@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 +1,55 @@
1
+ import { Scene as n } from "../scene.esm.js";
2
+ import { SceneComponentConstants as t } from "../sceneComponent.esm.js";
3
+ import { GeometryBufferRenderer as o } from "./geometryBufferRenderer.esm.js";
4
+ Object.defineProperty(n.prototype, "geometryBufferRenderer", {
5
+ get: function() {
6
+ return this._geometryBufferRenderer;
7
+ },
8
+ set: function(e) {
9
+ e && e.isSupported && (this._geometryBufferRenderer = e);
10
+ },
11
+ enumerable: !0,
12
+ configurable: !0
13
+ });
14
+ n.prototype.enableGeometryBufferRenderer = function(e = 1, r = 15) {
15
+ return this._geometryBufferRenderer ? this._geometryBufferRenderer : (this._geometryBufferRenderer = new o(this, e, r), this._geometryBufferRenderer.isSupported || (this._geometryBufferRenderer = null), this._geometryBufferRenderer);
16
+ };
17
+ n.prototype.disableGeometryBufferRenderer = function() {
18
+ this._geometryBufferRenderer && (this._geometryBufferRenderer.dispose(), this._geometryBufferRenderer = null);
19
+ };
20
+ class f {
21
+ /**
22
+ * Creates a new instance of the component for the given scene
23
+ * @param scene Defines the scene to register the component in
24
+ */
25
+ constructor(r) {
26
+ this.name = t.NAME_GEOMETRYBUFFERRENDERER, this.scene = r;
27
+ }
28
+ /**
29
+ * Registers the component in a given scene
30
+ */
31
+ register() {
32
+ this.scene._gatherRenderTargetsStage.registerStep(t.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
33
+ }
34
+ /**
35
+ * Rebuilds the elements related to this component in case of
36
+ * context lost for instance.
37
+ */
38
+ rebuild() {
39
+ }
40
+ /**
41
+ * Disposes the component and the associated resources
42
+ */
43
+ dispose() {
44
+ }
45
+ _gatherRenderTargets(r) {
46
+ this.scene._geometryBufferRenderer && r.push(this.scene._geometryBufferRenderer.getGBuffer());
47
+ }
48
+ }
49
+ o._SceneComponentInitialization = (e) => {
50
+ let r = e._getComponent(t.NAME_GEOMETRYBUFFERRENDERER);
51
+ r || (r = new f(e), e._addComponent(r));
52
+ };
53
+ export {
54
+ f as GeometryBufferRendererSceneComponent
55
+ };
@@ -0,0 +1,8 @@
1
+ class e {
2
+ constructor() {
3
+ this.enabled = !1, this.name = "motionBlur", this.texturesRequired = [2];
4
+ }
5
+ }
6
+ export {
7
+ e as MotionBlurConfiguration
8
+ };
@@ -0,0 +1,223 @@
1
+ import { SmartArray as p, SmartArrayNoDuplicate as u } from "../Misc/smartArray.esm.js";
2
+ import { Vector3 as c } from "../Maths/math.vector.esm.js";
3
+ class i {
4
+ /**
5
+ * Set the opaque sort comparison function.
6
+ * If null the sub meshes will be render in the order they were created
7
+ */
8
+ set opaqueSortCompareFn(e) {
9
+ e ? this._opaqueSortCompareFn = e : this._opaqueSortCompareFn = i.PainterSortCompare, this._renderOpaque = this._renderOpaqueSorted;
10
+ }
11
+ /**
12
+ * Set the alpha test sort comparison function.
13
+ * If null the sub meshes will be render in the order they were created
14
+ */
15
+ set alphaTestSortCompareFn(e) {
16
+ e ? this._alphaTestSortCompareFn = e : this._alphaTestSortCompareFn = i.PainterSortCompare, this._renderAlphaTest = this._renderAlphaTestSorted;
17
+ }
18
+ /**
19
+ * Set the transparent sort comparison function.
20
+ * If null the sub meshes will be render in the order they were created
21
+ */
22
+ set transparentSortCompareFn(e) {
23
+ e ? this._transparentSortCompareFn = e : this._transparentSortCompareFn = i.defaultTransparentSortCompare, this._renderTransparent = this._renderTransparentSorted;
24
+ }
25
+ /**
26
+ * Creates a new rendering group.
27
+ * @param index The rendering group index
28
+ * @param scene
29
+ * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
30
+ * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
31
+ * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
32
+ */
33
+ constructor(e, t, s = null, n = null, r = null) {
34
+ this.index = e, this._opaqueSubMeshes = new p(256), this._transparentSubMeshes = new p(256), this._alphaTestSubMeshes = new p(256), this._depthOnlySubMeshes = new p(256), this._particleSystems = new p(256), this._spriteManagers = new p(256), this._empty = !0, this._edgesRenderers = new u(16), this._scene = t, this.opaqueSortCompareFn = s, this.alphaTestSortCompareFn = n, this.transparentSortCompareFn = r;
35
+ }
36
+ /**
37
+ * Render all the sub meshes contained in the group.
38
+ * @param customRenderFunction Used to override the default render behaviour of the group.
39
+ * @param renderSprites
40
+ * @param renderParticles
41
+ * @param activeMeshes
42
+ * @returns true if rendered some submeshes.
43
+ */
44
+ render(e, t, s, n) {
45
+ if (e) {
46
+ e(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
47
+ return;
48
+ }
49
+ const r = this._scene.getEngine();
50
+ this._depthOnlySubMeshes.length !== 0 && (r.setColorWrite(!1), this._renderAlphaTest(this._depthOnlySubMeshes), r.setColorWrite(!0)), this._opaqueSubMeshes.length !== 0 && this._renderOpaque(this._opaqueSubMeshes), this._alphaTestSubMeshes.length !== 0 && this._renderAlphaTest(this._alphaTestSubMeshes);
51
+ const a = r.getStencilBuffer();
52
+ if (r.setStencilBuffer(!1), t && this._renderSprites(), s && this._renderParticles(n), this.onBeforeTransparentRendering && this.onBeforeTransparentRendering(), this._transparentSubMeshes.length !== 0 || this._scene.useOrderIndependentTransparency) {
53
+ if (r.setStencilBuffer(a), this._scene.useOrderIndependentTransparency) {
54
+ const h = this._scene.depthPeelingRenderer.render(this._transparentSubMeshes);
55
+ h.length && this._renderTransparent(h);
56
+ } else
57
+ this._renderTransparent(this._transparentSubMeshes);
58
+ r.setAlphaMode(0);
59
+ }
60
+ if (r.setStencilBuffer(!1), this._edgesRenderers.length) {
61
+ for (let h = 0; h < this._edgesRenderers.length; h++)
62
+ this._edgesRenderers.data[h].render();
63
+ r.setAlphaMode(0);
64
+ }
65
+ r.setStencilBuffer(a);
66
+ }
67
+ /**
68
+ * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
69
+ * @param subMeshes The submeshes to render
70
+ */
71
+ _renderOpaqueSorted(e) {
72
+ return i._RenderSorted(e, this._opaqueSortCompareFn, this._scene.activeCamera, !1);
73
+ }
74
+ /**
75
+ * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
76
+ * @param subMeshes The submeshes to render
77
+ */
78
+ _renderAlphaTestSorted(e) {
79
+ return i._RenderSorted(e, this._alphaTestSortCompareFn, this._scene.activeCamera, !1);
80
+ }
81
+ /**
82
+ * Renders the opaque submeshes in the order from the transparentSortCompareFn.
83
+ * @param subMeshes The submeshes to render
84
+ */
85
+ _renderTransparentSorted(e) {
86
+ return i._RenderSorted(e, this._transparentSortCompareFn, this._scene.activeCamera, !0);
87
+ }
88
+ /**
89
+ * Renders the submeshes in a specified order.
90
+ * @param subMeshes The submeshes to sort before render
91
+ * @param sortCompareFn The comparison function use to sort
92
+ * @param camera The camera position use to preprocess the submeshes to help sorting
93
+ * @param transparent Specifies to activate blending if true
94
+ */
95
+ static _RenderSorted(e, t, s, n) {
96
+ let r = 0, a;
97
+ const h = s ? s.globalPosition : i._ZeroVector;
98
+ if (n)
99
+ for (; r < e.length; r++)
100
+ a = e.data[r], a._alphaIndex = a.getMesh().alphaIndex, a._distanceToCamera = c.Distance(a.getBoundingInfo().boundingSphere.centerWorld, h);
101
+ const o = e.length === e.data.length ? e.data : e.data.slice(0, e.length);
102
+ t && o.sort(t);
103
+ const _ = o[0].getMesh().getScene();
104
+ for (r = 0; r < o.length; r++)
105
+ if (a = o[r], !(_._activeMeshesFrozenButKeepClipping && !a.isInFrustum(_._frustumPlanes))) {
106
+ if (n) {
107
+ const d = a.getMaterial();
108
+ if (d && d.needDepthPrePass) {
109
+ const l = d.getScene().getEngine();
110
+ l.setColorWrite(!1), l.setAlphaMode(0), a.render(!1), l.setColorWrite(!0);
111
+ }
112
+ }
113
+ a.render(n);
114
+ }
115
+ }
116
+ /**
117
+ * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
118
+ * are rendered back to front if in the same alpha index.
119
+ *
120
+ * @param a The first submesh
121
+ * @param b The second submesh
122
+ * @returns The result of the comparison
123
+ */
124
+ // eslint-disable-next-line @typescript-eslint/naming-convention
125
+ static defaultTransparentSortCompare(e, t) {
126
+ return e._alphaIndex > t._alphaIndex ? 1 : e._alphaIndex < t._alphaIndex ? -1 : i.backToFrontSortCompare(e, t);
127
+ }
128
+ /**
129
+ * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
130
+ * are rendered back to front.
131
+ *
132
+ * @param a The first submesh
133
+ * @param b The second submesh
134
+ * @returns The result of the comparison
135
+ */
136
+ // eslint-disable-next-line @typescript-eslint/naming-convention
137
+ static backToFrontSortCompare(e, t) {
138
+ return e._distanceToCamera < t._distanceToCamera ? 1 : e._distanceToCamera > t._distanceToCamera ? -1 : 0;
139
+ }
140
+ /**
141
+ * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
142
+ * are rendered front to back (prevent overdraw).
143
+ *
144
+ * @param a The first submesh
145
+ * @param b The second submesh
146
+ * @returns The result of the comparison
147
+ */
148
+ // eslint-disable-next-line @typescript-eslint/naming-convention
149
+ static frontToBackSortCompare(e, t) {
150
+ return e._distanceToCamera < t._distanceToCamera ? -1 : e._distanceToCamera > t._distanceToCamera ? 1 : 0;
151
+ }
152
+ /**
153
+ * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
154
+ * are grouped by material then geometry.
155
+ *
156
+ * @param a The first submesh
157
+ * @param b The second submesh
158
+ * @returns The result of the comparison
159
+ */
160
+ static PainterSortCompare(e, t) {
161
+ const s = e.getMesh(), n = t.getMesh();
162
+ return s.material && n.material ? s.material.uniqueId - n.material.uniqueId : s.uniqueId - n.uniqueId;
163
+ }
164
+ /**
165
+ * Resets the different lists of submeshes to prepare a new frame.
166
+ */
167
+ prepare() {
168
+ this._opaqueSubMeshes.reset(), this._transparentSubMeshes.reset(), this._alphaTestSubMeshes.reset(), this._depthOnlySubMeshes.reset(), this._particleSystems.reset(), this.prepareSprites(), this._edgesRenderers.reset(), this._empty = !0;
169
+ }
170
+ /**
171
+ * Resets the different lists of sprites to prepare a new frame.
172
+ */
173
+ prepareSprites() {
174
+ this._spriteManagers.reset();
175
+ }
176
+ dispose() {
177
+ this._opaqueSubMeshes.dispose(), this._transparentSubMeshes.dispose(), this._alphaTestSubMeshes.dispose(), this._depthOnlySubMeshes.dispose(), this._particleSystems.dispose(), this._spriteManagers.dispose(), this._edgesRenderers.dispose();
178
+ }
179
+ /**
180
+ * Inserts the submesh in its correct queue depending on its material.
181
+ * @param subMesh The submesh to dispatch
182
+ * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
183
+ * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
184
+ */
185
+ dispatch(e, t, s) {
186
+ t === void 0 && (t = e.getMesh()), s === void 0 && (s = e.getMaterial()), s != null && (s.needAlphaBlendingForMesh(t) ? this._transparentSubMeshes.push(e) : s.needAlphaTesting() ? (s.needDepthPrePass && this._depthOnlySubMeshes.push(e), this._alphaTestSubMeshes.push(e)) : (s.needDepthPrePass && this._depthOnlySubMeshes.push(e), this._opaqueSubMeshes.push(e)), t._renderingGroup = this, t._edgesRenderer && t._edgesRenderer.isEnabled && this._edgesRenderers.pushNoDuplicate(t._edgesRenderer), this._empty = !1);
187
+ }
188
+ dispatchSprites(e) {
189
+ this._spriteManagers.push(e), this._empty = !1;
190
+ }
191
+ dispatchParticles(e) {
192
+ this._particleSystems.push(e), this._empty = !1;
193
+ }
194
+ _renderParticles(e) {
195
+ if (this._particleSystems.length === 0)
196
+ return;
197
+ const t = this._scene.activeCamera;
198
+ this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
199
+ for (let s = 0; s < this._particleSystems.length; s++) {
200
+ const n = this._particleSystems.data[s];
201
+ if ((t && t.layerMask & n.layerMask) === 0)
202
+ continue;
203
+ const r = n.emitter;
204
+ (!r.position || !e || e.indexOf(r) !== -1) && this._scene._activeParticles.addCount(n.render(), !1);
205
+ }
206
+ this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
207
+ }
208
+ _renderSprites() {
209
+ if (!this._scene.spritesEnabled || this._spriteManagers.length === 0)
210
+ return;
211
+ const e = this._scene.activeCamera;
212
+ this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
213
+ for (let t = 0; t < this._spriteManagers.length; t++) {
214
+ const s = this._spriteManagers.data[t];
215
+ (e && e.layerMask & s.layerMask) !== 0 && s.render();
216
+ }
217
+ this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
218
+ }
219
+ }
220
+ i._ZeroVector = c.Zero();
221
+ export {
222
+ i as RenderingGroup
223
+ };
@@ -0,0 +1,185 @@
1
+ import { RenderingGroup as u } from "./renderingGroup.esm.js";
2
+ class c {
3
+ }
4
+ class s {
5
+ /**
6
+ * Gets or sets a boolean indicating that the manager will not reset between frames.
7
+ * This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again.
8
+ * By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists).
9
+ * By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.
10
+ */
11
+ get maintainStateBetweenFrames() {
12
+ return this._maintainStateBetweenFrames;
13
+ }
14
+ set maintainStateBetweenFrames(e) {
15
+ if (e !== this._maintainStateBetweenFrames && (this._maintainStateBetweenFrames = e, !this._maintainStateBetweenFrames)) {
16
+ for (const t of this._scene.meshes)
17
+ if (t.subMeshes)
18
+ for (const i of t.subMeshes)
19
+ i._wasDispatched = !1;
20
+ if (this._scene.spriteManagers)
21
+ for (const t of this._scene.spriteManagers)
22
+ t._wasDispatched = !1;
23
+ for (const t of this._scene.particleSystems)
24
+ t._wasDispatched = !1;
25
+ }
26
+ }
27
+ /**
28
+ * Instantiates a new rendering group for a particular scene
29
+ * @param scene Defines the scene the groups belongs to
30
+ */
31
+ constructor(e) {
32
+ this._useSceneAutoClearSetup = !1, this._renderingGroups = new Array(), this._autoClearDepthStencil = {}, this._customOpaqueSortCompareFn = {}, this._customAlphaTestSortCompareFn = {}, this._customTransparentSortCompareFn = {}, this._renderingGroupInfo = new c(), this._maintainStateBetweenFrames = !1, this._scene = e;
33
+ for (let t = s.MIN_RENDERINGGROUPS; t < s.MAX_RENDERINGGROUPS; t++)
34
+ this._autoClearDepthStencil[t] = { autoClear: !0, depth: !0, stencil: !0 };
35
+ }
36
+ /**
37
+ * Gets the rendering group with the specified id.
38
+ */
39
+ getRenderingGroup(e) {
40
+ const t = e || 0;
41
+ return this._prepareRenderingGroup(t), this._renderingGroups[t];
42
+ }
43
+ _clearDepthStencilBuffer(e = !0, t = !0) {
44
+ this._depthStencilBufferAlreadyCleaned || (this._scene.getEngine().clear(null, !1, e, t), this._depthStencilBufferAlreadyCleaned = !0);
45
+ }
46
+ /**
47
+ * Renders the entire managed groups. This is used by the scene or the different render targets.
48
+ * @internal
49
+ */
50
+ render(e, t, i, o) {
51
+ const n = this._renderingGroupInfo;
52
+ if (n.scene = this._scene, n.camera = this._scene.activeCamera, this._scene.spriteManagers && o)
53
+ for (let r = 0; r < this._scene.spriteManagers.length; r++) {
54
+ const p = this._scene.spriteManagers[r];
55
+ this.dispatchSprites(p);
56
+ }
57
+ for (let r = s.MIN_RENDERINGGROUPS; r < s.MAX_RENDERINGGROUPS; r++) {
58
+ this._depthStencilBufferAlreadyCleaned = r === s.MIN_RENDERINGGROUPS;
59
+ const p = this._renderingGroups[r];
60
+ if (!p || p._empty)
61
+ continue;
62
+ const h = Math.pow(2, r);
63
+ if (n.renderingGroupId = r, this._scene.onBeforeRenderingGroupObservable.notifyObservers(n, h), s.AUTOCLEAR) {
64
+ const a = this._useSceneAutoClearSetup ? this._scene.getAutoClearDepthStencilSetup(r) : this._autoClearDepthStencil[r];
65
+ a && a.autoClear && this._clearDepthStencilBuffer(a.depth, a.stencil);
66
+ }
67
+ for (const a of this._scene._beforeRenderingGroupDrawStage)
68
+ a.action(r);
69
+ p.render(e, o, i, t);
70
+ for (const a of this._scene._afterRenderingGroupDrawStage)
71
+ a.action(r);
72
+ this._scene.onAfterRenderingGroupObservable.notifyObservers(n, h);
73
+ }
74
+ }
75
+ /**
76
+ * Resets the different information of the group to prepare a new frame
77
+ * @internal
78
+ */
79
+ reset() {
80
+ if (!this.maintainStateBetweenFrames)
81
+ for (let e = s.MIN_RENDERINGGROUPS; e < s.MAX_RENDERINGGROUPS; e++) {
82
+ const t = this._renderingGroups[e];
83
+ t && t.prepare();
84
+ }
85
+ }
86
+ /**
87
+ * Resets the sprites information of the group to prepare a new frame
88
+ * @internal
89
+ */
90
+ resetSprites() {
91
+ if (!this.maintainStateBetweenFrames)
92
+ for (let e = s.MIN_RENDERINGGROUPS; e < s.MAX_RENDERINGGROUPS; e++) {
93
+ const t = this._renderingGroups[e];
94
+ t && t.prepareSprites();
95
+ }
96
+ }
97
+ /**
98
+ * Dispose and release the group and its associated resources.
99
+ * @internal
100
+ */
101
+ dispose() {
102
+ this.freeRenderingGroups(), this._renderingGroups.length = 0, this._renderingGroupInfo = null;
103
+ }
104
+ /**
105
+ * Clear the info related to rendering groups preventing retention points during dispose.
106
+ */
107
+ freeRenderingGroups() {
108
+ for (let e = s.MIN_RENDERINGGROUPS; e < s.MAX_RENDERINGGROUPS; e++) {
109
+ const t = this._renderingGroups[e];
110
+ t && t.dispose();
111
+ }
112
+ }
113
+ _prepareRenderingGroup(e) {
114
+ this._renderingGroups[e] === void 0 && (this._renderingGroups[e] = new u(e, this._scene, this._customOpaqueSortCompareFn[e], this._customAlphaTestSortCompareFn[e], this._customTransparentSortCompareFn[e]));
115
+ }
116
+ /**
117
+ * Add a sprite manager to the rendering manager in order to render it this frame.
118
+ * @param spriteManager Define the sprite manager to render
119
+ */
120
+ dispatchSprites(e) {
121
+ this.maintainStateBetweenFrames && e._wasDispatched || (e._wasDispatched = !0, this.getRenderingGroup(e.renderingGroupId).dispatchSprites(e));
122
+ }
123
+ /**
124
+ * Add a particle system to the rendering manager in order to render it this frame.
125
+ * @param particleSystem Define the particle system to render
126
+ */
127
+ dispatchParticles(e) {
128
+ this.maintainStateBetweenFrames && e._wasDispatched || (e._wasDispatched = !0, this.getRenderingGroup(e.renderingGroupId).dispatchParticles(e));
129
+ }
130
+ /**
131
+ * Add a submesh to the manager in order to render it this frame
132
+ * @param subMesh The submesh to dispatch
133
+ * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
134
+ * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
135
+ */
136
+ dispatch(e, t, i) {
137
+ t === void 0 && (t = e.getMesh()), !(this.maintainStateBetweenFrames && e._wasDispatched) && (e._wasDispatched = !0, this.getRenderingGroup(t.renderingGroupId).dispatch(e, t, i));
138
+ }
139
+ /**
140
+ * Overrides the default sort function applied in the rendering group to prepare the meshes.
141
+ * This allowed control for front to back rendering or reversely depending of the special needs.
142
+ *
143
+ * @param renderingGroupId The rendering group id corresponding to its index
144
+ * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
145
+ * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
146
+ * @param transparentSortCompareFn The transparent queue comparison function use to sort.
147
+ */
148
+ setRenderingOrder(e, t = null, i = null, o = null) {
149
+ if (this._customOpaqueSortCompareFn[e] = t, this._customAlphaTestSortCompareFn[e] = i, this._customTransparentSortCompareFn[e] = o, this._renderingGroups[e]) {
150
+ const n = this._renderingGroups[e];
151
+ n.opaqueSortCompareFn = this._customOpaqueSortCompareFn[e], n.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[e], n.transparentSortCompareFn = this._customTransparentSortCompareFn[e];
152
+ }
153
+ }
154
+ /**
155
+ * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
156
+ *
157
+ * @param renderingGroupId The rendering group id corresponding to its index
158
+ * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
159
+ * @param depth Automatically clears depth between groups if true and autoClear is true.
160
+ * @param stencil Automatically clears stencil between groups if true and autoClear is true.
161
+ */
162
+ setRenderingAutoClearDepthStencil(e, t, i = !0, o = !0) {
163
+ this._autoClearDepthStencil[e] = {
164
+ autoClear: t,
165
+ depth: i,
166
+ stencil: o
167
+ };
168
+ }
169
+ /**
170
+ * Gets the current auto clear configuration for one rendering group of the rendering
171
+ * manager.
172
+ * @param index the rendering group index to get the information for
173
+ * @returns The auto clear setup for the requested rendering group
174
+ */
175
+ getAutoClearDepthStencilSetup(e) {
176
+ return this._autoClearDepthStencil[e];
177
+ }
178
+ }
179
+ s.MAX_RENDERINGGROUPS = 4;
180
+ s.MIN_RENDERINGGROUPS = 0;
181
+ s.AUTOCLEAR = !0;
182
+ export {
183
+ c as RenderingGroupInfo,
184
+ s as RenderingManager
185
+ };
@@ -0,0 +1,8 @@
1
+ class s {
2
+ constructor() {
3
+ this.enabled = !1, this.name = "screenSpaceReflections2", this.texturesRequired = [6, 3, 5];
4
+ }
5
+ }
6
+ export {
7
+ s as ScreenSpaceReflections2Configuration
8
+ };
@@ -0,0 +1,8 @@
1
+ class s {
2
+ constructor() {
3
+ this.enabled = !1, this.name = "screenSpaceReflections", this.texturesRequired = [6, 3, 1];
4
+ }
5
+ }
6
+ export {
7
+ s as ScreenSpaceReflectionsConfiguration
8
+ };
@@ -0,0 +1,8 @@
1
+ class e {
2
+ constructor() {
3
+ this.enabled = !1, this.name = "ssao2", this.texturesRequired = [6, 5];
4
+ }
5
+ }
6
+ export {
7
+ e as SSAO2Configuration
8
+ };
@@ -0,0 +1,48 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const a = "bakedVertexAnimation", r = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
3
+ {
4
+ #ifdef INSTANCES
5
+ #define BVASNAME bakedVertexAnimationSettingsInstanced
6
+ #else
7
+ #define BVASNAME bakedVertexAnimationSettings
8
+ #endif
9
+ float VATStartFrame=BVASNAME.x;
10
+ float VATEndFrame=BVASNAME.y;
11
+ float VATOffsetFrame=BVASNAME.z;
12
+ float VATSpeed=BVASNAME.w;
13
+ float totalFrames=VATEndFrame-VATStartFrame+1.0;
14
+ float time=bakedVertexAnimationTime*VATSpeed/totalFrames;
15
+ float frameCorrection=time<1.0 ? 0.0 : 1.0;
16
+ float numOfFrames=totalFrames-frameCorrection;
17
+ float VATFrameNum=fract(time)*numOfFrames;
18
+ VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);
19
+ VATFrameNum=floor(VATFrameNum);
20
+ VATFrameNum+=VATStartFrame+frameCorrection;
21
+ mat4 VATInfluence;
22
+ VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];
23
+ #if NUM_BONE_INFLUENCERS>1
24
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];
25
+ #endif
26
+ #if NUM_BONE_INFLUENCERS>2
27
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];
28
+ #endif
29
+ #if NUM_BONE_INFLUENCERS>3
30
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];
31
+ #endif
32
+ #if NUM_BONE_INFLUENCERS>4
33
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];
34
+ #endif
35
+ #if NUM_BONE_INFLUENCERS>5
36
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];
37
+ #endif
38
+ #if NUM_BONE_INFLUENCERS>6
39
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];
40
+ #endif
41
+ #if NUM_BONE_INFLUENCERS>7
42
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];
43
+ #endif
44
+ finalWorld=finalWorld*VATInfluence;
45
+ }
46
+ #endif
47
+ `;
48
+ e.IncludesShadersStore[a] = r;
@@ -0,0 +1,24 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const t = "bakedVertexAnimationDeclaration", r = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
3
+ uniform float bakedVertexAnimationTime;
4
+ uniform vec2 bakedVertexAnimationTextureSizeInverted;
5
+ uniform vec4 bakedVertexAnimationSettings;
6
+ uniform sampler2D bakedVertexAnimationTexture;
7
+ #ifdef INSTANCES
8
+ attribute vec4 bakedVertexAnimationSettingsInstanced;
9
+ #endif
10
+ #define inline
11
+ mat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)
12
+ {
13
+ float offset=index*4.0;
14
+ float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;
15
+ float dx=bakedVertexAnimationTextureSizeInverted.x;
16
+ vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));
17
+ vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));
18
+ vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));
19
+ vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));
20
+ return mat4(m0,m1,m2,m3);
21
+ }
22
+ #endif
23
+ `;
24
+ e.IncludesShadersStore[t] = r;
@@ -0,0 +1,35 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const t = "bonesDeclaration", r = `#if NUM_BONE_INFLUENCERS>0
3
+ attribute vec4 matricesIndices;
4
+ attribute vec4 matricesWeights;
5
+ #if NUM_BONE_INFLUENCERS>4
6
+ attribute vec4 matricesIndicesExtra;
7
+ attribute vec4 matricesWeightsExtra;
8
+ #endif
9
+ #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
10
+ #ifdef BONETEXTURE
11
+ uniform sampler2D boneSampler;
12
+ uniform float boneTextureWidth;
13
+ #else
14
+ uniform mat4 mBones[BonesPerMesh];
15
+ #ifdef BONES_VELOCITY_ENABLED
16
+ uniform mat4 mPreviousBones[BonesPerMesh];
17
+ #endif
18
+ #endif
19
+ #ifdef BONETEXTURE
20
+ #define inline
21
+ mat4 readMatrixFromRawSampler(sampler2D smp,float index)
22
+ {
23
+ float offset=index *4.0;
24
+ float dx=1.0/boneTextureWidth;
25
+ vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));
26
+ vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));
27
+ vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));
28
+ vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));
29
+ return mat4(m0,m1,m2,m3);
30
+ }
31
+ #endif
32
+ #endif
33
+ #endif
34
+ `;
35
+ e.IncludesShadersStore[t] = r;
@@ -0,0 +1,56 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const i = "bonesVertex", n = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
3
+ #if NUM_BONE_INFLUENCERS>0
4
+ mat4 influence;
5
+ #ifdef BONETEXTURE
6
+ influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];
7
+ #if NUM_BONE_INFLUENCERS>1
8
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];
9
+ #endif
10
+ #if NUM_BONE_INFLUENCERS>2
11
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];
12
+ #endif
13
+ #if NUM_BONE_INFLUENCERS>3
14
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];
15
+ #endif
16
+ #if NUM_BONE_INFLUENCERS>4
17
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];
18
+ #endif
19
+ #if NUM_BONE_INFLUENCERS>5
20
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];
21
+ #endif
22
+ #if NUM_BONE_INFLUENCERS>6
23
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];
24
+ #endif
25
+ #if NUM_BONE_INFLUENCERS>7
26
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];
27
+ #endif
28
+ #else
29
+ influence=mBones[int(matricesIndices[0])]*matricesWeights[0];
30
+ #if NUM_BONE_INFLUENCERS>1
31
+ influence+=mBones[int(matricesIndices[1])]*matricesWeights[1];
32
+ #endif
33
+ #if NUM_BONE_INFLUENCERS>2
34
+ influence+=mBones[int(matricesIndices[2])]*matricesWeights[2];
35
+ #endif
36
+ #if NUM_BONE_INFLUENCERS>3
37
+ influence+=mBones[int(matricesIndices[3])]*matricesWeights[3];
38
+ #endif
39
+ #if NUM_BONE_INFLUENCERS>4
40
+ influence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
41
+ #endif
42
+ #if NUM_BONE_INFLUENCERS>5
43
+ influence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
44
+ #endif
45
+ #if NUM_BONE_INFLUENCERS>6
46
+ influence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
47
+ #endif
48
+ #if NUM_BONE_INFLUENCERS>7
49
+ influence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
50
+ #endif
51
+ #endif
52
+ finalWorld=finalWorld*influence;
53
+ #endif
54
+ #endif
55
+ `;
56
+ e.IncludesShadersStore[i] = n;
@@ -0,0 +1,4 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const r = "boundingBoxRendererFragmentDeclaration", o = `uniform vec4 color;
3
+ `;
4
+ e.IncludesShadersStore[r] = o;