUID is generated.\r\n */\r\n uniqueId?: string;\r\n}\r\n\r\n/**\r\n * Options for parsing a flow graph.\r\n */\r\nexport interface IFlowGraphParseOptions {\r\n /**\r\n * A function that parses complex values in a scene.\r\n * @param key the key of the value\r\n * @param serializationObject the object to read the value from\r\n * @param assetsContainer the assets container to read assets from\r\n * @param scene the scene to read the value from\r\n */\r\n valueParseFunction?: (key: string, serializationObject: any, assetsContainer: IAssetContainer, scene: Scene) => any;\r\n /**\r\n * The flow graph coordinator.\r\n */\r\n coordinator: FlowGraphCoordinator;\r\n /**\r\n * A function that converts a path to an object accessor.\r\n */\r\n pathConverter?: IPathToObjectConverter<IObjectAccessor>;\r\n /**\r\n * Optional scene-reference provenance used to disambiguate duplicate nodes.\r\n */\r\n referenceProvenance?: SerializedFlowGraphReferenceProvenance;\r\n}\r\n/**\r\n * Class used to represent a flow graph.\r\n * A flow graph is a graph of blocks that can be used to create complex logic.\r\n * Blocks can be added to the graph and connected to each other.\r\n * The graph can then be started, which will init and start all of its event blocks.\r\n *\r\n * @experimental FlowGraph is still in development and is subject to change.\r\n */\r\nexport class FlowGraph {\r\n private _referenceProvenance: SerializedFlowGraphReferenceProvenance | undefined;\r\n\r\n /**\r\n * A human-readable name for this graph.\r\n */\r\n public name: string;\r\n\r\n /**\r\n * A unique identifier for this graph. Auto-generated if not provided.\r\n */\r\n public uniqueId: string;\r\n\r\n /**\r\n * Optional host-format metadata associated with this graph.\r\n */\r\n public metadata?: any;\r\n\r\n /**\r\n * Define the URL to load the flow graph editor script from.\r\n */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/flowGraphEditor/babylon.flowGraphEditor.js`;\r\n\r\n private _BJSFLOWGRAPHEDITOR = this._getGlobalFlowGraphEditor();\r\n\r\n /** @returns the flow graph editor from a UMD bundle or the BABYLON global, or undefined if not loaded */\r\n private _getGlobalFlowGraphEditor(): any {\r\n // UMD global name detection from bundle metadata. rollup-built UMD bundles may expose the\r\n // editor class on `.default.FlowGraphEditor`, so unwrap that case before falling back to\r\n // the BABYLON global emitted from the editor entry point.\r\n if (typeof FLOWGRAPHEDITOR !== \"undefined\") {\r\n if ((FLOWGRAPHEDITOR as any).FlowGraphEditor) {\r\n return FLOWGRAPHEDITOR;\r\n }\r\n if ((FLOWGRAPHEDITOR as any).default?.FlowGraphEditor) {\r\n return (FLOWGRAPHEDITOR as any).default;\r\n }\r\n }\r\n\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.FlowGraphEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * An observable that is triggered when the state of the graph changes.\r\n */\r\n public onStateChangedObservable: Observable<FlowGraphState> = new Observable();\r\n /** @internal */\r\n public _eventBlocks: { [keyof in FlowGraphEventType]: FlowGraphEventBlock[] } = {\r\n [FlowGraphEventType.SceneReady]: [],\r\n [FlowGraphEventType.SceneDispose]: [],\r\n [FlowGraphEventType.SceneBeforeRender]: [],\r\n [FlowGraphEventType.MeshPick]: [],\r\n [FlowGraphEventType.PointerDown]: [],\r\n [FlowGraphEventType.PointerUp]: [],\r\n [FlowGraphEventType.PointerMove]: [],\r\n [FlowGraphEventType.PointerOver]: [],\r\n [FlowGraphEventType.PointerOut]: [],\r\n [FlowGraphEventType.KeyDown]: [],\r\n [FlowGraphEventType.KeyUp]: [],\r\n [FlowGraphEventType.SceneAfterRender]: [],\r\n [FlowGraphEventType.NoTrigger]: [],\r\n };\r\n\r\n /**\r\n * All blocks that belong to this graph, including unreachable ones.\r\n * @internal\r\n */\r\n public _allBlocks: FlowGraphBlock[] = [];\r\n /**\r\n * @internal\r\n */\r\n public readonly _scene: Scene;\r\n\r\n /**\r\n * The scene associated with this flow graph.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n private _coordinator: FlowGraphCoordinator;\r\n\r\n /**\r\n * The coordinator that owns this flow graph.\r\n */\r\n public get coordinator(): FlowGraphCoordinator {\r\n return this._coordinator;\r\n }\r\n private _executionContexts: FlowGraphContext[] = [];\r\n private _sceneEventCoordinator: FlowGraphSceneEventCoordinator;\r\n\r\n /**\r\n * The scene event coordinator for this graph.\r\n * Provides access to runtime event state such as currently pressed keys.\r\n */\r\n public get sceneEventCoordinator(): FlowGraphSceneEventCoordinator {\r\n return this._sceneEventCoordinator;\r\n }\r\n\r\n private _eventObserver: Nullable<Observer<IFlowGraphEventTrigger>>;\r\n\r\n /**\r\n * The state of the graph\r\n */\r\n private _state: FlowGraphState = FlowGraphState.Stopped;\r\n\r\n /**\r\n * The state of the graph\r\n */\r\n public get state() {\r\n return this._state;\r\n }\r\n\r\n /**\r\n * The state of the graph\r\n */\r\n public set state(value: FlowGraphState) {\r\n this._state = value;\r\n this.onStateChangedObservable.notifyObservers(value);\r\n }\r\n\r\n /**\r\n * Construct a Flow Graph\r\n * @param params construction parameters. currently only the scene\r\n */\r\n public constructor(params: IFlowGraphParams) {\r\n this._scene = params.scene;\r\n this._sceneEventCoordinator = new FlowGraphSceneEventCoordinator(this._scene);\r\n this._coordinator = params.coordinator;\r\n this.name = params.name ?? \"Graph\";\r\n this.uniqueId = params.uniqueId ?? RandomGUID();\r\n }\r\n\r\n private _attachEventObserver() {\r\n if (this._eventObserver) {\r\n return;\r\n }\r\n this._eventObserver = this._sceneEventCoordinator.onEventTriggeredObservable.add((event, eventState) => {\r\n if (event.type === FlowGraphEventType.SceneDispose) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n if (this.state !== FlowGraphState.Started) {\r\n return;\r\n }\r\n\r\n const propagationStops =\r\n event.type === FlowGraphEventType.MeshPick || event.type === FlowGraphEventType.PointerOver || event.type === FlowGraphEventType.PointerOut\r\n ? ([] as AbstractMesh[])\r\n : undefined;\r\n const payload = event.payload as { mesh?: AbstractMesh; pickInfo?: { pickedMesh?: AbstractMesh } } | undefined;\r\n const source = payload?.pickInfo?.pickedMesh ?? payload?.mesh;\r\n for (const context of this._executionContexts) {\r\n const order = this._getContextualOrder(event.type, context);\r\n for (const block of order) {\r\n const eventBlock = block as FlowGraphEventBlock & {\r\n _getReferencedMesh?: (context: FlowGraphContext) => AbstractMesh | undefined;\r\n };\r\n const target = eventBlock._getReferencedMesh?.(context);\r\n if (source && target && propagationStops?.some((stoppedTarget) => stoppedTarget !== target && _IsDescendantOf(source, target))) {\r\n continue;\r\n }\r\n const eventKey = eventBlock.eventKey;\r\n this._coordinator._beginEventDispatch(eventKey, eventState);\r\n let shouldContinue: boolean;\r\n let dispatch: ReturnType<FlowGraphCoordinator[\"_endEventDispatch\"]>;\r\n try {\r\n shouldContinue = block._executeEvent(context, event.payload);\r\n } finally {\r\n dispatch = this._coordinator._endEventDispatch();\r\n }\r\n if (dispatch?.propagationStopped && target) {\r\n propagationStops?.push(target);\r\n }\r\n if (eventState.skipNextObservers || !shouldContinue) {\r\n break;\r\n }\r\n }\r\n if (eventState.skipNextObservers) {\r\n break;\r\n }\r\n }\r\n // custom behavior(s) of specific events\r\n switch (event.type) {\r\n case FlowGraphEventType.SceneReady:\r\n this._sceneEventCoordinator.sceneReadyTriggered = true;\r\n break;\r\n case FlowGraphEventType.SceneBeforeRender:\r\n for (const context of this._executionContexts) {\r\n context._notifyOnTick(event.payload);\r\n }\r\n break;\r\n }\r\n });\r\n }\r\n\r\n private _detachEventObserver() {\r\n this._eventObserver?.remove();\r\n this._eventObserver = null;\r\n }\r\n\r\n /**\r\n * Sets a new scene for this flow graph, re-wiring all event listeners.\r\n * This is useful when the scene the flow graph should listen to changes\r\n * (e.g. when a new scene is loaded in an editor preview).\r\n * If the graph is currently running, it will be stopped first and must be\r\n * restarted manually after calling this method.\r\n * @param scene the new scene to attach to\r\n */\r\n public setScene(scene: Scene): void {\r\n if (scene === this._scene) {\r\n return;\r\n }\r\n if (this.state === FlowGraphState.Started) {\r\n this.stop();\r\n }\r\n // Tear down old event coordinator\r\n this._detachEventObserver();\r\n this._sceneEventCoordinator.dispose();\r\n // Clear execution contexts so start() creates fresh ones with the new scene.\r\n // NOTE: This intentionally discards user variables and connection values.\r\n // Callers that need to preserve them (e.g. the Flow Graph Editor) should\r\n // snapshot context state BEFORE calling setScene() and restore it in a\r\n // wrapped createContext() callback after start() re-creates contexts.\r\n this._executionContexts.length = 0;\r\n // Rebuild with the new scene\r\n (this as { _scene: Scene })._scene = scene;\r\n this._scene.constantlyUpdateMeshUnderPointer = true; // ensure pointer info is always up to date for event blocks that need it\r\n // Re-resolve node references (e.g. meshes targeted by Get/Set property blocks) against the\r\n // new scene. This is required when the graph was parsed before its scene was populated (for\r\n // example an editor that loads a graph from a snippet first and the referenced scene second):\r\n // the references would otherwise stay bound to nodes from the old/disposed scene.\r\n for (const block of this._allBlocks) {\r\n for (const input of block.dataInputs) {\r\n input._reresolveDefaultValueForScene(scene);\r\n }\r\n }\r\n this._sceneEventCoordinator = new FlowGraphSceneEventCoordinator(this._scene);\r\n // Pre-attach the event observer so that events from the new\r\n // coordinator are routed to the graph immediately. The handler\r\n // guards against processing events while the graph is stopped,\r\n // but having the observer in place ensures no events are lost\r\n // when start() is called shortly after.\r\n this._attachEventObserver();\r\n }\r\n\r\n /**\r\n * Create a context. A context represents one self contained execution for the graph, with its own variables.\r\n * @returns the context, where you can get and set variables\r\n */\r\n public createContext() {\r\n const context = new FlowGraphContext({ scene: this._scene, coordinator: this._coordinator, sceneEventCoordinator: this._sceneEventCoordinator });\r\n this._executionContexts.push(context);\r\n return context;\r\n }\r\n\r\n /**\r\n * Returns the execution context at a given index\r\n * @param index the index of the context\r\n * @returns the execution context at that index\r\n */\r\n public getContext(index: number) {\r\n return this._executionContexts[index];\r\n }\r\n\r\n /**\r\n * Returns the number of execution contexts currently attached to this graph.\r\n */\r\n public get contextCount(): number {\r\n return this._executionContexts.length;\r\n }\r\n\r\n /**\r\n * Remove an execution context by index. Any pending async blocks on\r\n * the context are cleared before removal.\r\n * @param index the index of the context to remove\r\n * @returns the removed context, or undefined if the index was out of range\r\n */\r\n public removeContext(index: number): FlowGraphContext | undefined {\r\n if (index < 0 || index >= this._executionContexts.length) {\r\n return undefined;\r\n }\r\n const [removed] = this._executionContexts.splice(index, 1);\r\n removed._clearPendingBlocks();\r\n return removed;\r\n }\r\n\r\n /**\r\n * Returns all blocks registered in this graph, including disconnected ones.\r\n * @returns a read-only array of all blocks\r\n */\r\n public getAllBlocks(): readonly FlowGraphBlock[] {\r\n return this._allBlocks;\r\n }\r\n\r\n /**\r\n * Register a block with the graph. This does not wire any connections;\r\n * it simply ensures the block is tracked so that serialization, editor\r\n * display, and validation see it even when it is not reachable from an\r\n * event block.\r\n * @param block the block to register\r\n */\r\n public addBlock(block: FlowGraphBlock): void {\r\n if (this._allBlocks.indexOf(block) === -1) {\r\n this._allBlocks.push(block);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a block from the graph. Disconnects all of its ports and, if it\r\n * is an event block, unregisters it from the event-block lists.\r\n * @param block the block to remove\r\n */\r\n public removeBlock(block: FlowGraphBlock): void {\r\n const idx = this._allBlocks.indexOf(block);\r\n if (idx !== -1) {\r\n this._allBlocks.splice(idx, 1);\r\n }\r\n // If it is an event block, remove from the event-block registry\r\n if (block instanceof FlowGraphExecutionBlock && \"type\" in block) {\r\n const eventBlock = block as unknown as FlowGraphEventBlock;\r\n const list = this._eventBlocks[eventBlock.type];\r\n if (list) {\r\n const eIdx = list.indexOf(eventBlock);\r\n if (eIdx !== -1) {\r\n list.splice(eIdx, 1);\r\n }\r\n }\r\n }\r\n // If the block has pending async tasks (e.g. event subscriptions),\r\n // cancel them in all active execution contexts so deletion takes\r\n // effect immediately even while the graph is running.\r\n if (block instanceof FlowGraphAsyncExecutionBlock) {\r\n for (const context of this._executionContexts) {\r\n block._cancelPendingTasks(context);\r\n block._resetAfterCanceled(context);\r\n }\r\n }\r\n // Disconnect all ports\r\n for (const input of block.dataInputs) {\r\n input.disconnectFromAll();\r\n }\r\n for (const output of block.dataOutputs) {\r\n output.disconnectFromAll();\r\n }\r\n if (block instanceof FlowGraphExecutionBlock) {\r\n for (const signalIn of block.signalInputs) {\r\n signalIn.disconnectFromAll();\r\n }\r\n for (const signalOut of block.signalOutputs) {\r\n signalOut.disconnectFromAll();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Add an event block. When the graph is started, it will start listening to events\r\n * from the block and execute the graph when they are triggered.\r\n * @param block the event block to be added\r\n */\r\n public addEventBlock(block: FlowGraphEventBlock): void {\r\n this.addBlock(block);\r\n if (block.type === FlowGraphEventType.PointerOver || block.type === FlowGraphEventType.PointerOut) {\r\n this._scene.constantlyUpdateMeshUnderPointer = true;\r\n }\r\n\r\n this._eventBlocks[block.type].push(block);\r\n\r\n // if already started, sort and add to the pending\r\n if (this.state === FlowGraphState.Started) {\r\n for (const context of this._executionContexts) {\r\n block._startPendingTasks(context);\r\n }\r\n } else {\r\n this.onStateChangedObservable.addOnce((state) => {\r\n if (state === FlowGraphState.Started) {\r\n for (const context of this._executionContexts) {\r\n block._startPendingTasks(context);\r\n }\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Stops the flow graph. Cancels all pending tasks and clears execution contexts,\r\n * but keeps event blocks so the graph can be restarted.\r\n */\r\n public stop() {\r\n if (this.state === FlowGraphState.Stopped) {\r\n return;\r\n }\r\n this._detachEventObserver();\r\n this.state = FlowGraphState.Stopped;\r\n for (const context of this._executionContexts) {\r\n context._clearPendingBlocks();\r\n context._clearPendingActivation();\r\n }\r\n this._executionContexts.length = 0;\r\n }\r\n\r\n /**\r\n * Pauses the flow graph. Cancels pending tasks but keeps execution contexts and event blocks.\r\n * Call start() to resume.\r\n */\r\n public pause() {\r\n if (this.state !== FlowGraphState.Started) {\r\n return;\r\n }\r\n this._detachEventObserver();\r\n this.state = FlowGraphState.Paused;\r\n for (const context of this._executionContexts) {\r\n context._clearPendingBlocks();\r\n }\r\n }\r\n\r\n /**\r\n * Starts the flow graph. Initializes the event blocks and starts listening to events.\r\n * Can also be called to resume from a paused state.\r\n * @param skipSceneReadyCheck whether to activate the startup event immediately even when the scene is not yet ready\r\n */\r\n public start(skipSceneReadyCheck: boolean = false) {\r\n if (this.state === FlowGraphState.Started) {\r\n return;\r\n }\r\n const resumingFromPause = this.state === FlowGraphState.Paused;\r\n if (this._executionContexts.length === 0) {\r\n this.createContext();\r\n }\r\n this._attachEventObserver();\r\n this.state = FlowGraphState.Started;\r\n this._startPendingEvents();\r\n // On a fresh start (not resume), fire the SceneReady event.\r\n // The coordinator's own scene-ready observer may have already\r\n // fired (and been lost) while the graph was stopped, so reset\r\n // the flag and handle the ready state ourselves.\r\n if (!resumingFromPause) {\r\n this._sceneEventCoordinator.sceneReadyTriggered = false;\r\n if (skipSceneReadyCheck || this._scene.isReady(true)) {\r\n this._sceneEventCoordinator.sceneReadyTriggered = true;\r\n this._sceneEventCoordinator.onEventTriggeredObservable.notifyObservers({ type: FlowGraphEventType.SceneReady });\r\n } else {\r\n // Scene isn't ready yet (e.g. pending shader compilations after\r\n // a scene swap). Use executeWhenReady(true) which restarts the\r\n // readiness check loop — a plain addOnce on onReadyObservable\r\n // may never fire if the check loop already completed.\r\n this._scene.executeWhenReady(() => {\r\n if (this.state === FlowGraphState.Started && !this._sceneEventCoordinator.sceneReadyTriggered) {\r\n this._sceneEventCoordinator.sceneReadyTriggered = true;\r\n this._sceneEventCoordinator.onEventTriggeredObservable.notifyObservers({ type: FlowGraphEventType.SceneReady });\r\n }\r\n }, true);\r\n }\r\n }\r\n }\r\n\r\n private _startPendingEvents() {\r\n for (const context of this._executionContexts) {\r\n for (const type in this._eventBlocks) {\r\n const order = this._getContextualOrder(type as FlowGraphEventType, context);\r\n for (const block of order) {\r\n block._startPendingTasks(context);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _getContextualOrder(type: FlowGraphEventType, context: FlowGraphContext): FlowGraphEventBlock[] {\r\n const order = this._eventBlocks[type].sort((a, b) => b.initPriority - a.initPriority);\r\n\r\n if (type === FlowGraphEventType.MeshPick || type === FlowGraphEventType.PointerOver || type === FlowGraphEventType.PointerOut) {\r\n const meshPickOrder = [] as FlowGraphEventBlock[];\r\n for (const block1 of order) {\r\n const mesh1 =\r\n type === FlowGraphEventType.MeshPick\r\n ? (block1 as FlowGraphMeshPickEventBlock).asset.getValue(context)\r\n : (\r\n block1 as FlowGraphEventBlock & {\r\n _getReferencedMesh: (context: FlowGraphContext) => AbstractMesh;\r\n }\r\n )._getReferencedMesh(context);\r\n let i = 0;\r\n for (; i < order.length; i++) {\r\n const block2 = order[i];\r\n const mesh2 =\r\n type === FlowGraphEventType.MeshPick\r\n ? (block2 as FlowGraphMeshPickEventBlock).asset.getValue(context)\r\n : (\r\n block2 as FlowGraphEventBlock & {\r\n _getReferencedMesh: (context: FlowGraphContext) => AbstractMesh;\r\n }\r\n )._getReferencedMesh(context);\r\n if (mesh1 && mesh2 && _IsDescendantOf(mesh1, mesh2)) {\r\n break;\r\n }\r\n }\r\n meshPickOrder.splice(i, 0, block1);\r\n }\r\n return meshPickOrder;\r\n }\r\n return order;\r\n }\r\n\r\n /**\r\n * Disposes of the flow graph. Cancels any pending tasks and removes all event listeners.\r\n */\r\n public dispose() {\r\n // Always release the scene-event wiring, even for a stopped or never-started graph.\r\n // The scene event coordinator attaches per-frame, pointer and keyboard observers to the\r\n // scene in its constructor, so a graph that is removed from its coordinator (or disposed)\r\n // while stopped would otherwise leak those observers and keep incurring per-frame overhead.\r\n this._detachEventObserver();\r\n this._sceneEventCoordinator.dispose();\r\n if (this.state === FlowGraphState.Stopped) {\r\n // Nothing is executing, so there is no run state to clear. Authored blocks are left\r\n // intact on purpose: the editor re-points a stopped graph across preview scenes via\r\n // setScene(), and each preview scene disposal raises a SceneDispose event that calls\r\n // dispose() here. Wiping the blocks would destroy the user's graph on every reset.\r\n return;\r\n }\r\n this.state = FlowGraphState.Stopped;\r\n for (const context of this._executionContexts) {\r\n context._clearPendingBlocks();\r\n context._clearPendingActivation();\r\n }\r\n this._executionContexts.length = 0;\r\n for (const type in this._eventBlocks) {\r\n this._eventBlocks[type as FlowGraphEventType].length = 0;\r\n }\r\n this._allBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Executes a function in all blocks of a flow graph, starting with the event blocks.\r\n * @param visitor the function to execute.\r\n */\r\n public visitAllBlocks(visitor: (block: FlowGraphBlock) => void) {\r\n const visitList: FlowGraphBlock[] = [];\r\n const idsAddedToVisitList = new Set<string>();\r\n for (const type in this._eventBlocks) {\r\n for (const block of this._eventBlocks[type as FlowGraphEventType]) {\r\n visitList.push(block);\r\n idsAddedToVisitList.add(block.uniqueId);\r\n }\r\n }\r\n\r\n while (visitList.length > 0) {\r\n const block = visitList.pop()!;\r\n visitor(block);\r\n\r\n for (const dataIn of block.dataInputs) {\r\n for (const connection of dataIn._connectedPoint) {\r\n if (!idsAddedToVisitList.has(connection._ownerBlock.uniqueId)) {\r\n visitList.push(connection._ownerBlock);\r\n idsAddedToVisitList.add(connection._ownerBlock.uniqueId);\r\n }\r\n }\r\n }\r\n if (block instanceof FlowGraphExecutionBlock) {\r\n for (const signalOut of block.signalOutputs) {\r\n for (const connection of signalOut._connectedPoint) {\r\n if (!idsAddedToVisitList.has(connection._ownerBlock.uniqueId)) {\r\n visitList.push(connection._ownerBlock);\r\n idsAddedToVisitList.add(connection._ownerBlock.uniqueId);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Validates the flow graph and returns all issues found.\r\n * Uses the tracked block list for complete validation including unreachable block detection.\r\n * @returns The validation result containing errors and warnings.\r\n */\r\n public validate(): IFlowGraphValidationResult {\r\n return ValidateFlowGraphWithBlockList(this, this._allBlocks);\r\n }\r\n\r\n /**\r\n * Serializes a graph\r\n * @param serializationObject the object to write the values in\r\n * @param valueSerializeFunction a function to serialize complex values\r\n */\r\n public serialize(serializationObject: any = {}, valueSerializeFunction?: (key: string, value: any, serializationObject: any) => void) {\r\n serializationObject.name = this.name;\r\n serializationObject.uniqueId = this.uniqueId;\r\n if (this.metadata !== undefined) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n serializationObject.allBlocks = [];\r\n // Collect all blocks: traversal-reachable ones plus any registered\r\n // orphans in _allBlocks (e.g. disconnected blocks in the editor).\r\n const seen = new Set<string>();\r\n const serializeBlock = (block: FlowGraphBlock) => {\r\n if (seen.has(block.uniqueId)) {\r\n return;\r\n }\r\n seen.add(block.uniqueId);\r\n const serializedBlock: any = {};\r\n block.serialize(serializedBlock);\r\n serializationObject.allBlocks.push(serializedBlock);\r\n };\r\n this.visitAllBlocks(serializeBlock);\r\n for (const block of this._allBlocks) {\r\n serializeBlock(block);\r\n }\r\n serializationObject.executionContexts = [];\r\n for (const context of this._executionContexts) {\r\n const serializedContext: any = {};\r\n context.serialize(serializedContext, valueSerializeFunction);\r\n serializationObject.executionContexts.push(serializedContext);\r\n }\r\n if (this._referenceProvenance) {\r\n const nodes = this._scene.getNodes();\r\n for (let index = 0; index < this._referenceProvenance.length; index++) {\r\n const [uniqueId, location] = this._referenceProvenance[index];\r\n const candidates = nodes.filter((candidate) => candidate.uniqueId === uniqueId && candidate.getClassName() === location.className);\r\n const node =\r\n candidates.find((candidate) => candidate.id === location.id && candidate.name === location.name) ??\r\n candidates.find((candidate) => candidate.id === location.id) ??\r\n candidates.find((candidate) => candidate.name === location.name) ??\r\n (candidates.length === 1 ? candidates[0] : undefined);\r\n if (!node) {\r\n continue;\r\n }\r\n const sameClassNodes = nodes.filter((candidate) => candidate.getClassName() === node.getClassName());\r\n this._referenceProvenance[index] = [\r\n node.uniqueId,\r\n {\r\n id: node.id,\r\n name: node.name,\r\n className: node.getClassName(),\r\n idIndex: sameClassNodes.filter((candidate) => candidate.id === node.id).indexOf(node),\r\n nameIndex: sameClassNodes.filter((candidate) => candidate.name === node.name).indexOf(node),\r\n sceneUid: this._scene.uid,\r\n },\r\n ];\r\n }\r\n serializationObject.referenceProvenance = this._referenceProvenance;\r\n } else {\r\n delete serializationObject.referenceProvenance;\r\n }\r\n }\r\n\r\n /**\r\n * Retains serialized scene-reference provenance for subsequent graph serialization.\r\n * @internal\r\n * @param provenance serialized scene-reference provenance\r\n */\r\n public _setReferenceProvenance(provenance: SerializedFlowGraphReferenceProvenance): void {\r\n this._referenceProvenance = provenance;\r\n }\r\n\r\n /**\r\n * Launches the flow graph editor for this graph.\r\n * The editor is lazy-loaded from {@link FlowGraph.EditorURL} the first time it is used.\r\n * @param config defines the configuration of the editor\r\n * @returns a promise fulfilled when the editor is visible\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async edit(config?: IFlowGraphEditorLaunchOptions): Promise<void> {\r\n return await new Promise((resolve) => {\r\n this._BJSFLOWGRAPHEDITOR = this._BJSFLOWGRAPHEDITOR || this._getGlobalFlowGraphEditor();\r\n if (typeof this._BJSFLOWGRAPHEDITOR === \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : FlowGraph.EditorURL;\r\n\r\n // Load the editor bundle and add it to the DOM.\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this._BJSFLOWGRAPHEDITOR = this._BJSFLOWGRAPHEDITOR || this._getGlobalFlowGraphEditor();\r\n this._createFlowGraphEditor(config?.flowGraphEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n this._createFlowGraphEditor(config?.flowGraphEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the flow graph editor window.\r\n * @param additionalConfig additional configuration forwarded to `FlowGraphEditor.Show()`\r\n */\r\n private _createFlowGraphEditor(additionalConfig?: any) {\r\n const editorConfig: any = {\r\n flowGraph: this,\r\n hostScene: this._scene,\r\n // edit() always targets the developer's own live graph and scene, so the editor should\r\n // attach to that scene instead of spinning up a throwaway preview scene. A caller can\r\n // still override this via additionalConfig.\r\n attachToLiveScene: true,\r\n ...additionalConfig,\r\n };\r\n this._BJSFLOWGRAPHEDITOR.FlowGraphEditor.Show(editorConfig);\r\n }\r\n}\r\n"]}
@@ -4,7 +4,11 @@ import { FlowGraph } from "./flowGraph.js";
4
4
  import { type IPathToObjectConverter } from "../ObjectModel/objectModelInterfaces.js";
5
5
  import { type IObjectAccessor } from "./typeDefinitions.js";
6
6
  import { type IAssetContainer } from "../IAssetContainer.js";
7
+ import { type Nullable } from "../types.js";
8
+ import { type AudioEngineV2 } from "../AudioV2/abstractAudio/audioEngineV2.js";
9
+ import { type StaticSound } from "../AudioV2/abstractAudio/staticSound.js";
7
10
  import { type IFlowGraphHostResolver } from "./flowGraphHostResolver.js";
11
+ import { type IFlowGraphSoundAsset } from "./flowGraphSoundAssets.js";
8
12
  /**
9
13
  * Parameters used to create a flow graph engine.
10
14
  */
@@ -39,6 +43,11 @@ export interface IFlowGraphCoordinatorParseOptions {
39
43
  * The scene that the flow graph coordinator belongs to.
40
44
  */
41
45
  scene: Scene;
46
+ /**
47
+ * The audio engine used to load the serialized sound assets.
48
+ * When omitted, the most recently created audio engine is used, and a new one is created if none exists.
49
+ */
50
+ audioEngine?: AudioEngineV2;
42
51
  }
43
52
  /**
44
53
  * This class holds all of the existing flow graphs and is responsible for creating new ones.
@@ -85,6 +94,13 @@ export declare class FlowGraphCoordinator {
85
94
  dispatchEventsSynchronously: boolean;
86
95
  private readonly _flowGraphs;
87
96
  private _customEventsMap;
97
+ private readonly _soundAssets;
98
+ private _usesFallbackAudioEngine;
99
+ /**
100
+ * Observable raised with the name of a sound asset when its loaded sound changes,
101
+ * i.e. when the asset finishes loading, is replaced or is removed.
102
+ */
103
+ readonly onSoundAssetChangedObservable: Observable<string>;
88
104
  private _eventExecutionCounter;
89
105
  private _disposeObserver;
90
106
  private _onBeforeRenderObserver;
@@ -136,6 +152,34 @@ export declare class FlowGraphCoordinator {
136
152
  * Disposes all graphs
137
153
  */
138
154
  dispose(): void;
155
+ /**
156
+ * Gets the sound assets declared on this coordinator.
157
+ * Declared sound assets are serialized with the coordinator.
158
+ */
159
+ get soundAssets(): IFlowGraphSoundAsset[];
160
+ /**
161
+ * Gets the loaded sound of a declared sound asset.
162
+ * @param name the name of the sound asset
163
+ * @returns the loaded sound, or null if the asset is not declared or not loaded yet
164
+ */
165
+ getSoundAsset(name: string): Nullable<StaticSound>;
166
+ /**
167
+ * Declares a sound asset on this coordinator and loads its sound.
168
+ * An existing asset with the same name is replaced and its sound is disposed, so audio blocks that
169
+ * reference the asset by name will play the new sound.
170
+ * If loading fails, the asset stays declared (and serialized) without a sound, and the error is rethrown.
171
+ * @param asset the sound asset to declare
172
+ * @param audioEngine the audio engine used to load the sound. When omitted, the most recently created audio engine is used.
173
+ * If no audio engine exists, a fallback engine is created; it is shared between coordinators and disposed with the last coordinator using it.
174
+ * @returns a promise that resolves with the loaded sound
175
+ */
176
+ addSoundAssetAsync(asset: IFlowGraphSoundAsset, audioEngine?: AudioEngineV2): Promise<StaticSound>;
177
+ private _throwIfSoundAssetChanged;
178
+ /**
179
+ * Removes a declared sound asset and disposes its sound.
180
+ * @param name the name of the sound asset to remove
181
+ */
182
+ removeSoundAsset(name: string): void;
139
183
  /**
140
184
  * Serializes this coordinator to a JSON object.
141
185
  * @param serializationObject the object to serialize to
@@ -2,6 +2,41 @@ import { Observable } from "../Misc/observable.js";
2
2
  import { FlowGraph } from "./flowGraph.js";
3
3
  import { Logger } from "../Misc/logger.js";
4
4
  import { GetDefaultEventReferenceKey, GetDefaultEventReference } from "./flowGraphHostResolver.js";
5
+ /**
6
+ * Audio engine created by coordinators when no audio engine exists. It is shared by all coordinators
7
+ * that need a fallback engine and disposed when the last of them is disposed.
8
+ */
9
+ let FallbackAudioEnginePromise = null;
10
+ let FallbackAudioEngine = null;
11
+ let FallbackAudioEngineUsers = 0;
12
+ function DisposeUnusedFallbackAudioEngine() {
13
+ if (FallbackAudioEngineUsers > 0 || !FallbackAudioEngine) {
14
+ return;
15
+ }
16
+ const engine = FallbackAudioEngine;
17
+ FallbackAudioEngine = null;
18
+ FallbackAudioEnginePromise = null;
19
+ engine.dispose();
20
+ }
21
+ async function GetFallbackAudioEngineAsync() {
22
+ if (!FallbackAudioEnginePromise) {
23
+ FallbackAudioEnginePromise = (async () => {
24
+ try {
25
+ const { CreateAudioEngineAsync } = await import("../AudioV2/webAudio/webAudioEngine.js");
26
+ const engine = await CreateAudioEngineAsync();
27
+ FallbackAudioEngine = engine;
28
+ // All users may have been disposed while the engine was being created.
29
+ DisposeUnusedFallbackAudioEngine();
30
+ return engine;
31
+ }
32
+ catch (e) {
33
+ FallbackAudioEnginePromise = null;
34
+ throw e;
35
+ }
36
+ })();
37
+ }
38
+ return await FallbackAudioEnginePromise;
39
+ }
5
40
  /**
6
41
  * This class holds all of the existing flow graphs and is responsible for creating new ones.
7
42
  * It also handles starting/stopping multiple graphs and communication between them through an Event Coordinator
@@ -36,6 +71,13 @@ export class FlowGraphCoordinator {
36
71
  this.dispatchEventsSynchronously = true;
37
72
  this._flowGraphs = [];
38
73
  this._customEventsMap = new Map();
74
+ this._soundAssets = new Map();
75
+ this._usesFallbackAudioEngine = false;
76
+ /**
77
+ * Observable raised with the name of a sound asset when its loaded sound changes,
78
+ * i.e. when the asset finishes loading, is replaced or is removed.
79
+ */
80
+ this.onSoundAssetChangedObservable = new Observable();
39
81
  this._eventExecutionCounter = new Map();
40
82
  this._executeOnNextFrame = [];
41
83
  this._eventUniqueId = 0;
@@ -153,8 +195,100 @@ export class FlowGraphCoordinator {
153
195
  FlowGraphCoordinator._OnFlowGraphRemovedObservable.notifyObservers(graph);
154
196
  }
155
197
  this._flowGraphs.length = 0;
198
+ for (const entry of this._soundAssets.values()) {
199
+ entry.sound?.dispose();
200
+ }
201
+ this._soundAssets.clear();
202
+ this.onSoundAssetChangedObservable.clear();
203
+ if (this._usesFallbackAudioEngine) {
204
+ this._usesFallbackAudioEngine = false;
205
+ FallbackAudioEngineUsers--;
206
+ DisposeUnusedFallbackAudioEngine();
207
+ }
156
208
  this._detachFromScene(this.config.scene);
157
209
  }
210
+ /**
211
+ * Gets the sound assets declared on this coordinator.
212
+ * Declared sound assets are serialized with the coordinator.
213
+ */
214
+ get soundAssets() {
215
+ return Array.from(this._soundAssets.values(), (entry) => ({ ...entry.asset }));
216
+ }
217
+ /**
218
+ * Gets the loaded sound of a declared sound asset.
219
+ * @param name the name of the sound asset
220
+ * @returns the loaded sound, or null if the asset is not declared or not loaded yet
221
+ */
222
+ getSoundAsset(name) {
223
+ return this._soundAssets.get(name)?.sound ?? null;
224
+ }
225
+ /**
226
+ * Declares a sound asset on this coordinator and loads its sound.
227
+ * An existing asset with the same name is replaced and its sound is disposed, so audio blocks that
228
+ * reference the asset by name will play the new sound.
229
+ * If loading fails, the asset stays declared (and serialized) without a sound, and the error is rethrown.
230
+ * @param asset the sound asset to declare
231
+ * @param audioEngine the audio engine used to load the sound. When omitted, the most recently created audio engine is used.
232
+ * If no audio engine exists, a fallback engine is created; it is shared between coordinators and disposed with the last coordinator using it.
233
+ * @returns a promise that resolves with the loaded sound
234
+ */
235
+ async addSoundAssetAsync(asset, audioEngine) {
236
+ // Copy the descriptor so that changes made by the caller while the sound loads do not affect this load.
237
+ const entry = { asset: { name: asset.name, url: asset.url }, sound: null };
238
+ const { name, url } = entry.asset;
239
+ this.removeSoundAsset(name);
240
+ this._soundAssets.set(name, entry);
241
+ const { CreateSoundAsync, LastCreatedAudioEngine } = await import("../AudioV2/abstractAudio/audioEngineV2.js");
242
+ this._throwIfSoundAssetChanged(entry);
243
+ let engine;
244
+ if (audioEngine && audioEngine !== FallbackAudioEngine) {
245
+ engine = audioEngine;
246
+ }
247
+ else {
248
+ // A fallback engine is already listed by LastCreatedAudioEngine while it initializes, so join a pending
249
+ // fallback before treating the last created engine as owned by someone else. Once the fallback is ready,
250
+ // an engine created later by the application takes precedence.
251
+ const isFallbackPending = !!FallbackAudioEnginePromise && !FallbackAudioEngine;
252
+ const lastEngine = audioEngine ?? (isFallbackPending ? null : LastCreatedAudioEngine());
253
+ if (lastEngine && lastEngine !== FallbackAudioEngine) {
254
+ engine = lastEngine;
255
+ }
256
+ else {
257
+ if (!this._usesFallbackAudioEngine) {
258
+ this._usesFallbackAudioEngine = true;
259
+ FallbackAudioEngineUsers++;
260
+ }
261
+ engine = await GetFallbackAudioEngineAsync();
262
+ this._throwIfSoundAssetChanged(entry);
263
+ }
264
+ }
265
+ const sound = await CreateSoundAsync(name, url, {}, engine);
266
+ if (this._soundAssets.get(name) !== entry) {
267
+ sound.dispose();
268
+ this._throwIfSoundAssetChanged(entry);
269
+ }
270
+ entry.sound = sound;
271
+ this.onSoundAssetChangedObservable.notifyObservers(name);
272
+ return sound;
273
+ }
274
+ _throwIfSoundAssetChanged(entry) {
275
+ if (this._soundAssets.get(entry.asset.name) !== entry) {
276
+ throw new Error(`Sound asset "${entry.asset.name}" was removed or replaced before it finished loading.`);
277
+ }
278
+ }
279
+ /**
280
+ * Removes a declared sound asset and disposes its sound.
281
+ * @param name the name of the sound asset to remove
282
+ */
283
+ removeSoundAsset(name) {
284
+ const entry = this._soundAssets.get(name);
285
+ if (!entry) {
286
+ return;
287
+ }
288
+ entry.sound?.dispose();
289
+ this._soundAssets.delete(name);
290
+ this.onSoundAssetChangedObservable.notifyObservers(name);
291
+ }
158
292
  /**
159
293
  * Serializes this coordinator to a JSON object.
160
294
  * @param serializationObject the object to serialize to
@@ -168,6 +302,13 @@ export class FlowGraphCoordinator {
168
302
  serializationObject._flowGraphs.push(serializedGraph);
169
303
  }
170
304
  serializationObject.dispatchEventsSynchronously = this.dispatchEventsSynchronously;
305
+ if (this._soundAssets.size > 0) {
306
+ serializationObject.soundAssets = this.soundAssets;
307
+ }
308
+ else {
309
+ delete serializationObject.soundAssets;
310
+ }
311
+ delete serializationObject.referenceProvenance;
171
312
  }
172
313
  /**
173
314
  * Gets the list of flow graphs