@spiffcommerce/preview 3.6.2-rc.3 → 3.6.2-rc.5

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 (489) hide show
  1. package/dist/lib/assetCache.esm.js +21 -0
  2. package/dist/lib/configuration.esm.js +98 -0
  3. package/dist/lib/core.esm.js +417 -0
  4. package/dist/lib/dynamicTexture.esm.js +51 -0
  5. package/dist/lib/glbLoaderExtensions.esm.js +137 -0
  6. package/dist/lib/glowLayerManager.esm.js +19 -0
  7. package/dist/lib/guid.esm.js +7 -0
  8. package/dist/lib/material.esm.js +50 -0
  9. package/dist/lib/modelContainer.esm.js +351 -0
  10. package/dist/lib/productAnimations.esm.js +123 -0
  11. package/dist/lib/productCamera.esm.js +113 -0
  12. package/dist/lib/renderConstants.esm.js +103 -0
  13. package/dist/lib/renderingPipeline.esm.js +99 -0
  14. package/dist/lib/types.esm.js +5 -0
  15. package/dist/lib/variants.esm.js +112 -0
  16. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +41 -0
  17. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +122 -0
  18. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +59 -0
  19. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +335 -0
  20. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +193 -0
  21. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +354 -0
  22. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +478 -0
  23. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +866 -0
  24. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +18 -0
  25. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +470 -0
  26. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +7 -0
  27. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +21 -0
  28. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +93 -0
  29. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +281 -0
  30. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +568 -0
  31. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +117 -0
  32. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +145 -0
  33. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +93 -0
  34. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +295 -0
  35. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +701 -0
  36. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +478 -0
  37. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +433 -0
  38. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +18 -0
  39. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +67 -0
  40. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +191 -0
  41. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +93 -0
  42. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +119 -0
  43. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +119 -0
  44. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +108 -0
  45. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +114 -0
  46. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +249 -0
  47. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +103 -0
  48. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +589 -0
  49. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +37 -0
  50. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +686 -0
  51. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +147 -0
  52. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +236 -0
  53. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +66 -0
  54. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +214 -0
  55. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +8 -0
  56. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +9 -0
  57. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +59 -0
  58. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +6 -0
  59. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +174 -0
  60. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +159 -0
  61. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +114 -0
  62. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +37 -0
  63. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +23 -0
  64. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +106 -0
  65. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +118 -0
  66. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +46 -0
  67. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +50 -0
  68. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +354 -0
  69. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +101 -0
  70. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +103 -0
  71. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +11 -0
  72. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +14 -0
  73. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +111 -0
  74. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +109 -0
  75. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +76 -0
  76. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +69 -0
  77. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +15 -0
  78. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +29 -0
  79. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +85 -0
  80. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +9 -0
  81. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +36 -0
  82. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +13 -0
  83. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +9 -0
  84. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +88 -0
  85. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +14 -0
  86. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +44 -0
  87. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +31 -0
  88. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +9 -0
  89. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +230 -0
  90. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +30 -0
  91. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +34 -0
  92. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +388 -0
  93. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +87 -0
  94. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +16 -0
  95. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +254 -0
  96. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +1120 -0
  97. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +23 -0
  98. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +697 -0
  99. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +22 -0
  100. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +273 -0
  101. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +36 -0
  102. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +2921 -0
  103. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +13 -0
  104. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +41 -0
  105. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +63 -0
  106. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +8 -0
  107. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +418 -0
  108. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +437 -0
  109. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +141 -0
  110. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +343 -0
  111. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +396 -0
  112. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +224 -0
  113. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +92 -0
  114. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +476 -0
  115. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +30 -0
  116. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +153 -0
  117. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +196 -0
  118. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +287 -0
  119. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +551 -0
  120. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +48 -0
  121. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +112 -0
  122. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +48 -0
  123. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +568 -0
  124. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +139 -0
  125. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +97 -0
  126. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +496 -0
  127. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +106 -0
  128. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +270 -0
  129. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +103 -0
  130. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +53 -0
  131. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +51 -0
  132. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +81 -0
  133. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +542 -0
  134. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +23 -0
  135. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +244 -0
  136. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +134 -0
  137. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +89 -0
  138. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +175 -0
  139. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +150 -0
  140. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +17 -0
  141. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +138 -0
  142. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +223 -0
  143. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +58 -0
  144. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +156 -0
  145. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +53 -0
  146. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +605 -0
  147. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +421 -0
  148. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +101 -0
  149. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +170 -0
  150. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +28 -0
  151. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +397 -0
  152. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +22 -0
  153. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +890 -0
  154. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +73 -0
  155. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +132 -0
  156. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +428 -0
  157. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +90 -0
  158. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +906 -0
  159. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +161 -0
  160. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +226 -0
  161. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +501 -0
  162. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +226 -0
  163. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +7 -0
  164. package/dist/node_modules/@babylonjs/core/Materials/materialPluginManager.esm.js +212 -0
  165. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +145 -0
  166. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +164 -0
  167. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +38 -0
  168. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +48 -0
  169. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +7 -0
  170. package/dist/node_modules/@babylonjs/core/Materials/shaderMaterial.esm.js +838 -0
  171. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +934 -0
  172. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +541 -0
  173. package/dist/node_modules/@babylonjs/core/Maths/math.axis.esm.js +19 -0
  174. package/dist/node_modules/@babylonjs/core/Maths/math.color.esm.js +903 -0
  175. package/dist/node_modules/@babylonjs/core/Maths/math.constants.esm.js +6 -0
  176. package/dist/node_modules/@babylonjs/core/Maths/math.frustum.esm.js +91 -0
  177. package/dist/node_modules/@babylonjs/core/Maths/math.functions.esm.js +43 -0
  178. package/dist/node_modules/@babylonjs/core/Maths/math.path.esm.js +9 -0
  179. package/dist/node_modules/@babylonjs/core/Maths/math.plane.esm.js +145 -0
  180. package/dist/node_modules/@babylonjs/core/Maths/math.scalar.esm.js +284 -0
  181. package/dist/node_modules/@babylonjs/core/Maths/math.size.esm.js +124 -0
  182. package/dist/node_modules/@babylonjs/core/Maths/math.vector.esm.js +4915 -0
  183. package/dist/node_modules/@babylonjs/core/Maths/math.viewport.esm.js +41 -0
  184. package/dist/node_modules/@babylonjs/core/Maths/sphericalPolynomial.esm.js +177 -0
  185. package/dist/node_modules/@babylonjs/core/Meshes/Builders/boxBuilder.esm.js +260 -0
  186. package/dist/node_modules/@babylonjs/core/Meshes/Compression/dracoCompression.esm.js +233 -0
  187. package/dist/node_modules/@babylonjs/core/Meshes/Compression/meshoptCompression.esm.js +47 -0
  188. package/dist/node_modules/@babylonjs/core/Meshes/WebGL/webGLDataBuffer.esm.js +12 -0
  189. package/dist/node_modules/@babylonjs/core/Meshes/abstractMesh.esm.js +1448 -0
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  196. package/dist/node_modules/@babylonjs/core/Meshes/thinInstanceMesh.esm.js +129 -0
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  198. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +111 -0
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  218. package/dist/node_modules/@babylonjs/core/Misc/filesInputStore.esm.js +6 -0
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  450. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoader.esm.js +902 -0
  451. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.esm.js +42 -0
  452. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.esm.js +195 -0
  453. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.esm.js +75 -0
  454. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_image_based.esm.js +77 -0
  455. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.esm.js +53 -0
  456. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_meshopt_compression.esm.js +31 -0
  457. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_texture_webp.esm.js +29 -0
  458. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/ExtrasAsMetadata.esm.js +47 -0
  459. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.data.esm.js +173 -0
  460. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.esm.js +82 -0
  461. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_draco_mesh_compression.esm.js +68 -0
  462. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_lights_punctual.esm.js +60 -0
  463. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_anisotropy.esm.js +39 -0
  464. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_clearcoat.esm.js +42 -0
  465. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_emissive_strength.esm.js +32 -0
  466. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_ior.esm.js +35 -0
  467. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_iridescence.esm.js +41 -0
  468. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.esm.js +41 -0
  469. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_sheen.esm.js +41 -0
  470. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_specular.esm.js +41 -0
  471. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_translucency.esm.js +41 -0
  472. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_transmission.esm.js +136 -0
  473. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_unlit.esm.js +37 -0
  474. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_variants.esm.js +178 -0
  475. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_volume.esm.js +40 -0
  476. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_mesh_quantization.esm.js +17 -0
  477. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_basisu.esm.js +29 -0
  478. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_transform.esm.js +29 -0
  479. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_xmp_json_ld.esm.js +31 -0
  480. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_audio_emitter.esm.js +149 -0
  481. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_lod.esm.js +170 -0
  482. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_minecraftMesh.esm.js +29 -0
  483. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_sRGBFactors.esm.js +29 -0
  484. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoader.esm.js +1562 -0
  485. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoaderAnimation.esm.js +66 -0
  486. package/dist/node_modules/@babylonjs/loaders/glTF/glTFFileLoader.esm.js +462 -0
  487. package/dist/node_modules/@babylonjs/loaders/glTF/glTFValidation.esm.js +81 -0
  488. package/package.json +6 -4
  489. /package/dist/{src/index.esm.js → index.esm.js} +0 -0
@@ -0,0 +1,701 @@
1
+ import { Vector3 as u, Quaternion as p, Matrix as m, TmpVectors as d } from "../Maths/math.vector.esm.js";
2
+ import { ArrayTools as _ } from "../Misc/arrayTools.esm.js";
3
+ import { Node as x } from "../node.esm.js";
4
+ import { Space as r } from "../Maths/math.axis.esm.js";
5
+ class n extends x {
6
+ /** @internal */
7
+ get _matrix() {
8
+ return this._compose(), this._localMatrix;
9
+ }
10
+ /** @internal */
11
+ set _matrix(t) {
12
+ t.updateFlag === this._localMatrix.updateFlag && !this._needToCompose || (this._needToCompose = !1, this._localMatrix.copyFrom(t), this._markAsDirtyAndDecompose());
13
+ }
14
+ /**
15
+ * Create a new bone
16
+ * @param name defines the bone name
17
+ * @param skeleton defines the parent skeleton
18
+ * @param parentBone defines the parent (can be null if the bone is the root)
19
+ * @param localMatrix defines the local matrix (default: identity)
20
+ * @param restMatrix defines the rest matrix (default: localMatrix)
21
+ * @param bindMatrix defines the bind matrix (default: localMatrix)
22
+ * @param index defines index of the bone in the hierarchy (default: null)
23
+ */
24
+ constructor(t, i, e = null, o = null, s = null, a = null, l = null) {
25
+ var h;
26
+ super(t, i.getScene()), this.name = t, this.children = new Array(), this.animations = new Array(), this._index = null, this._scalingDeterminant = 1, this._needToDecompose = !0, this._needToCompose = !1, this._linkedTransformNode = null, this._waitingTransformNodeId = null, this._skeleton = i, this._localMatrix = (h = o == null ? void 0 : o.clone()) !== null && h !== void 0 ? h : m.Identity(), this._restMatrix = s ?? this._localMatrix.clone(), this._bindMatrix = a ?? this._localMatrix.clone(), this._index = l, this._absoluteMatrix = new m(), this._absoluteBindMatrix = new m(), this._absoluteInverseBindMatrix = new m(), this._finalMatrix = new m(), i.bones.push(this), this.setParent(e, !1), this._updateAbsoluteBindMatrices();
27
+ }
28
+ /**
29
+ * Gets the current object class name.
30
+ * @returns the class name
31
+ */
32
+ getClassName() {
33
+ return "Bone";
34
+ }
35
+ // Members
36
+ /**
37
+ * Gets the parent skeleton
38
+ * @returns a skeleton
39
+ */
40
+ getSkeleton() {
41
+ return this._skeleton;
42
+ }
43
+ get parent() {
44
+ return this._parentNode;
45
+ }
46
+ /**
47
+ * Gets parent bone
48
+ * @returns a bone or null if the bone is the root of the bone hierarchy
49
+ */
50
+ getParent() {
51
+ return this.parent;
52
+ }
53
+ /**
54
+ * Returns an array containing the children of the bone
55
+ * @returns an array containing the children of the bone (can be empty if the bone has no children)
56
+ */
57
+ getChildren() {
58
+ return this.children;
59
+ }
60
+ /**
61
+ * Gets the node index in matrix array generated for rendering
62
+ * @returns the node index
63
+ */
64
+ getIndex() {
65
+ return this._index === null ? this.getSkeleton().bones.indexOf(this) : this._index;
66
+ }
67
+ set parent(t) {
68
+ this.setParent(t);
69
+ }
70
+ /**
71
+ * Sets the parent bone
72
+ * @param parent defines the parent (can be null if the bone is the root)
73
+ * @param updateAbsoluteBindMatrices defines if the absolute bind and absolute inverse bind matrices must be updated
74
+ */
75
+ setParent(t, i = !0) {
76
+ if (this.parent !== t) {
77
+ if (this.parent) {
78
+ const e = this.parent.children.indexOf(this);
79
+ e !== -1 && this.parent.children.splice(e, 1);
80
+ }
81
+ this._parentNode = t, this.parent && this.parent.children.push(this), i && this._updateAbsoluteBindMatrices(), this.markAsDirty();
82
+ }
83
+ }
84
+ /**
85
+ * Gets the local matrix
86
+ * @returns the local matrix
87
+ */
88
+ getLocalMatrix() {
89
+ return this._compose(), this._localMatrix;
90
+ }
91
+ /**
92
+ * Gets the bind matrix
93
+ * @returns the bind matrix
94
+ */
95
+ getBindMatrix() {
96
+ return this._bindMatrix;
97
+ }
98
+ /**
99
+ * Gets the bind matrix.
100
+ * @returns the bind matrix
101
+ * @deprecated Please use getBindMatrix instead
102
+ */
103
+ getBaseMatrix() {
104
+ return this.getBindMatrix();
105
+ }
106
+ /**
107
+ * Gets the rest matrix
108
+ * @returns the rest matrix
109
+ */
110
+ getRestMatrix() {
111
+ return this._restMatrix;
112
+ }
113
+ /**
114
+ * Gets the rest matrix
115
+ * @returns the rest matrix
116
+ * @deprecated Please use getRestMatrix instead
117
+ */
118
+ getRestPose() {
119
+ return this.getRestMatrix();
120
+ }
121
+ /**
122
+ * Sets the rest matrix
123
+ * @param matrix the local-space rest matrix to set for this bone
124
+ */
125
+ setRestMatrix(t) {
126
+ this._restMatrix.copyFrom(t);
127
+ }
128
+ /**
129
+ * Sets the rest matrix
130
+ * @param matrix the local-space rest to set for this bone
131
+ * @deprecated Please use setRestMatrix instead
132
+ */
133
+ setRestPose(t) {
134
+ this.setRestMatrix(t);
135
+ }
136
+ /**
137
+ * Gets the bind matrix
138
+ * @returns the bind matrix
139
+ * @deprecated Please use getBindMatrix instead
140
+ */
141
+ getBindPose() {
142
+ return this.getBindMatrix();
143
+ }
144
+ /**
145
+ * Sets the bind matrix
146
+ * This will trigger a recomputation of the absolute bind and absolute inverse bind matrices for this bone and its children
147
+ * Note that the local matrix will also be set with the matrix passed in parameter!
148
+ * @param matrix the local-space bind matrix to set for this bone
149
+ */
150
+ setBindMatrix(t) {
151
+ this.updateMatrix(t);
152
+ }
153
+ /**
154
+ * Sets the bind matrix
155
+ * @param matrix the local-space bind to set for this bone
156
+ * @deprecated Please use setBindMatrix instead
157
+ */
158
+ setBindPose(t) {
159
+ this.setBindMatrix(t);
160
+ }
161
+ /**
162
+ * Gets the matrix used to store the final world transformation of the bone (ie. the matrix sent to shaders)
163
+ */
164
+ getFinalMatrix() {
165
+ return this._finalMatrix;
166
+ }
167
+ /**
168
+ * Gets the matrix used to store the final world transformation of the bone (ie. the matrix sent to shaders)
169
+ * @deprecated Please use getFinalMatrix instead
170
+ */
171
+ getWorldMatrix() {
172
+ return this.getFinalMatrix();
173
+ }
174
+ /**
175
+ * Sets the local matrix to the rest matrix
176
+ */
177
+ returnToRest() {
178
+ var t;
179
+ if (this._linkedTransformNode) {
180
+ const i = d.Vector3[0], e = d.Quaternion[0], o = d.Vector3[1];
181
+ this.getRestMatrix().decompose(i, e, o), this._linkedTransformNode.position.copyFrom(o), this._linkedTransformNode.rotationQuaternion = (t = this._linkedTransformNode.rotationQuaternion) !== null && t !== void 0 ? t : p.Identity(), this._linkedTransformNode.rotationQuaternion.copyFrom(e), this._linkedTransformNode.scaling.copyFrom(i);
182
+ } else
183
+ this._matrix = this._restMatrix;
184
+ }
185
+ /**
186
+ * Gets the inverse of the bind matrix, in world space (relative to the skeleton root)
187
+ * @returns the inverse bind matrix, in world space
188
+ */
189
+ getAbsoluteInverseBindMatrix() {
190
+ return this._absoluteInverseBindMatrix;
191
+ }
192
+ /**
193
+ * Gets the inverse of the bind matrix, in world space (relative to the skeleton root)
194
+ * @returns the inverse bind matrix, in world space
195
+ * @deprecated Please use getAbsoluteInverseBindMatrix instead
196
+ */
197
+ getInvertedAbsoluteTransform() {
198
+ return this.getAbsoluteInverseBindMatrix();
199
+ }
200
+ /**
201
+ * Gets the bone matrix, in world space (relative to the skeleton root)
202
+ * @returns the bone matrix, in world space
203
+ */
204
+ getAbsoluteMatrix() {
205
+ return this._absoluteMatrix;
206
+ }
207
+ /**
208
+ * Gets the bone matrix, in world space (relative to the skeleton root)
209
+ * @returns the bone matrix, in world space
210
+ * @deprecated Please use getAbsoluteMatrix instead
211
+ */
212
+ getAbsoluteTransform() {
213
+ return this._absoluteMatrix;
214
+ }
215
+ /**
216
+ * Links with the given transform node.
217
+ * The local matrix of this bone is overwritten by the transform of the node every frame.
218
+ * @param transformNode defines the transform node to link to
219
+ */
220
+ linkTransformNode(t) {
221
+ this._linkedTransformNode && this._skeleton._numBonesWithLinkedTransformNode--, this._linkedTransformNode = t, this._linkedTransformNode && this._skeleton._numBonesWithLinkedTransformNode++;
222
+ }
223
+ // Properties (matches TransformNode properties)
224
+ /**
225
+ * Gets the node used to drive the bone's transformation
226
+ * @returns a transform node or null
227
+ */
228
+ getTransformNode() {
229
+ return this._linkedTransformNode;
230
+ }
231
+ /** Gets or sets current position (in local space) */
232
+ get position() {
233
+ return this._decompose(), this._localPosition;
234
+ }
235
+ set position(t) {
236
+ this._decompose(), this._localPosition.copyFrom(t), this._markAsDirtyAndCompose();
237
+ }
238
+ /** Gets or sets current rotation (in local space) */
239
+ get rotation() {
240
+ return this.getRotation();
241
+ }
242
+ set rotation(t) {
243
+ this.setRotation(t);
244
+ }
245
+ /** Gets or sets current rotation quaternion (in local space) */
246
+ get rotationQuaternion() {
247
+ return this._decompose(), this._localRotation;
248
+ }
249
+ set rotationQuaternion(t) {
250
+ this.setRotationQuaternion(t);
251
+ }
252
+ /** Gets or sets current scaling (in local space) */
253
+ get scaling() {
254
+ return this.getScale();
255
+ }
256
+ set scaling(t) {
257
+ this.setScale(t);
258
+ }
259
+ /**
260
+ * Gets the animation properties override
261
+ */
262
+ get animationPropertiesOverride() {
263
+ return this._skeleton.animationPropertiesOverride;
264
+ }
265
+ // Methods
266
+ _decompose() {
267
+ this._needToDecompose && (this._needToDecompose = !1, this._localScaling || (this._localScaling = u.Zero(), this._localRotation = p.Zero(), this._localPosition = u.Zero()), this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition));
268
+ }
269
+ _compose() {
270
+ if (this._needToCompose) {
271
+ if (!this._localScaling) {
272
+ this._needToCompose = !1;
273
+ return;
274
+ }
275
+ this._needToCompose = !1, m.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
276
+ }
277
+ }
278
+ /**
279
+ * Update the bind (and optionally the local) matrix
280
+ * @param bindMatrix defines the new matrix to set to the bind/local matrix, in local space
281
+ * @param updateAbsoluteBindMatrices defines if the absolute bind and absolute inverse bind matrices must be recomputed (default: true)
282
+ * @param updateLocalMatrix defines if the local matrix should also be updated with the matrix passed in parameter (default: true)
283
+ */
284
+ updateMatrix(t, i = !0, e = !0) {
285
+ this._bindMatrix.copyFrom(t), i && this._updateAbsoluteBindMatrices(), e ? this._matrix = t : this.markAsDirty();
286
+ }
287
+ /**
288
+ * @internal
289
+ */
290
+ _updateAbsoluteBindMatrices(t, i = !0) {
291
+ if (t || (t = this._bindMatrix), this.parent ? t.multiplyToRef(this.parent._absoluteBindMatrix, this._absoluteBindMatrix) : this._absoluteBindMatrix.copyFrom(t), this._absoluteBindMatrix.invertToRef(this._absoluteInverseBindMatrix), i)
292
+ for (let e = 0; e < this.children.length; e++)
293
+ this.children[e]._updateAbsoluteBindMatrices();
294
+ this._scalingDeterminant = this._absoluteBindMatrix.determinant() < 0 ? -1 : 1;
295
+ }
296
+ /**
297
+ * Flag the bone as dirty (Forcing it to update everything)
298
+ * @returns this bone
299
+ */
300
+ markAsDirty() {
301
+ return this._currentRenderId++, this._childUpdateId++, this._skeleton._markAsDirty(), this;
302
+ }
303
+ /** @internal */
304
+ _markAsDirtyAndCompose() {
305
+ this.markAsDirty(), this._needToCompose = !0;
306
+ }
307
+ _markAsDirtyAndDecompose() {
308
+ this.markAsDirty(), this._needToDecompose = !0;
309
+ }
310
+ _updatePosition(t, i = r.LOCAL, e, o = !0) {
311
+ const s = this.getLocalMatrix();
312
+ if (i == r.LOCAL)
313
+ o ? (s.addAtIndex(12, t.x), s.addAtIndex(13, t.y), s.addAtIndex(14, t.z)) : s.setTranslationFromFloats(t.x, t.y, t.z);
314
+ else {
315
+ let a = null;
316
+ e && (a = e.getWorldMatrix()), this._skeleton.computeAbsoluteMatrices();
317
+ const l = n._TmpMats[0], h = n._TmpVecs[0];
318
+ this.parent ? e && a ? (l.copyFrom(this.parent.getAbsoluteMatrix()), l.multiplyToRef(a, l)) : l.copyFrom(this.parent.getAbsoluteMatrix()) : m.IdentityToRef(l), o && l.setTranslationFromFloats(0, 0, 0), l.invert(), u.TransformCoordinatesToRef(t, l, h), o ? (s.addAtIndex(12, h.x), s.addAtIndex(13, h.y), s.addAtIndex(14, h.z)) : s.setTranslationFromFloats(h.x, h.y, h.z);
319
+ }
320
+ this._markAsDirtyAndDecompose();
321
+ }
322
+ /**
323
+ * Translate the bone in local or world space
324
+ * @param vec The amount to translate the bone
325
+ * @param space The space that the translation is in (default: Space.LOCAL)
326
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
327
+ */
328
+ translate(t, i = r.LOCAL, e) {
329
+ this._updatePosition(t, i, e, !0);
330
+ }
331
+ /**
332
+ * Set the position of the bone in local or world space
333
+ * @param position The position to set the bone
334
+ * @param space The space that the position is in (default: Space.LOCAL)
335
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
336
+ */
337
+ setPosition(t, i = r.LOCAL, e) {
338
+ this._updatePosition(t, i, e, !1);
339
+ }
340
+ /**
341
+ * Set the absolute position of the bone (world space)
342
+ * @param position The position to set the bone
343
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
344
+ */
345
+ setAbsolutePosition(t, i) {
346
+ this.setPosition(t, r.WORLD, i);
347
+ }
348
+ /**
349
+ * Scale the bone on the x, y and z axes (in local space)
350
+ * @param x The amount to scale the bone on the x axis
351
+ * @param y The amount to scale the bone on the y axis
352
+ * @param z The amount to scale the bone on the z axis
353
+ * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
354
+ */
355
+ scale(t, i, e, o = !1) {
356
+ const s = this.getLocalMatrix(), a = n._TmpMats[0];
357
+ m.ScalingToRef(t, i, e, a), a.multiplyToRef(s, s), a.invert();
358
+ for (const l of this.children) {
359
+ const h = l.getLocalMatrix();
360
+ h.multiplyToRef(a, h), h.multiplyAtIndex(12, t), h.multiplyAtIndex(13, i), h.multiplyAtIndex(14, e), l._markAsDirtyAndDecompose();
361
+ }
362
+ if (this._markAsDirtyAndDecompose(), o)
363
+ for (const l of this.children)
364
+ l.scale(t, i, e, o);
365
+ }
366
+ /**
367
+ * Set the bone scaling in local space
368
+ * @param scale defines the scaling vector
369
+ */
370
+ setScale(t) {
371
+ this._decompose(), this._localScaling.copyFrom(t), this._markAsDirtyAndCompose();
372
+ }
373
+ /**
374
+ * Gets the current scaling in local space
375
+ * @returns the current scaling vector
376
+ */
377
+ getScale() {
378
+ return this._decompose(), this._localScaling;
379
+ }
380
+ /**
381
+ * Gets the current scaling in local space and stores it in a target vector
382
+ * @param result defines the target vector
383
+ */
384
+ getScaleToRef(t) {
385
+ this._decompose(), t.copyFrom(this._localScaling);
386
+ }
387
+ /**
388
+ * Set the yaw, pitch, and roll of the bone in local or world space
389
+ * @param yaw The rotation of the bone on the y axis
390
+ * @param pitch The rotation of the bone on the x axis
391
+ * @param roll The rotation of the bone on the z axis
392
+ * @param space The space that the axes of rotation are in
393
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
394
+ */
395
+ setYawPitchRoll(t, i, e, o = r.LOCAL, s) {
396
+ if (o === r.LOCAL) {
397
+ const h = n._TmpQuat;
398
+ p.RotationYawPitchRollToRef(t, i, e, h), this.setRotationQuaternion(h, o, s);
399
+ return;
400
+ }
401
+ const a = n._TmpMats[0];
402
+ if (!this._getAbsoluteInverseMatrixUnscaledToRef(a, s))
403
+ return;
404
+ const l = n._TmpMats[1];
405
+ m.RotationYawPitchRollToRef(t, i, e, l), a.multiplyToRef(l, l), this._rotateWithMatrix(l, o, s);
406
+ }
407
+ /**
408
+ * Add a rotation to the bone on an axis in local or world space
409
+ * @param axis The axis to rotate the bone on
410
+ * @param amount The amount to rotate the bone
411
+ * @param space The space that the axis is in
412
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
413
+ */
414
+ rotate(t, i, e = r.LOCAL, o) {
415
+ const s = n._TmpMats[0];
416
+ s.setTranslationFromFloats(0, 0, 0), m.RotationAxisToRef(t, i, s), this._rotateWithMatrix(s, e, o);
417
+ }
418
+ /**
419
+ * Set the rotation of the bone to a particular axis angle in local or world space
420
+ * @param axis The axis to rotate the bone on
421
+ * @param angle The angle that the bone should be rotated to
422
+ * @param space The space that the axis is in
423
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
424
+ */
425
+ setAxisAngle(t, i, e = r.LOCAL, o) {
426
+ if (e === r.LOCAL) {
427
+ const l = n._TmpQuat;
428
+ p.RotationAxisToRef(t, i, l), this.setRotationQuaternion(l, e, o);
429
+ return;
430
+ }
431
+ const s = n._TmpMats[0];
432
+ if (!this._getAbsoluteInverseMatrixUnscaledToRef(s, o))
433
+ return;
434
+ const a = n._TmpMats[1];
435
+ m.RotationAxisToRef(t, i, a), s.multiplyToRef(a, a), this._rotateWithMatrix(a, e, o);
436
+ }
437
+ /**
438
+ * Set the euler rotation of the bone in local or world space
439
+ * @param rotation The euler rotation that the bone should be set to
440
+ * @param space The space that the rotation is in
441
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
442
+ */
443
+ setRotation(t, i = r.LOCAL, e) {
444
+ this.setYawPitchRoll(t.y, t.x, t.z, i, e);
445
+ }
446
+ /**
447
+ * Set the quaternion rotation of the bone in local or world space
448
+ * @param quat The quaternion rotation that the bone should be set to
449
+ * @param space The space that the rotation is in
450
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
451
+ */
452
+ setRotationQuaternion(t, i = r.LOCAL, e) {
453
+ if (i === r.LOCAL) {
454
+ this._decompose(), this._localRotation.copyFrom(t), this._markAsDirtyAndCompose();
455
+ return;
456
+ }
457
+ const o = n._TmpMats[0];
458
+ if (!this._getAbsoluteInverseMatrixUnscaledToRef(o, e))
459
+ return;
460
+ const s = n._TmpMats[1];
461
+ m.FromQuaternionToRef(t, s), o.multiplyToRef(s, s), this._rotateWithMatrix(s, i, e);
462
+ }
463
+ /**
464
+ * Set the rotation matrix of the bone in local or world space
465
+ * @param rotMat The rotation matrix that the bone should be set to
466
+ * @param space The space that the rotation is in
467
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
468
+ */
469
+ setRotationMatrix(t, i = r.LOCAL, e) {
470
+ if (i === r.LOCAL) {
471
+ const a = n._TmpQuat;
472
+ p.FromRotationMatrixToRef(t, a), this.setRotationQuaternion(a, i, e);
473
+ return;
474
+ }
475
+ const o = n._TmpMats[0];
476
+ if (!this._getAbsoluteInverseMatrixUnscaledToRef(o, e))
477
+ return;
478
+ const s = n._TmpMats[1];
479
+ s.copyFrom(t), o.multiplyToRef(t, s), this._rotateWithMatrix(s, i, e);
480
+ }
481
+ _rotateWithMatrix(t, i = r.LOCAL, e) {
482
+ const o = this.getLocalMatrix(), s = o.m[12], a = o.m[13], l = o.m[14], h = this.getParent(), c = n._TmpMats[3], f = n._TmpMats[4];
483
+ h && i == r.WORLD ? (e ? (c.copyFrom(e.getWorldMatrix()), h.getAbsoluteMatrix().multiplyToRef(c, c)) : c.copyFrom(h.getAbsoluteMatrix()), f.copyFrom(c), f.invert(), o.multiplyToRef(c, o), o.multiplyToRef(t, o), o.multiplyToRef(f, o)) : i == r.WORLD && e ? (c.copyFrom(e.getWorldMatrix()), f.copyFrom(c), f.invert(), o.multiplyToRef(c, o), o.multiplyToRef(t, o), o.multiplyToRef(f, o)) : o.multiplyToRef(t, o), o.setTranslationFromFloats(s, a, l), this.computeAbsoluteMatrices(), this._markAsDirtyAndDecompose();
484
+ }
485
+ _getAbsoluteInverseMatrixUnscaledToRef(t, i) {
486
+ const e = n._TmpMats[2];
487
+ return t.copyFrom(this.getAbsoluteMatrix()), i ? (t.multiplyToRef(i.getWorldMatrix(), t), m.ScalingToRef(i.scaling.x, i.scaling.y, i.scaling.z, e)) : m.IdentityToRef(e), t.invert(), isNaN(t.m[0]) ? !1 : (e.multiplyAtIndex(0, this._scalingDeterminant), t.multiplyToRef(e, t), !0);
488
+ }
489
+ /**
490
+ * Get the position of the bone in local or world space
491
+ * @param space The space that the returned position is in
492
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
493
+ * @returns The position of the bone
494
+ */
495
+ getPosition(t = r.LOCAL, i = null) {
496
+ const e = u.Zero();
497
+ return this.getPositionToRef(t, i, e), e;
498
+ }
499
+ /**
500
+ * Copy the position of the bone to a vector3 in local or world space
501
+ * @param space The space that the returned position is in
502
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
503
+ * @param result The vector3 to copy the position to
504
+ */
505
+ getPositionToRef(t = r.LOCAL, i, e) {
506
+ if (t == r.LOCAL) {
507
+ const o = this.getLocalMatrix();
508
+ e.x = o.m[12], e.y = o.m[13], e.z = o.m[14];
509
+ } else {
510
+ let o = null;
511
+ i && (o = i.getWorldMatrix()), this._skeleton.computeAbsoluteMatrices();
512
+ let s = n._TmpMats[0];
513
+ i && o ? (s.copyFrom(this.getAbsoluteMatrix()), s.multiplyToRef(o, s)) : s = this.getAbsoluteMatrix(), e.x = s.m[12], e.y = s.m[13], e.z = s.m[14];
514
+ }
515
+ }
516
+ /**
517
+ * Get the absolute position of the bone (world space)
518
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
519
+ * @returns The absolute position of the bone
520
+ */
521
+ getAbsolutePosition(t = null) {
522
+ const i = u.Zero();
523
+ return this.getPositionToRef(r.WORLD, t, i), i;
524
+ }
525
+ /**
526
+ * Copy the absolute position of the bone (world space) to the result param
527
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
528
+ * @param result The vector3 to copy the absolute position to
529
+ */
530
+ getAbsolutePositionToRef(t, i) {
531
+ this.getPositionToRef(r.WORLD, t, i);
532
+ }
533
+ /**
534
+ * Compute the absolute matrices of this bone and its children
535
+ */
536
+ computeAbsoluteMatrices() {
537
+ if (this._compose(), this.parent)
538
+ this._localMatrix.multiplyToRef(this.parent._absoluteMatrix, this._absoluteMatrix);
539
+ else {
540
+ this._absoluteMatrix.copyFrom(this._localMatrix);
541
+ const e = this._skeleton.getPoseMatrix();
542
+ e && this._absoluteMatrix.multiplyToRef(e, this._absoluteMatrix);
543
+ }
544
+ const t = this.children, i = t.length;
545
+ for (let e = 0; e < i; e++)
546
+ t[e].computeAbsoluteMatrices();
547
+ }
548
+ /**
549
+ * Compute the absolute matrices of this bone and its children
550
+ * @deprecated Please use computeAbsoluteMatrices instead
551
+ */
552
+ computeAbsoluteTransforms() {
553
+ this.computeAbsoluteMatrices();
554
+ }
555
+ /**
556
+ * Get the world direction from an axis that is in the local space of the bone
557
+ * @param localAxis The local direction that is used to compute the world direction
558
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
559
+ * @returns The world direction
560
+ */
561
+ getDirection(t, i = null) {
562
+ const e = u.Zero();
563
+ return this.getDirectionToRef(t, i, e), e;
564
+ }
565
+ /**
566
+ * Copy the world direction to a vector3 from an axis that is in the local space of the bone
567
+ * @param localAxis The local direction that is used to compute the world direction
568
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
569
+ * @param result The vector3 that the world direction will be copied to
570
+ */
571
+ getDirectionToRef(t, i = null, e) {
572
+ let o = null;
573
+ i && (o = i.getWorldMatrix()), this._skeleton.computeAbsoluteMatrices();
574
+ const s = n._TmpMats[0];
575
+ s.copyFrom(this.getAbsoluteMatrix()), i && o && s.multiplyToRef(o, s), u.TransformNormalToRef(t, s, e), e.normalize();
576
+ }
577
+ /**
578
+ * Get the euler rotation of the bone in local or world space
579
+ * @param space The space that the rotation should be in
580
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
581
+ * @returns The euler rotation
582
+ */
583
+ getRotation(t = r.LOCAL, i = null) {
584
+ const e = u.Zero();
585
+ return this.getRotationToRef(t, i, e), e;
586
+ }
587
+ /**
588
+ * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
589
+ * @param space The space that the rotation should be in
590
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
591
+ * @param result The vector3 that the rotation should be copied to
592
+ */
593
+ getRotationToRef(t = r.LOCAL, i = null, e) {
594
+ const o = n._TmpQuat;
595
+ this.getRotationQuaternionToRef(t, i, o), o.toEulerAnglesToRef(e);
596
+ }
597
+ /**
598
+ * Get the quaternion rotation of the bone in either local or world space
599
+ * @param space The space that the rotation should be in
600
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
601
+ * @returns The quaternion rotation
602
+ */
603
+ getRotationQuaternion(t = r.LOCAL, i = null) {
604
+ const e = p.Identity();
605
+ return this.getRotationQuaternionToRef(t, i, e), e;
606
+ }
607
+ /**
608
+ * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
609
+ * @param space The space that the rotation should be in
610
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
611
+ * @param result The quaternion that the rotation should be copied to
612
+ */
613
+ getRotationQuaternionToRef(t = r.LOCAL, i = null, e) {
614
+ if (t == r.LOCAL)
615
+ this._decompose(), e.copyFrom(this._localRotation);
616
+ else {
617
+ const o = n._TmpMats[0], s = this.getAbsoluteMatrix();
618
+ i ? s.multiplyToRef(i.getWorldMatrix(), o) : o.copyFrom(s), o.multiplyAtIndex(0, this._scalingDeterminant), o.multiplyAtIndex(1, this._scalingDeterminant), o.multiplyAtIndex(2, this._scalingDeterminant), o.decompose(void 0, e, void 0);
619
+ }
620
+ }
621
+ /**
622
+ * Get the rotation matrix of the bone in local or world space
623
+ * @param space The space that the rotation should be in
624
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
625
+ * @returns The rotation matrix
626
+ */
627
+ getRotationMatrix(t = r.LOCAL, i) {
628
+ const e = m.Identity();
629
+ return this.getRotationMatrixToRef(t, i, e), e;
630
+ }
631
+ /**
632
+ * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
633
+ * @param space The space that the rotation should be in
634
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
635
+ * @param result The quaternion that the rotation should be copied to
636
+ */
637
+ getRotationMatrixToRef(t = r.LOCAL, i, e) {
638
+ if (t == r.LOCAL)
639
+ this.getLocalMatrix().getRotationMatrixToRef(e);
640
+ else {
641
+ const o = n._TmpMats[0], s = this.getAbsoluteMatrix();
642
+ i ? s.multiplyToRef(i.getWorldMatrix(), o) : o.copyFrom(s), o.multiplyAtIndex(0, this._scalingDeterminant), o.multiplyAtIndex(1, this._scalingDeterminant), o.multiplyAtIndex(2, this._scalingDeterminant), o.getRotationMatrixToRef(e);
643
+ }
644
+ }
645
+ /**
646
+ * Get the world position of a point that is in the local space of the bone
647
+ * @param position The local position
648
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
649
+ * @returns The world position
650
+ */
651
+ getAbsolutePositionFromLocal(t, i = null) {
652
+ const e = u.Zero();
653
+ return this.getAbsolutePositionFromLocalToRef(t, i, e), e;
654
+ }
655
+ /**
656
+ * Get the world position of a point that is in the local space of the bone and copy it to the result param
657
+ * @param position The local position
658
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
659
+ * @param result The vector3 that the world position should be copied to
660
+ */
661
+ getAbsolutePositionFromLocalToRef(t, i = null, e) {
662
+ let o = null;
663
+ i && (o = i.getWorldMatrix()), this._skeleton.computeAbsoluteMatrices();
664
+ const s = n._TmpMats[0];
665
+ s.copyFrom(this.getAbsoluteMatrix()), i && o && s.multiplyToRef(o, s), u.TransformCoordinatesToRef(t, s, e);
666
+ }
667
+ /**
668
+ * Get the local position of a point that is in world space
669
+ * @param position The world position
670
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
671
+ * @returns The local position
672
+ */
673
+ getLocalPositionFromAbsolute(t, i = null) {
674
+ const e = u.Zero();
675
+ return this.getLocalPositionFromAbsoluteToRef(t, i, e), e;
676
+ }
677
+ /**
678
+ * Get the local position of a point that is in world space and copy it to the result param
679
+ * @param position The world position
680
+ * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD
681
+ * @param result The vector3 that the local position should be copied to
682
+ */
683
+ getLocalPositionFromAbsoluteToRef(t, i = null, e) {
684
+ let o = null;
685
+ i && (o = i.getWorldMatrix()), this._skeleton.computeAbsoluteMatrices();
686
+ const s = n._TmpMats[0];
687
+ s.copyFrom(this.getAbsoluteMatrix()), i && o && s.multiplyToRef(o, s), s.invert(), u.TransformCoordinatesToRef(t, s, e);
688
+ }
689
+ /**
690
+ * Set the current local matrix as the restMatrix for this bone.
691
+ */
692
+ setCurrentPoseAsRest() {
693
+ this.setRestMatrix(this.getLocalMatrix());
694
+ }
695
+ }
696
+ n._TmpVecs = _.BuildArray(2, u.Zero);
697
+ n._TmpQuat = p.Identity();
698
+ n._TmpMats = _.BuildArray(5, m.Identity);
699
+ export {
700
+ n as Bone
701
+ };