@spiffcommerce/preview 3.6.2-rc.4 → 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 (473) hide show
  1. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +41 -0
  2. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +122 -0
  3. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +59 -0
  4. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +335 -0
  5. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +193 -0
  6. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +354 -0
  7. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +478 -0
  8. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +866 -0
  9. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +18 -0
  10. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +470 -0
  11. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +7 -0
  12. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +21 -0
  13. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +93 -0
  14. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +281 -0
  15. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +568 -0
  16. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +117 -0
  17. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +145 -0
  18. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +93 -0
  19. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +295 -0
  20. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +701 -0
  21. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +478 -0
  22. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +433 -0
  23. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +18 -0
  24. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +67 -0
  25. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +191 -0
  26. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +93 -0
  27. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +119 -0
  28. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +119 -0
  29. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +108 -0
  30. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +114 -0
  31. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +249 -0
  32. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +103 -0
  33. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +589 -0
  34. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +37 -0
  35. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +686 -0
  36. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +147 -0
  37. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +236 -0
  38. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +66 -0
  39. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +214 -0
  40. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +8 -0
  41. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +9 -0
  42. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +59 -0
  43. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +6 -0
  44. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +174 -0
  45. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +159 -0
  46. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +114 -0
  47. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +37 -0
  48. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +23 -0
  49. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +106 -0
  50. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +118 -0
  51. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +46 -0
  52. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +50 -0
  53. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +354 -0
  54. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +101 -0
  55. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +103 -0
  56. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +11 -0
  57. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +14 -0
  58. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +111 -0
  59. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +109 -0
  60. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +76 -0
  61. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +69 -0
  62. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +15 -0
  63. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +29 -0
  64. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +85 -0
  65. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +9 -0
  66. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +36 -0
  67. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +13 -0
  68. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +9 -0
  69. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +88 -0
  70. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +14 -0
  71. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +44 -0
  72. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +31 -0
  73. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +9 -0
  74. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +230 -0
  75. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +30 -0
  76. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +34 -0
  77. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +388 -0
  78. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +87 -0
  79. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +16 -0
  80. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +254 -0
  81. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +1120 -0
  82. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +23 -0
  83. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +697 -0
  84. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +22 -0
  85. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +273 -0
  86. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +36 -0
  87. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +2921 -0
  88. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +13 -0
  89. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +41 -0
  90. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +63 -0
  91. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +8 -0
  92. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +418 -0
  93. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +437 -0
  94. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +141 -0
  95. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +343 -0
  96. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +396 -0
  97. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +224 -0
  98. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +92 -0
  99. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +476 -0
  100. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +30 -0
  101. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +153 -0
  102. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +196 -0
  103. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +287 -0
  104. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +551 -0
  105. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +48 -0
  106. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +112 -0
  107. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +48 -0
  108. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +568 -0
  109. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +139 -0
  110. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +97 -0
  111. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +496 -0
  112. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +106 -0
  113. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +270 -0
  114. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +103 -0
  115. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +53 -0
  116. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +51 -0
  117. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +81 -0
  118. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +542 -0
  119. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +23 -0
  120. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +244 -0
  121. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +134 -0
  122. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +89 -0
  123. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +175 -0
  124. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +150 -0
  125. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +17 -0
  126. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +138 -0
  127. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +223 -0
  128. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +58 -0
  129. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +156 -0
  130. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +53 -0
  131. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +605 -0
  132. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +421 -0
  133. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +101 -0
  134. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +170 -0
  135. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +28 -0
  136. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +397 -0
  137. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +22 -0
  138. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +890 -0
  139. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +73 -0
  140. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +132 -0
  141. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +428 -0
  142. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +90 -0
  143. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +906 -0
  144. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +161 -0
  145. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +226 -0
  146. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +501 -0
  147. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +226 -0
  148. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +7 -0
  149. package/dist/node_modules/@babylonjs/core/Materials/materialPluginManager.esm.js +212 -0
  150. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +145 -0
  151. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +164 -0
  152. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +38 -0
  153. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +48 -0
  154. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +7 -0
  155. package/dist/node_modules/@babylonjs/core/Materials/shaderMaterial.esm.js +838 -0
  156. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +934 -0
  157. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +541 -0
  158. package/dist/node_modules/@babylonjs/core/Maths/math.axis.esm.js +19 -0
  159. package/dist/node_modules/@babylonjs/core/Maths/math.color.esm.js +903 -0
  160. package/dist/node_modules/@babylonjs/core/Maths/math.constants.esm.js +6 -0
  161. package/dist/node_modules/@babylonjs/core/Maths/math.frustum.esm.js +91 -0
  162. package/dist/node_modules/@babylonjs/core/Maths/math.functions.esm.js +43 -0
  163. package/dist/node_modules/@babylonjs/core/Maths/math.path.esm.js +9 -0
  164. package/dist/node_modules/@babylonjs/core/Maths/math.plane.esm.js +145 -0
  165. package/dist/node_modules/@babylonjs/core/Maths/math.scalar.esm.js +284 -0
  166. package/dist/node_modules/@babylonjs/core/Maths/math.size.esm.js +124 -0
  167. package/dist/node_modules/@babylonjs/core/Maths/math.vector.esm.js +4915 -0
  168. package/dist/node_modules/@babylonjs/core/Maths/math.viewport.esm.js +41 -0
  169. package/dist/node_modules/@babylonjs/core/Maths/sphericalPolynomial.esm.js +177 -0
  170. package/dist/node_modules/@babylonjs/core/Meshes/Builders/boxBuilder.esm.js +260 -0
  171. package/dist/node_modules/@babylonjs/core/Meshes/Compression/dracoCompression.esm.js +233 -0
  172. package/dist/node_modules/@babylonjs/core/Meshes/Compression/meshoptCompression.esm.js +47 -0
  173. package/dist/node_modules/@babylonjs/core/Meshes/WebGL/webGLDataBuffer.esm.js +12 -0
  174. package/dist/node_modules/@babylonjs/core/Meshes/abstractMesh.esm.js +1448 -0
  175. package/dist/node_modules/@babylonjs/core/Meshes/geometry.esm.js +729 -0
  176. package/dist/node_modules/@babylonjs/core/Meshes/instancedMesh.esm.js +455 -0
  177. package/dist/node_modules/@babylonjs/core/Meshes/mesh.esm.js +2526 -0
  178. package/dist/node_modules/@babylonjs/core/Meshes/mesh.vertexData.esm.js +865 -0
  179. package/dist/node_modules/@babylonjs/core/Meshes/meshLODLevel.esm.js +13 -0
  180. package/dist/node_modules/@babylonjs/core/Meshes/subMesh.esm.js +422 -0
  181. package/dist/node_modules/@babylonjs/core/Meshes/thinInstanceMesh.esm.js +129 -0
  182. package/dist/node_modules/@babylonjs/core/Meshes/transformNode.esm.js +796 -0
  183. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +111 -0
  184. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/hdr.esm.js +122 -0
  185. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/panoramaToCubemap.esm.js +78 -0
  186. package/dist/node_modules/@babylonjs/core/Misc/andOrNotEvaluator.esm.js +41 -0
  187. package/dist/node_modules/@babylonjs/core/Misc/arrayTools.esm.js +52 -0
  188. package/dist/node_modules/@babylonjs/core/Misc/assetsManager.esm.js +561 -0
  189. package/dist/node_modules/@babylonjs/core/Misc/brdfTextureTools.esm.js +31 -0
  190. package/dist/node_modules/@babylonjs/core/Misc/copyTools.esm.js +44 -0
  191. package/dist/node_modules/@babylonjs/core/Misc/coroutine.esm.js +53 -0
  192. package/dist/node_modules/@babylonjs/core/Misc/dataReader.esm.js +55 -0
  193. package/dist/node_modules/@babylonjs/core/Misc/dds.esm.js +329 -0
  194. package/dist/node_modules/@babylonjs/core/Misc/decorators.esm.js +332 -0
  195. package/dist/node_modules/@babylonjs/core/Misc/deepCopier.esm.js +52 -0
  196. package/dist/node_modules/@babylonjs/core/Misc/deferred.esm.js +25 -0
  197. package/dist/node_modules/@babylonjs/core/Misc/devTools.esm.js +6 -0
  198. package/dist/node_modules/@babylonjs/core/Misc/domManagement.esm.js +21 -0
  199. package/dist/node_modules/@babylonjs/core/Misc/dumpTools.esm.js +117 -0
  200. package/dist/node_modules/@babylonjs/core/Misc/environmentTextureTools.esm.js +187 -0
  201. package/dist/node_modules/@babylonjs/core/Misc/error.esm.js +40 -0
  202. package/dist/node_modules/@babylonjs/core/Misc/fileTools.esm.js +339 -0
  203. package/dist/node_modules/@babylonjs/core/Misc/filesInputStore.esm.js +6 -0
  204. package/dist/node_modules/@babylonjs/core/Misc/guid.esm.js +9 -0
  205. package/dist/node_modules/@babylonjs/core/Misc/instantiationTools.esm.js +26 -0
  206. package/dist/node_modules/@babylonjs/core/Misc/khronosTextureContainer.esm.js +79 -0
  207. package/dist/node_modules/@babylonjs/core/Misc/khronosTextureContainer2.esm.js +281 -0
  208. package/dist/node_modules/@babylonjs/core/Misc/logger.esm.js +77 -0
  209. package/dist/node_modules/@babylonjs/core/Misc/observable.esm.js +231 -0
  210. package/dist/node_modules/@babylonjs/core/Misc/perfCounter.esm.js +99 -0
  211. package/dist/node_modules/@babylonjs/core/Misc/performanceMonitor.esm.js +144 -0
  212. package/dist/node_modules/@babylonjs/core/Misc/precisionDate.esm.js +12 -0
  213. package/dist/node_modules/@babylonjs/core/Misc/retryStrategy.esm.js +14 -0
  214. package/dist/node_modules/@babylonjs/core/Misc/rgbdTextureTools.esm.js +51 -0
  215. package/dist/node_modules/@babylonjs/core/Misc/screenshotTools.esm.js +92 -0
  216. package/dist/node_modules/@babylonjs/core/Misc/smartArray.esm.js +118 -0
  217. package/dist/node_modules/@babylonjs/core/Misc/stringDictionary.esm.js +129 -0
  218. package/dist/node_modules/@babylonjs/core/Misc/stringTools.esm.js +26 -0
  219. package/dist/node_modules/@babylonjs/core/Misc/tags.esm.js +97 -0
  220. package/dist/node_modules/@babylonjs/core/Misc/textureTools.esm.js +41 -0
  221. package/dist/node_modules/@babylonjs/core/Misc/timingTools.esm.js +13 -0
  222. package/dist/node_modules/@babylonjs/core/Misc/tools.esm.js +929 -0
  223. package/dist/node_modules/@babylonjs/core/Misc/typeStore.esm.js +11 -0
  224. package/dist/node_modules/@babylonjs/core/Misc/uniqueIdGenerator.esm.js +13 -0
  225. package/dist/node_modules/@babylonjs/core/Misc/webRequest.esm.js +135 -0
  226. package/dist/node_modules/@babylonjs/core/Misc/workerPool.esm.js +80 -0
  227. package/dist/node_modules/@babylonjs/core/Morph/morphTarget.esm.js +187 -0
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  442. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_texture_webp.esm.js +29 -0
  443. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/ExtrasAsMetadata.esm.js +47 -0
  444. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.data.esm.js +173 -0
  445. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.esm.js +82 -0
  446. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_draco_mesh_compression.esm.js +68 -0
  447. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_lights_punctual.esm.js +60 -0
  448. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_anisotropy.esm.js +39 -0
  449. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_clearcoat.esm.js +42 -0
  450. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_emissive_strength.esm.js +32 -0
  451. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_ior.esm.js +35 -0
  452. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_iridescence.esm.js +41 -0
  453. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.esm.js +41 -0
  454. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_sheen.esm.js +41 -0
  455. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_specular.esm.js +41 -0
  456. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_translucency.esm.js +41 -0
  457. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_transmission.esm.js +136 -0
  458. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_unlit.esm.js +37 -0
  459. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_variants.esm.js +178 -0
  460. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_volume.esm.js +40 -0
  461. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_mesh_quantization.esm.js +17 -0
  462. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_basisu.esm.js +29 -0
  463. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_transform.esm.js +29 -0
  464. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_xmp_json_ld.esm.js +31 -0
  465. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_audio_emitter.esm.js +149 -0
  466. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_lod.esm.js +170 -0
  467. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_minecraftMesh.esm.js +29 -0
  468. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_sRGBFactors.esm.js +29 -0
  469. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoader.esm.js +1562 -0
  470. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoaderAnimation.esm.js +66 -0
  471. package/dist/node_modules/@babylonjs/loaders/glTF/glTFFileLoader.esm.js +462 -0
  472. package/dist/node_modules/@babylonjs/loaders/glTF/glTFValidation.esm.js +81 -0
  473. package/package.json +3 -2
@@ -0,0 +1,2526 @@
1
+ import { Observable as L } from "../Misc/observable.esm.js";
2
+ import { Tools as N, AsyncLoop as Y } from "../Misc/tools.esm.js";
3
+ import { DeepCopier as J } from "../Misc/deepCopier.esm.js";
4
+ import { Tags as C } from "../Misc/tags.esm.js";
5
+ import { runCoroutineSync as X, runCoroutineAsync as $, createYieldingScheduler as j } from "../Misc/coroutine.esm.js";
6
+ import { Camera as ee } from "../Cameras/camera.esm.js";
7
+ import { ScenePerformancePriority as te } from "../scene.esm.js";
8
+ import { Vector3 as w, Vector2 as W, Quaternion as U, Matrix as E } from "../Maths/math.vector.esm.js";
9
+ import { Color3 as ne } from "../Maths/math.color.esm.js";
10
+ import { Node as K } from "../node.esm.js";
11
+ import { VertexBuffer as d, Buffer as z } from "../Buffers/buffer.esm.js";
12
+ import { VertexData as P } from "./mesh.vertexData.esm.js";
13
+ import { Geometry as V } from "./geometry.esm.js";
14
+ import { AbstractMesh as ie } from "./abstractMesh.esm.js";
15
+ import { SubMesh as k } from "./subMesh.esm.js";
16
+ import { Material as T } from "../Materials/material.esm.js";
17
+ import { MultiMaterial as G } from "../Materials/multiMaterial.esm.js";
18
+ import { SceneLoaderFlags as se } from "../Loading/sceneLoaderFlags.esm.js";
19
+ import { SerializationHelper as q } from "../Misc/decorators.esm.js";
20
+ import { Logger as F } from "../Misc/logger.esm.js";
21
+ import { GetClass as Z, RegisterClass as re } from "../Misc/typeStore.esm.js";
22
+ import { _WarnImport as R } from "../Misc/devTools.esm.js";
23
+ import { SceneComponentConstants as H } from "../sceneComponent.esm.js";
24
+ import { MeshLODLevel as ae } from "./meshLODLevel.esm.js";
25
+ class oe {
26
+ constructor() {
27
+ this.visibleInstances = {}, this.batchCache = new Q(), this.batchCacheReplacementModeInFrozenMode = new Q(), this.instancesBufferSize = 32 * 16 * 4;
28
+ }
29
+ }
30
+ class Q {
31
+ constructor() {
32
+ this.mustReturn = !1, this.visibleInstances = new Array(), this.renderSelf = new Array(), this.hardwareInstancedRendering = new Array();
33
+ }
34
+ }
35
+ class le {
36
+ constructor() {
37
+ this.instancesCount = 0, this.matrixBuffer = null, this.previousMatrixBuffer = null, this.matrixBufferSize = 32 * 16, this.matrixData = null, this.boundingVectors = [], this.worldMatrices = null;
38
+ }
39
+ }
40
+ class he {
41
+ constructor() {
42
+ this._areNormalsFrozen = !1, this._source = null, this.meshMap = null, this._preActivateId = -1, this._LODLevels = new Array(), this._useLODScreenCoverage = !1, this._effectiveMaterial = null, this._forcedInstanceCount = 0, this._overrideRenderingFillMode = null;
43
+ }
44
+ }
45
+ class D extends ie {
46
+ /**
47
+ * Gets the default side orientation.
48
+ * @param orientation the orientation to value to attempt to get
49
+ * @returns the default orientation
50
+ * @internal
51
+ */
52
+ static _GetDefaultSideOrientation(e) {
53
+ return e || D.FRONTSIDE;
54
+ }
55
+ /**
56
+ * Determines if the LOD levels are intended to be calculated using screen coverage (surface area ratio) instead of distance.
57
+ */
58
+ get useLODScreenCoverage() {
59
+ return this._internalMeshDataInfo._useLODScreenCoverage;
60
+ }
61
+ set useLODScreenCoverage(e) {
62
+ this._internalMeshDataInfo._useLODScreenCoverage = e, this._sortLODLevels();
63
+ }
64
+ get computeBonesUsingShaders() {
65
+ return this._internalAbstractMeshDataInfo._computeBonesUsingShaders;
66
+ }
67
+ set computeBonesUsingShaders(e) {
68
+ this._internalAbstractMeshDataInfo._computeBonesUsingShaders !== e && (e && this._internalMeshDataInfo._sourcePositions && (this.setVerticesData(d.PositionKind, this._internalMeshDataInfo._sourcePositions, !0), this._internalMeshDataInfo._sourceNormals && this.setVerticesData(d.NormalKind, this._internalMeshDataInfo._sourceNormals, !0), this._internalMeshDataInfo._sourcePositions = null, this._internalMeshDataInfo._sourceNormals = null), this._internalAbstractMeshDataInfo._computeBonesUsingShaders = e, this._markSubMeshesAsAttributesDirty());
69
+ }
70
+ /**
71
+ * An event triggered before rendering the mesh
72
+ */
73
+ get onBeforeRenderObservable() {
74
+ return this._internalMeshDataInfo._onBeforeRenderObservable || (this._internalMeshDataInfo._onBeforeRenderObservable = new L()), this._internalMeshDataInfo._onBeforeRenderObservable;
75
+ }
76
+ /**
77
+ * An event triggered before binding the mesh
78
+ */
79
+ get onBeforeBindObservable() {
80
+ return this._internalMeshDataInfo._onBeforeBindObservable || (this._internalMeshDataInfo._onBeforeBindObservable = new L()), this._internalMeshDataInfo._onBeforeBindObservable;
81
+ }
82
+ /**
83
+ * An event triggered after rendering the mesh
84
+ */
85
+ get onAfterRenderObservable() {
86
+ return this._internalMeshDataInfo._onAfterRenderObservable || (this._internalMeshDataInfo._onAfterRenderObservable = new L()), this._internalMeshDataInfo._onAfterRenderObservable;
87
+ }
88
+ /**
89
+ * An event triggeredbetween rendering pass when using separateCullingPass = true
90
+ */
91
+ get onBetweenPassObservable() {
92
+ return this._internalMeshDataInfo._onBetweenPassObservable || (this._internalMeshDataInfo._onBetweenPassObservable = new L()), this._internalMeshDataInfo._onBetweenPassObservable;
93
+ }
94
+ /**
95
+ * An event triggered before drawing the mesh
96
+ */
97
+ get onBeforeDrawObservable() {
98
+ return this._internalMeshDataInfo._onBeforeDrawObservable || (this._internalMeshDataInfo._onBeforeDrawObservable = new L()), this._internalMeshDataInfo._onBeforeDrawObservable;
99
+ }
100
+ /**
101
+ * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
102
+ */
103
+ set onBeforeDraw(e) {
104
+ this._onBeforeDrawObserver && this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver), this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(e);
105
+ }
106
+ get hasInstances() {
107
+ return this.instances.length > 0;
108
+ }
109
+ get hasThinInstances() {
110
+ var e;
111
+ return ((e = this._thinInstanceDataStorage.instancesCount) !== null && e !== void 0 ? e : 0) > 0;
112
+ }
113
+ /**
114
+ * Gets or sets the forced number of instances to display.
115
+ * If 0 (default value), the number of instances is not forced and depends on the draw type
116
+ * (regular / instance / thin instances mesh)
117
+ */
118
+ get forcedInstanceCount() {
119
+ return this._internalMeshDataInfo._forcedInstanceCount;
120
+ }
121
+ set forcedInstanceCount(e) {
122
+ this._internalMeshDataInfo._forcedInstanceCount = e;
123
+ }
124
+ /**
125
+ * Use this property to override the Material's fillMode value
126
+ */
127
+ get overrideRenderingFillMode() {
128
+ return this._internalMeshDataInfo._overrideRenderingFillMode;
129
+ }
130
+ set overrideRenderingFillMode(e) {
131
+ this._internalMeshDataInfo._overrideRenderingFillMode = e;
132
+ }
133
+ /**
134
+ * Gets the source mesh (the one used to clone this one from)
135
+ */
136
+ get source() {
137
+ return this._internalMeshDataInfo._source;
138
+ }
139
+ /**
140
+ * Gets the list of clones of this mesh
141
+ * The scene must have been constructed with useClonedMeshMap=true for this to work!
142
+ * Note that useClonedMeshMap=true is the default setting
143
+ */
144
+ get cloneMeshMap() {
145
+ return this._internalMeshDataInfo.meshMap;
146
+ }
147
+ /**
148
+ * Gets or sets a boolean indicating that this mesh does not use index buffer
149
+ */
150
+ get isUnIndexed() {
151
+ return this._unIndexed;
152
+ }
153
+ set isUnIndexed(e) {
154
+ this._unIndexed !== e && (this._unIndexed = e, this._markSubMeshesAsAttributesDirty());
155
+ }
156
+ /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
157
+ get worldMatrixInstancedBuffer() {
158
+ return this._instanceDataStorage.instancesData;
159
+ }
160
+ /** Gets the array buffer used to store the instanced buffer used for instances' previous world matrices */
161
+ get previousWorldMatrixInstancedBuffer() {
162
+ return this._instanceDataStorage.instancesPreviousData;
163
+ }
164
+ /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
165
+ get manualUpdateOfWorldMatrixInstancedBuffer() {
166
+ return this._instanceDataStorage.manualUpdate;
167
+ }
168
+ set manualUpdateOfWorldMatrixInstancedBuffer(e) {
169
+ this._instanceDataStorage.manualUpdate = e;
170
+ }
171
+ /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
172
+ get manualUpdateOfPreviousWorldMatrixInstancedBuffer() {
173
+ return this._instanceDataStorage.previousManualUpdate;
174
+ }
175
+ set manualUpdateOfPreviousWorldMatrixInstancedBuffer(e) {
176
+ this._instanceDataStorage.previousManualUpdate = e;
177
+ }
178
+ /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices must be performed in all cases (and notably even in frozen mode) */
179
+ get forceWorldMatrixInstancedBufferUpdate() {
180
+ return this._instanceDataStorage.forceMatrixUpdates;
181
+ }
182
+ set forceWorldMatrixInstancedBufferUpdate(e) {
183
+ this._instanceDataStorage.forceMatrixUpdates = e;
184
+ }
185
+ /**
186
+ * @constructor
187
+ * @param name The value used by scene.getMeshByName() to do a lookup.
188
+ * @param scene The scene to add this mesh to.
189
+ * @param parent The parent of this mesh, if it has one
190
+ * @param source An optional Mesh from which geometry is shared, cloned.
191
+ * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
192
+ * When false, achieved by calling a clone(), also passing False.
193
+ * This will make creation of children, recursive.
194
+ * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
195
+ */
196
+ constructor(e, n = null, i = null, t = null, r, s = !0) {
197
+ if (super(e, n), this._internalMeshDataInfo = new he(), this.delayLoadState = 0, this.instances = new Array(), this._creationDataStorage = null, this._geometry = null, this._instanceDataStorage = new oe(), this._thinInstanceDataStorage = new le(), this._shouldGenerateFlatShading = !1, this._originalBuilderSideOrientation = D.DEFAULTSIDE, this.overrideMaterialSideOrientation = null, this.ignoreCameraMaxZ = !1, n = this.getScene(), this._onBeforeDraw = (a, o, l) => {
198
+ a && l && (this._uniformBuffer ? this.transferToEffect(o) : l.bindOnlyWorldMatrix(o));
199
+ }, t) {
200
+ if (t._geometry && t._geometry.applyToMesh(this), J.DeepCopy(t, this, [
201
+ "name",
202
+ "material",
203
+ "skeleton",
204
+ "instances",
205
+ "parent",
206
+ "uniqueId",
207
+ "source",
208
+ "metadata",
209
+ "morphTargetManager",
210
+ "hasInstances",
211
+ "worldMatrixInstancedBuffer",
212
+ "previousWorldMatrixInstancedBuffer",
213
+ "hasLODLevels",
214
+ "geometry",
215
+ "isBlocked",
216
+ "areNormalsFrozen",
217
+ "facetNb",
218
+ "isFacetDataEnabled",
219
+ "lightSources",
220
+ "useBones",
221
+ "isAnInstance",
222
+ "collider",
223
+ "edgesRenderer",
224
+ "forward",
225
+ "up",
226
+ "right",
227
+ "absolutePosition",
228
+ "absoluteScaling",
229
+ "absoluteRotationQuaternion",
230
+ "isWorldMatrixFrozen",
231
+ "nonUniformScaling",
232
+ "behaviors",
233
+ "worldMatrixFromCache",
234
+ "hasThinInstances",
235
+ "cloneMeshMap",
236
+ "hasBoundingInfo",
237
+ "physicsBody",
238
+ "physicsImpostor"
239
+ ], ["_poseMatrix"]), this._internalMeshDataInfo._source = t, n.useClonedMeshMap && (t._internalMeshDataInfo.meshMap || (t._internalMeshDataInfo.meshMap = {}), t._internalMeshDataInfo.meshMap[this.uniqueId] = this), this._originalBuilderSideOrientation = t._originalBuilderSideOrientation, this._creationDataStorage = t._creationDataStorage, t._ranges) {
240
+ const a = t._ranges;
241
+ for (const o in a)
242
+ Object.prototype.hasOwnProperty.call(a, o) && a[o] && this.createAnimationRange(o, a[o].from, a[o].to);
243
+ }
244
+ if (t.metadata && t.metadata.clone ? this.metadata = t.metadata.clone() : this.metadata = t.metadata, this._internalMetadata = t._internalMetadata, C && C.HasTags(t) && C.AddTagsTo(this, C.GetTags(t, !0)), this.setEnabled(t.isEnabled(!1)), this.parent = t.parent, this.setPivotMatrix(t.getPivotMatrix()), this.id = e + "." + t.id, this.material = t.material, !r) {
245
+ const a = t.getDescendants(!0);
246
+ for (let o = 0; o < a.length; o++) {
247
+ const l = a[o];
248
+ l.clone && l.clone(e + "." + l.name, this);
249
+ }
250
+ }
251
+ if (t.morphTargetManager && (this.morphTargetManager = t.morphTargetManager), n.getPhysicsEngine) {
252
+ const a = n.getPhysicsEngine();
253
+ if (s && a)
254
+ if (a.getPluginVersion() === 1) {
255
+ const o = a.getImpostorForPhysicsObject(t);
256
+ o && (this.physicsImpostor = o.clone(this));
257
+ } else
258
+ a.getPluginVersion() === 2 && t.physicsBody && t.physicsBody.clone(this);
259
+ }
260
+ for (let a = 0; a < n.particleSystems.length; a++) {
261
+ const o = n.particleSystems[a];
262
+ o.emitter === t && o.clone(o.name, this);
263
+ }
264
+ this.skeleton = t.skeleton, this.refreshBoundingInfo(!0, !0), this.computeWorldMatrix(!0);
265
+ }
266
+ i !== null && (this.parent = i), this._instanceDataStorage.hardwareInstancedRendering = this.getEngine().getCaps().instancedArrays, this._internalMeshDataInfo._onMeshReadyObserverAdded = (a) => {
267
+ a.unregisterOnNextCall = !0, this.isReady(!0) ? this.onMeshReadyObservable.notifyObservers(this) : this._internalMeshDataInfo._checkReadinessObserver || (this._internalMeshDataInfo._checkReadinessObserver = this._scene.onBeforeRenderObservable.add(() => {
268
+ this.isReady(!0) && (this._scene.onBeforeRenderObservable.remove(this._internalMeshDataInfo._checkReadinessObserver), this._internalMeshDataInfo._checkReadinessObserver = null, this.onMeshReadyObservable.notifyObservers(this));
269
+ }));
270
+ }, this.onMeshReadyObservable = new L(this._internalMeshDataInfo._onMeshReadyObserverAdded), t && t.onClonedObservable.notifyObservers(this);
271
+ }
272
+ instantiateHierarchy(e = null, n, i) {
273
+ const t = this.getTotalVertices() === 0 || n && n.doNotInstantiate && (n.doNotInstantiate === !0 || n.doNotInstantiate(this)) ? this.clone("Clone of " + (this.name || this.id), e || this.parent, !0) : this.createInstance("instance of " + (this.name || this.id));
274
+ t.parent = e || this.parent, t.position = this.position.clone(), t.scaling = this.scaling.clone(), this.rotationQuaternion ? t.rotationQuaternion = this.rotationQuaternion.clone() : t.rotation = this.rotation.clone(), i && i(this, t);
275
+ for (const r of this.getChildTransformNodes(!0))
276
+ r.getClassName() === "InstancedMesh" && t.getClassName() === "Mesh" && r.sourceMesh === this ? r.instantiateHierarchy(t, {
277
+ doNotInstantiate: n && n.doNotInstantiate || !1,
278
+ newSourcedMesh: t
279
+ }, i) : r.instantiateHierarchy(t, n, i);
280
+ return t;
281
+ }
282
+ /**
283
+ * Gets the class name
284
+ * @returns the string "Mesh".
285
+ */
286
+ getClassName() {
287
+ return "Mesh";
288
+ }
289
+ /** @internal */
290
+ get _isMesh() {
291
+ return !0;
292
+ }
293
+ /**
294
+ * Returns a description of this mesh
295
+ * @param fullDetails define if full details about this mesh must be used
296
+ * @returns a descriptive string representing this mesh
297
+ */
298
+ toString(e) {
299
+ let n = super.toString(e);
300
+ if (n += ", n vertices: " + this.getTotalVertices(), n += ", parent: " + (this._waitingParentId ? this._waitingParentId : this.parent ? this.parent.name : "NONE"), this.animations)
301
+ for (let i = 0; i < this.animations.length; i++)
302
+ n += ", animation[0]: " + this.animations[i].toString(e);
303
+ if (e)
304
+ if (this._geometry) {
305
+ const i = this.getIndices(), t = this.getVerticesData(d.PositionKind);
306
+ t && i && (n += ", flat shading: " + (t.length / 3 === i.length ? "YES" : "NO"));
307
+ } else
308
+ n += ", flat shading: UNKNOWN";
309
+ return n;
310
+ }
311
+ /** @internal */
312
+ _unBindEffect() {
313
+ super._unBindEffect();
314
+ for (const e of this.instances)
315
+ e._unBindEffect();
316
+ }
317
+ /**
318
+ * Gets a boolean indicating if this mesh has LOD
319
+ */
320
+ get hasLODLevels() {
321
+ return this._internalMeshDataInfo._LODLevels.length > 0;
322
+ }
323
+ /**
324
+ * Gets the list of MeshLODLevel associated with the current mesh
325
+ * @returns an array of MeshLODLevel
326
+ */
327
+ getLODLevels() {
328
+ return this._internalMeshDataInfo._LODLevels;
329
+ }
330
+ _sortLODLevels() {
331
+ const e = this._internalMeshDataInfo._useLODScreenCoverage ? -1 : 1;
332
+ this._internalMeshDataInfo._LODLevels.sort((n, i) => n.distanceOrScreenCoverage < i.distanceOrScreenCoverage ? e : n.distanceOrScreenCoverage > i.distanceOrScreenCoverage ? -e : 0);
333
+ }
334
+ /**
335
+ * Add a mesh as LOD level triggered at the given distance.
336
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD
337
+ * @param distanceOrScreenCoverage Either distance from the center of the object to show this level or the screen coverage if `useScreenCoverage` is set to `true`.
338
+ * If screen coverage, value is a fraction of the screen's total surface, between 0 and 1.
339
+ * Example Playground for distance https://playground.babylonjs.com/#QE7KM#197
340
+ * Example Playground for screen coverage https://playground.babylonjs.com/#QE7KM#196
341
+ * @param mesh The mesh to be added as LOD level (can be null)
342
+ * @returns This mesh (for chaining)
343
+ */
344
+ addLODLevel(e, n) {
345
+ if (n && n._masterMesh)
346
+ return F.Warn("You cannot use a mesh as LOD level twice"), this;
347
+ const i = new ae(e, n);
348
+ return this._internalMeshDataInfo._LODLevels.push(i), n && (n._masterMesh = this), this._sortLODLevels(), this;
349
+ }
350
+ /**
351
+ * Returns the LOD level mesh at the passed distance or null if not found.
352
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD
353
+ * @param distance The distance from the center of the object to show this level
354
+ * @returns a Mesh or `null`
355
+ */
356
+ getLODLevelAtDistance(e) {
357
+ const n = this._internalMeshDataInfo;
358
+ for (let i = 0; i < n._LODLevels.length; i++) {
359
+ const t = n._LODLevels[i];
360
+ if (t.distanceOrScreenCoverage === e)
361
+ return t.mesh;
362
+ }
363
+ return null;
364
+ }
365
+ /**
366
+ * Remove a mesh from the LOD array
367
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD
368
+ * @param mesh defines the mesh to be removed
369
+ * @returns This mesh (for chaining)
370
+ */
371
+ removeLODLevel(e) {
372
+ const n = this._internalMeshDataInfo;
373
+ for (let i = 0; i < n._LODLevels.length; i++)
374
+ n._LODLevels[i].mesh === e && (n._LODLevels.splice(i, 1), e && (e._masterMesh = null));
375
+ return this._sortLODLevels(), this;
376
+ }
377
+ /**
378
+ * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
379
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD
380
+ * @param camera defines the camera to use to compute distance
381
+ * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
382
+ * @returns This mesh (for chaining)
383
+ */
384
+ getLOD(e, n) {
385
+ const i = this._internalMeshDataInfo;
386
+ if (!i._LODLevels || i._LODLevels.length === 0)
387
+ return this;
388
+ const t = n || this.getBoundingInfo().boundingSphere, r = e.mode === ee.ORTHOGRAPHIC_CAMERA ? e.minZ : t.centerWorld.subtract(e.globalPosition).length();
389
+ let s = r, a = 1;
390
+ if (i._useLODScreenCoverage) {
391
+ const o = e.screenArea;
392
+ let l = t.radiusWorld * e.minZ / r;
393
+ l = l * l * Math.PI, s = l / o, a = -1;
394
+ }
395
+ if (a * i._LODLevels[i._LODLevels.length - 1].distanceOrScreenCoverage > a * s)
396
+ return this.onLODLevelSelection && this.onLODLevelSelection(s, this, this), this;
397
+ for (let o = 0; o < i._LODLevels.length; o++) {
398
+ const l = i._LODLevels[o];
399
+ if (a * l.distanceOrScreenCoverage < a * s) {
400
+ if (l.mesh) {
401
+ if (l.mesh.delayLoadState === 4)
402
+ return l.mesh._checkDelayState(), this;
403
+ if (l.mesh.delayLoadState === 2)
404
+ return this;
405
+ l.mesh._preActivate(), l.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
406
+ }
407
+ return this.onLODLevelSelection && this.onLODLevelSelection(s, this, l.mesh), l.mesh;
408
+ }
409
+ }
410
+ return this.onLODLevelSelection && this.onLODLevelSelection(s, this, this), this;
411
+ }
412
+ /**
413
+ * Gets the mesh internal Geometry object
414
+ */
415
+ get geometry() {
416
+ return this._geometry;
417
+ }
418
+ /**
419
+ * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
420
+ * @returns the total number of vertices
421
+ */
422
+ getTotalVertices() {
423
+ return this._geometry === null || this._geometry === void 0 ? 0 : this._geometry.getTotalVertices();
424
+ }
425
+ /**
426
+ * Returns the content of an associated vertex buffer
427
+ * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
428
+ * - VertexBuffer.PositionKind
429
+ * - VertexBuffer.UVKind
430
+ * - VertexBuffer.UV2Kind
431
+ * - VertexBuffer.UV3Kind
432
+ * - VertexBuffer.UV4Kind
433
+ * - VertexBuffer.UV5Kind
434
+ * - VertexBuffer.UV6Kind
435
+ * - VertexBuffer.ColorKind
436
+ * - VertexBuffer.MatricesIndicesKind
437
+ * - VertexBuffer.MatricesIndicesExtraKind
438
+ * - VertexBuffer.MatricesWeightsKind
439
+ * - VertexBuffer.MatricesWeightsExtraKind
440
+ * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
441
+ * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
442
+ * @param bypassInstanceData defines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false
443
+ * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
444
+ */
445
+ getVerticesData(e, n, i, t) {
446
+ var r, s;
447
+ if (!this._geometry)
448
+ return null;
449
+ let a = t || (s = (r = this._userInstancedBuffersStorage) === null || r === void 0 ? void 0 : r.vertexBuffers[e]) === null || s === void 0 ? void 0 : s.getFloatData(
450
+ this.instances.length + 1,
451
+ // +1 because the master mesh is not included in the instances array
452
+ i || n && this._geometry.meshes.length !== 1
453
+ );
454
+ return a || (a = this._geometry.getVerticesData(e, n, i)), a;
455
+ }
456
+ /**
457
+ * Returns the mesh VertexBuffer object from the requested `kind`
458
+ * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
459
+ * - VertexBuffer.PositionKind
460
+ * - VertexBuffer.NormalKind
461
+ * - VertexBuffer.UVKind
462
+ * - VertexBuffer.UV2Kind
463
+ * - VertexBuffer.UV3Kind
464
+ * - VertexBuffer.UV4Kind
465
+ * - VertexBuffer.UV5Kind
466
+ * - VertexBuffer.UV6Kind
467
+ * - VertexBuffer.ColorKind
468
+ * - VertexBuffer.MatricesIndicesKind
469
+ * - VertexBuffer.MatricesIndicesExtraKind
470
+ * - VertexBuffer.MatricesWeightsKind
471
+ * - VertexBuffer.MatricesWeightsExtraKind
472
+ * @param bypassInstanceData defines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false
473
+ * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
474
+ */
475
+ getVertexBuffer(e, n) {
476
+ var i, t;
477
+ return this._geometry ? (t = n || (i = this._userInstancedBuffersStorage) === null || i === void 0 ? void 0 : i.vertexBuffers[e]) !== null && t !== void 0 ? t : this._geometry.getVertexBuffer(e) : null;
478
+ }
479
+ /**
480
+ * Tests if a specific vertex buffer is associated with this mesh
481
+ * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
482
+ * - VertexBuffer.PositionKind
483
+ * - VertexBuffer.NormalKind
484
+ * - VertexBuffer.UVKind
485
+ * - VertexBuffer.UV2Kind
486
+ * - VertexBuffer.UV3Kind
487
+ * - VertexBuffer.UV4Kind
488
+ * - VertexBuffer.UV5Kind
489
+ * - VertexBuffer.UV6Kind
490
+ * - VertexBuffer.ColorKind
491
+ * - VertexBuffer.MatricesIndicesKind
492
+ * - VertexBuffer.MatricesIndicesExtraKind
493
+ * - VertexBuffer.MatricesWeightsKind
494
+ * - VertexBuffer.MatricesWeightsExtraKind
495
+ * @param bypassInstanceData defines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false
496
+ * @returns a boolean
497
+ */
498
+ isVerticesDataPresent(e, n) {
499
+ var i;
500
+ return this._geometry ? !n && ((i = this._userInstancedBuffersStorage) === null || i === void 0 ? void 0 : i.vertexBuffers[e]) !== void 0 || this._geometry.isVerticesDataPresent(e) : this._delayInfo ? this._delayInfo.indexOf(e) !== -1 : !1;
501
+ }
502
+ /**
503
+ * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
504
+ * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
505
+ * - VertexBuffer.PositionKind
506
+ * - VertexBuffer.UVKind
507
+ * - VertexBuffer.UV2Kind
508
+ * - VertexBuffer.UV3Kind
509
+ * - VertexBuffer.UV4Kind
510
+ * - VertexBuffer.UV5Kind
511
+ * - VertexBuffer.UV6Kind
512
+ * - VertexBuffer.ColorKind
513
+ * - VertexBuffer.MatricesIndicesKind
514
+ * - VertexBuffer.MatricesIndicesExtraKind
515
+ * - VertexBuffer.MatricesWeightsKind
516
+ * - VertexBuffer.MatricesWeightsExtraKind
517
+ * @param bypassInstanceData defines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false
518
+ * @returns a boolean
519
+ */
520
+ isVertexBufferUpdatable(e, n) {
521
+ var i;
522
+ if (!this._geometry)
523
+ return this._delayInfo ? this._delayInfo.indexOf(e) !== -1 : !1;
524
+ if (!n) {
525
+ const t = (i = this._userInstancedBuffersStorage) === null || i === void 0 ? void 0 : i.vertexBuffers[e];
526
+ if (t)
527
+ return t.isUpdatable();
528
+ }
529
+ return this._geometry.isVertexBufferUpdatable(e);
530
+ }
531
+ /**
532
+ * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
533
+ * @param bypassInstanceData defines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false
534
+ * @returns an array of strings
535
+ */
536
+ getVerticesDataKinds(e) {
537
+ if (!this._geometry) {
538
+ const i = new Array();
539
+ return this._delayInfo && this._delayInfo.forEach(function(t) {
540
+ i.push(t);
541
+ }), i;
542
+ }
543
+ const n = this._geometry.getVerticesDataKinds();
544
+ if (!e && this._userInstancedBuffersStorage)
545
+ for (const i in this._userInstancedBuffersStorage.vertexBuffers)
546
+ n.indexOf(i) === -1 && n.push(i);
547
+ return n;
548
+ }
549
+ /**
550
+ * Returns a positive integer : the total number of indices in this mesh geometry.
551
+ * @returns the numner of indices or zero if the mesh has no geometry.
552
+ */
553
+ getTotalIndices() {
554
+ return this._geometry ? this._geometry.getTotalIndices() : 0;
555
+ }
556
+ /**
557
+ * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
558
+ * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
559
+ * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
560
+ * @returns the indices array or an empty array if the mesh has no geometry
561
+ */
562
+ getIndices(e, n) {
563
+ return this._geometry ? this._geometry.getIndices(e, n) : [];
564
+ }
565
+ get isBlocked() {
566
+ return this._masterMesh !== null && this._masterMesh !== void 0;
567
+ }
568
+ /**
569
+ * Determine if the current mesh is ready to be rendered
570
+ * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
571
+ * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
572
+ * @returns true if all associated assets are ready (material, textures, shaders)
573
+ */
574
+ isReady(e = !1, n = !1) {
575
+ var i, t, r, s, a, o, l;
576
+ if (this.delayLoadState === 2 || !super.isReady(e))
577
+ return !1;
578
+ if (!this.subMeshes || this.subMeshes.length === 0 || !e)
579
+ return !0;
580
+ const c = this.getEngine(), u = this.getScene(), _ = n || c.getCaps().instancedArrays && (this.instances.length > 0 || this.hasThinInstances);
581
+ this.computeWorldMatrix();
582
+ const p = this.material || u.defaultMaterial;
583
+ if (p) {
584
+ if (p._storeEffectOnSubMeshes)
585
+ for (const I of this.subMeshes) {
586
+ const f = I.getMaterial();
587
+ if (f) {
588
+ if (f._storeEffectOnSubMeshes) {
589
+ if (!f.isReadyForSubMesh(this, I, _))
590
+ return !1;
591
+ } else if (!f.isReady(this, _))
592
+ return !1;
593
+ }
594
+ }
595
+ else if (!p.isReady(this, _))
596
+ return !1;
597
+ }
598
+ const x = c.currentRenderPassId;
599
+ for (const I of this.lightSources) {
600
+ const f = I.getShadowGenerators();
601
+ if (!f)
602
+ continue;
603
+ const y = f.values();
604
+ for (let v = y.next(); v.done !== !0; v = y.next()) {
605
+ const M = v.value;
606
+ if (M && (!(!((i = M.getShadowMap()) === null || i === void 0) && i.renderList) || !((t = M.getShadowMap()) === null || t === void 0) && t.renderList && ((s = (r = M.getShadowMap()) === null || r === void 0 ? void 0 : r.renderList) === null || s === void 0 ? void 0 : s.indexOf(this)) !== -1)) {
607
+ const m = (a = M.getShadowMap().renderPassIds) !== null && a !== void 0 ? a : [c.currentRenderPassId];
608
+ for (let h = 0; h < m.length; ++h) {
609
+ c.currentRenderPassId = m[h];
610
+ for (const g of this.subMeshes)
611
+ if (!M.isReady(g, _, (l = (o = g.getMaterial()) === null || o === void 0 ? void 0 : o.needAlphaBlendingForMesh(this)) !== null && l !== void 0 ? l : !1))
612
+ return c.currentRenderPassId = x, !1;
613
+ }
614
+ c.currentRenderPassId = x;
615
+ }
616
+ }
617
+ }
618
+ for (const I of this._internalMeshDataInfo._LODLevels)
619
+ if (I.mesh && !I.mesh.isReady(_))
620
+ return !1;
621
+ return !0;
622
+ }
623
+ /**
624
+ * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
625
+ */
626
+ get areNormalsFrozen() {
627
+ return this._internalMeshDataInfo._areNormalsFrozen;
628
+ }
629
+ /**
630
+ * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
631
+ * @returns the current mesh
632
+ */
633
+ freezeNormals() {
634
+ return this._internalMeshDataInfo._areNormalsFrozen = !0, this;
635
+ }
636
+ /**
637
+ * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
638
+ * @returns the current mesh
639
+ */
640
+ unfreezeNormals() {
641
+ return this._internalMeshDataInfo._areNormalsFrozen = !1, this;
642
+ }
643
+ /**
644
+ * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
645
+ */
646
+ set overridenInstanceCount(e) {
647
+ this._instanceDataStorage.overridenInstanceCount = e;
648
+ }
649
+ // Methods
650
+ /** @internal */
651
+ _preActivate() {
652
+ const e = this._internalMeshDataInfo, n = this.getScene().getRenderId();
653
+ return e._preActivateId === n ? this : (e._preActivateId = n, this._instanceDataStorage.visibleInstances = null, this);
654
+ }
655
+ /**
656
+ * @internal
657
+ */
658
+ _preActivateForIntermediateRendering(e) {
659
+ return this._instanceDataStorage.visibleInstances && (this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = e), this;
660
+ }
661
+ /**
662
+ * @internal
663
+ */
664
+ _registerInstanceForRenderId(e, n) {
665
+ return this._instanceDataStorage.visibleInstances || (this._instanceDataStorage.visibleInstances = {
666
+ defaultRenderId: n,
667
+ selfDefaultRenderId: this._renderId
668
+ }), this._instanceDataStorage.visibleInstances[n] || (this._instanceDataStorage.previousRenderId !== void 0 && this._instanceDataStorage.isFrozen && (this._instanceDataStorage.visibleInstances[this._instanceDataStorage.previousRenderId] = null), this._instanceDataStorage.previousRenderId = n, this._instanceDataStorage.visibleInstances[n] = new Array()), this._instanceDataStorage.visibleInstances[n].push(e), this;
669
+ }
670
+ _afterComputeWorldMatrix() {
671
+ super._afterComputeWorldMatrix(), this.hasThinInstances && (this.doNotSyncBoundingInfo || this.thinInstanceRefreshBoundingInfo(!1));
672
+ }
673
+ /** @internal */
674
+ _postActivate() {
675
+ this.edgesShareWithInstances && this.edgesRenderer && this.edgesRenderer.isEnabled && this._renderingGroup && (this._renderingGroup._edgesRenderers.pushNoDuplicate(this.edgesRenderer), this.edgesRenderer.customInstances.push(this.getWorldMatrix()));
676
+ }
677
+ /**
678
+ * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
679
+ * This means the mesh underlying bounding box and sphere are recomputed.
680
+ * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
681
+ * @param applyMorph defines whether to apply the morph target before computing the bounding info
682
+ * @returns the current mesh
683
+ */
684
+ refreshBoundingInfo(e = !1, n = !1) {
685
+ if (this.hasBoundingInfo && this.getBoundingInfo().isLocked)
686
+ return this;
687
+ const i = this.geometry ? this.geometry.boundingBias : null;
688
+ return this._refreshBoundingInfo(this._getPositionData(e, n), i), this;
689
+ }
690
+ /**
691
+ * @internal
692
+ */
693
+ _createGlobalSubMesh(e) {
694
+ const n = this.getTotalVertices();
695
+ if (!n || !this.getIndices())
696
+ return null;
697
+ if (this.subMeshes && this.subMeshes.length > 0) {
698
+ const i = this.getIndices();
699
+ if (!i)
700
+ return null;
701
+ const t = i.length;
702
+ let r = !1;
703
+ if (e)
704
+ r = !0;
705
+ else
706
+ for (const s of this.subMeshes) {
707
+ if (s.indexStart + s.indexCount > t) {
708
+ r = !0;
709
+ break;
710
+ }
711
+ if (s.verticesStart + s.verticesCount > n) {
712
+ r = !0;
713
+ break;
714
+ }
715
+ }
716
+ if (!r)
717
+ return this.subMeshes[0];
718
+ }
719
+ return this.releaseSubMeshes(), new k(0, 0, n, 0, this.getTotalIndices(), this);
720
+ }
721
+ /**
722
+ * This function will subdivide the mesh into multiple submeshes
723
+ * @param count defines the expected number of submeshes
724
+ */
725
+ subdivide(e) {
726
+ if (e < 1)
727
+ return;
728
+ const n = this.getTotalIndices();
729
+ let i = n / e | 0, t = 0;
730
+ for (; i % 3 !== 0; )
731
+ i++;
732
+ this.releaseSubMeshes();
733
+ for (let r = 0; r < e && !(t >= n); r++)
734
+ k.CreateFromIndices(0, t, r === e - 1 ? n - t : i, this, void 0, !1), t += i;
735
+ this.refreshBoundingInfo(), this.synchronizeInstances();
736
+ }
737
+ /**
738
+ * Copy a FloatArray into a specific associated vertex buffer
739
+ * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
740
+ * - VertexBuffer.PositionKind
741
+ * - VertexBuffer.UVKind
742
+ * - VertexBuffer.UV2Kind
743
+ * - VertexBuffer.UV3Kind
744
+ * - VertexBuffer.UV4Kind
745
+ * - VertexBuffer.UV5Kind
746
+ * - VertexBuffer.UV6Kind
747
+ * - VertexBuffer.ColorKind
748
+ * - VertexBuffer.MatricesIndicesKind
749
+ * - VertexBuffer.MatricesIndicesExtraKind
750
+ * - VertexBuffer.MatricesWeightsKind
751
+ * - VertexBuffer.MatricesWeightsExtraKind
752
+ * @param data defines the data source
753
+ * @param updatable defines if the updated vertex buffer must be flagged as updatable
754
+ * @param stride defines the data stride size (can be null)
755
+ * @returns the current mesh
756
+ */
757
+ setVerticesData(e, n, i = !1, t) {
758
+ if (this._geometry)
759
+ this._geometry.setVerticesData(e, n, i, t);
760
+ else {
761
+ const r = new P();
762
+ r.set(n, e);
763
+ const s = this.getScene();
764
+ new V(V.RandomId(), s, r, i, this);
765
+ }
766
+ return this;
767
+ }
768
+ /**
769
+ * Delete a vertex buffer associated with this mesh
770
+ * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
771
+ * - VertexBuffer.PositionKind
772
+ * - VertexBuffer.UVKind
773
+ * - VertexBuffer.UV2Kind
774
+ * - VertexBuffer.UV3Kind
775
+ * - VertexBuffer.UV4Kind
776
+ * - VertexBuffer.UV5Kind
777
+ * - VertexBuffer.UV6Kind
778
+ * - VertexBuffer.ColorKind
779
+ * - VertexBuffer.MatricesIndicesKind
780
+ * - VertexBuffer.MatricesIndicesExtraKind
781
+ * - VertexBuffer.MatricesWeightsKind
782
+ * - VertexBuffer.MatricesWeightsExtraKind
783
+ */
784
+ removeVerticesData(e) {
785
+ this._geometry && this._geometry.removeVerticesData(e);
786
+ }
787
+ /**
788
+ * Flags an associated vertex buffer as updatable
789
+ * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
790
+ * - VertexBuffer.PositionKind
791
+ * - VertexBuffer.UVKind
792
+ * - VertexBuffer.UV2Kind
793
+ * - VertexBuffer.UV3Kind
794
+ * - VertexBuffer.UV4Kind
795
+ * - VertexBuffer.UV5Kind
796
+ * - VertexBuffer.UV6Kind
797
+ * - VertexBuffer.ColorKind
798
+ * - VertexBuffer.MatricesIndicesKind
799
+ * - VertexBuffer.MatricesIndicesExtraKind
800
+ * - VertexBuffer.MatricesWeightsKind
801
+ * - VertexBuffer.MatricesWeightsExtraKind
802
+ * @param updatable defines if the updated vertex buffer must be flagged as updatable
803
+ */
804
+ markVerticesDataAsUpdatable(e, n = !0) {
805
+ const i = this.getVertexBuffer(e);
806
+ !i || i.isUpdatable() === n || this.setVerticesData(e, this.getVerticesData(e), n);
807
+ }
808
+ /**
809
+ * Sets the mesh global Vertex Buffer
810
+ * @param buffer defines the buffer to use
811
+ * @param disposeExistingBuffer disposes the existing buffer, if any (default: true)
812
+ * @returns the current mesh
813
+ */
814
+ setVerticesBuffer(e, n = !0) {
815
+ return this._geometry || (this._geometry = V.CreateGeometryForMesh(this)), this._geometry.setVerticesBuffer(e, null, n), this;
816
+ }
817
+ /**
818
+ * Update a specific associated vertex buffer
819
+ * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
820
+ * - VertexBuffer.PositionKind
821
+ * - VertexBuffer.UVKind
822
+ * - VertexBuffer.UV2Kind
823
+ * - VertexBuffer.UV3Kind
824
+ * - VertexBuffer.UV4Kind
825
+ * - VertexBuffer.UV5Kind
826
+ * - VertexBuffer.UV6Kind
827
+ * - VertexBuffer.ColorKind
828
+ * - VertexBuffer.MatricesIndicesKind
829
+ * - VertexBuffer.MatricesIndicesExtraKind
830
+ * - VertexBuffer.MatricesWeightsKind
831
+ * - VertexBuffer.MatricesWeightsExtraKind
832
+ * @param data defines the data source
833
+ * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
834
+ * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
835
+ * @returns the current mesh
836
+ */
837
+ updateVerticesData(e, n, i, t) {
838
+ return this._geometry ? (t ? (this.makeGeometryUnique(), this.updateVerticesData(e, n, i, !1)) : this._geometry.updateVerticesData(e, n, i), this) : this;
839
+ }
840
+ /**
841
+ * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
842
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#other-shapes-updatemeshpositions
843
+ * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
844
+ * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
845
+ * @returns the current mesh
846
+ */
847
+ updateMeshPositions(e, n = !0) {
848
+ const i = this.getVerticesData(d.PositionKind);
849
+ if (!i)
850
+ return this;
851
+ if (e(i), this.updateVerticesData(d.PositionKind, i, !1, !1), n) {
852
+ const t = this.getIndices(), r = this.getVerticesData(d.NormalKind);
853
+ if (!r)
854
+ return this;
855
+ P.ComputeNormals(i, t, r), this.updateVerticesData(d.NormalKind, r, !1, !1);
856
+ }
857
+ return this;
858
+ }
859
+ /**
860
+ * Creates a un-shared specific occurence of the geometry for the mesh.
861
+ * @returns the current mesh
862
+ */
863
+ makeGeometryUnique() {
864
+ if (!this._geometry)
865
+ return this;
866
+ if (this._geometry.meshes.length === 1)
867
+ return this;
868
+ const e = this._geometry, n = this._geometry.copy(V.RandomId());
869
+ return e.releaseForMesh(this, !0), n.applyToMesh(this), this;
870
+ }
871
+ /**
872
+ * Set the index buffer of this mesh
873
+ * @param indices defines the source data
874
+ * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
875
+ * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
876
+ * @returns the current mesh
877
+ */
878
+ setIndices(e, n = null, i = !1) {
879
+ if (this._geometry)
880
+ this._geometry.setIndices(e, n, i);
881
+ else {
882
+ const t = new P();
883
+ t.indices = e;
884
+ const r = this.getScene();
885
+ new V(V.RandomId(), r, t, i, this);
886
+ }
887
+ return this;
888
+ }
889
+ /**
890
+ * Update the current index buffer
891
+ * @param indices defines the source data
892
+ * @param offset defines the offset in the index buffer where to store the new data (can be null)
893
+ * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
894
+ * @returns the current mesh
895
+ */
896
+ updateIndices(e, n, i = !1) {
897
+ return this._geometry ? (this._geometry.updateIndices(e, n, i), this) : this;
898
+ }
899
+ /**
900
+ * Invert the geometry to move from a right handed system to a left handed one.
901
+ * @returns the current mesh
902
+ */
903
+ toLeftHanded() {
904
+ return this._geometry ? (this._geometry.toLeftHanded(), this) : this;
905
+ }
906
+ /**
907
+ * @internal
908
+ */
909
+ _bind(e, n, i, t = !0) {
910
+ if (!this._geometry)
911
+ return this;
912
+ const r = this.getScene().getEngine();
913
+ this.morphTargetManager && this.morphTargetManager.isUsingTextureForTargets && this.morphTargetManager._bind(n);
914
+ let s;
915
+ if (this._unIndexed)
916
+ s = null;
917
+ else
918
+ switch (this._getRenderingFillMode(i)) {
919
+ case T.PointFillMode:
920
+ s = null;
921
+ break;
922
+ case T.WireFrameFillMode:
923
+ s = e._getLinesIndexBuffer(this.getIndices(), r);
924
+ break;
925
+ default:
926
+ case T.TriangleFillMode:
927
+ s = this._geometry.getIndexBuffer();
928
+ break;
929
+ }
930
+ return !t || !this._userInstancedBuffersStorage || this.hasThinInstances ? this._geometry._bind(n, s) : this._geometry._bind(n, s, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects), this;
931
+ }
932
+ /**
933
+ * @internal
934
+ */
935
+ _draw(e, n, i) {
936
+ if (!this._geometry || !this._geometry.getVertexBuffers() || !this._unIndexed && !this._geometry.getIndexBuffer())
937
+ return this;
938
+ this._internalMeshDataInfo._onBeforeDrawObservable && this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);
939
+ const r = this.getScene().getEngine();
940
+ return this._unIndexed || n == T.PointFillMode ? r.drawArraysType(n, e.verticesStart, e.verticesCount, this.forcedInstanceCount || i) : n == T.WireFrameFillMode ? r.drawElementsType(n, 0, e._linesIndexCount, this.forcedInstanceCount || i) : r.drawElementsType(n, e.indexStart, e.indexCount, this.forcedInstanceCount || i), this;
941
+ }
942
+ /**
943
+ * Registers for this mesh a javascript function called just before the rendering process
944
+ * @param func defines the function to call before rendering this mesh
945
+ * @returns the current mesh
946
+ */
947
+ registerBeforeRender(e) {
948
+ return this.onBeforeRenderObservable.add(e), this;
949
+ }
950
+ /**
951
+ * Disposes a previously registered javascript function called before the rendering
952
+ * @param func defines the function to remove
953
+ * @returns the current mesh
954
+ */
955
+ unregisterBeforeRender(e) {
956
+ return this.onBeforeRenderObservable.removeCallback(e), this;
957
+ }
958
+ /**
959
+ * Registers for this mesh a javascript function called just after the rendering is complete
960
+ * @param func defines the function to call after rendering this mesh
961
+ * @returns the current mesh
962
+ */
963
+ registerAfterRender(e) {
964
+ return this.onAfterRenderObservable.add(e), this;
965
+ }
966
+ /**
967
+ * Disposes a previously registered javascript function called after the rendering.
968
+ * @param func defines the function to remove
969
+ * @returns the current mesh
970
+ */
971
+ unregisterAfterRender(e) {
972
+ return this.onAfterRenderObservable.removeCallback(e), this;
973
+ }
974
+ /**
975
+ * @internal
976
+ */
977
+ _getInstancesRenderList(e, n = !1) {
978
+ if (this._instanceDataStorage.isFrozen) {
979
+ if (n)
980
+ return this._instanceDataStorage.batchCacheReplacementModeInFrozenMode.hardwareInstancedRendering[e] = !1, this._instanceDataStorage.batchCacheReplacementModeInFrozenMode.renderSelf[e] = !0, this._instanceDataStorage.batchCacheReplacementModeInFrozenMode;
981
+ if (this._instanceDataStorage.previousBatch)
982
+ return this._instanceDataStorage.previousBatch;
983
+ }
984
+ const i = this.getScene(), t = i._isInIntermediateRendering(), r = t ? this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate : this._internalAbstractMeshDataInfo._onlyForInstances, s = this._instanceDataStorage.batchCache;
985
+ if (s.mustReturn = !1, s.renderSelf[e] = n || !r && this.isEnabled() && this.isVisible, s.visibleInstances[e] = null, this._instanceDataStorage.visibleInstances && !n) {
986
+ const a = this._instanceDataStorage.visibleInstances, o = i.getRenderId(), l = t ? a.intermediateDefaultRenderId : a.defaultRenderId;
987
+ s.visibleInstances[e] = a[o], !s.visibleInstances[e] && l && (s.visibleInstances[e] = a[l]);
988
+ }
989
+ return s.hardwareInstancedRendering[e] = !n && this._instanceDataStorage.hardwareInstancedRendering && s.visibleInstances[e] !== null && s.visibleInstances[e] !== void 0, this._instanceDataStorage.previousBatch = s, s;
990
+ }
991
+ /**
992
+ * @internal
993
+ */
994
+ _renderWithInstances(e, n, i, t, r) {
995
+ var s;
996
+ const a = i.visibleInstances[e._id], o = a ? a.length : 0, l = this._instanceDataStorage, c = l.instancesBufferSize;
997
+ let u = l.instancesBuffer, _ = l.instancesPreviousBuffer;
998
+ const x = (o + 1) * 16 * 4;
999
+ for (; l.instancesBufferSize < x; )
1000
+ l.instancesBufferSize *= 2;
1001
+ (!l.instancesData || c != l.instancesBufferSize) && (l.instancesData = new Float32Array(l.instancesBufferSize / 4)), (this._scene.needsPreviousWorldMatrices && !l.instancesPreviousData || c != l.instancesBufferSize) && (l.instancesPreviousData = new Float32Array(l.instancesBufferSize / 4));
1002
+ let I = 0, f = 0;
1003
+ const y = i.renderSelf[e._id], v = !u || c !== l.instancesBufferSize || this._scene.needsPreviousWorldMatrices && !l.instancesPreviousBuffer;
1004
+ if (!this._instanceDataStorage.manualUpdate && (!l.isFrozen || v)) {
1005
+ const M = this.getWorldMatrix();
1006
+ if (y && (this._scene.needsPreviousWorldMatrices && (l.masterMeshPreviousWorldMatrix ? (l.masterMeshPreviousWorldMatrix.copyToArray(l.instancesPreviousData, I), l.masterMeshPreviousWorldMatrix.copyFrom(M)) : (l.masterMeshPreviousWorldMatrix = M.clone(), l.masterMeshPreviousWorldMatrix.copyToArray(l.instancesPreviousData, I))), M.copyToArray(l.instancesData, I), I += 16, f++), a) {
1007
+ if (D.INSTANCEDMESH_SORT_TRANSPARENT && this._scene.activeCamera && (!((s = e.getMaterial()) === null || s === void 0) && s.needAlphaBlendingForMesh(e.getRenderingMesh()))) {
1008
+ const S = this._scene.activeCamera.globalPosition;
1009
+ for (let m = 0; m < a.length; m++) {
1010
+ const h = a[m];
1011
+ h._distanceToCamera = w.Distance(h.getBoundingInfo().boundingSphere.centerWorld, S);
1012
+ }
1013
+ a.sort((m, h) => m._distanceToCamera > h._distanceToCamera ? -1 : m._distanceToCamera < h._distanceToCamera ? 1 : 0);
1014
+ }
1015
+ for (let S = 0; S < a.length; S++) {
1016
+ const m = a[S], h = m.getWorldMatrix();
1017
+ h.copyToArray(l.instancesData, I), this._scene.needsPreviousWorldMatrices && (m._previousWorldMatrix ? (m._previousWorldMatrix.copyToArray(l.instancesPreviousData, I), m._previousWorldMatrix.copyFrom(h)) : (m._previousWorldMatrix = h.clone(), m._previousWorldMatrix.copyToArray(l.instancesPreviousData, I))), I += 16, f++;
1018
+ }
1019
+ }
1020
+ } else
1021
+ f = (y ? 1 : 0) + o;
1022
+ return v ? (u && u.dispose(), _ && _.dispose(), u = new z(r, l.instancesData, !0, 16, !1, !0), l.instancesBuffer = u, this._userInstancedBuffersStorage || (this._userInstancedBuffersStorage = {
1023
+ data: {},
1024
+ vertexBuffers: {},
1025
+ strides: {},
1026
+ sizes: {},
1027
+ vertexArrayObjects: this.getEngine().getCaps().vertexArrayObject ? {} : void 0
1028
+ }), this._userInstancedBuffersStorage.vertexBuffers.world0 = u.createVertexBuffer("world0", 0, 4), this._userInstancedBuffersStorage.vertexBuffers.world1 = u.createVertexBuffer("world1", 4, 4), this._userInstancedBuffersStorage.vertexBuffers.world2 = u.createVertexBuffer("world2", 8, 4), this._userInstancedBuffersStorage.vertexBuffers.world3 = u.createVertexBuffer("world3", 12, 4), this._scene.needsPreviousWorldMatrices && (_ = new z(r, l.instancesPreviousData, !0, 16, !1, !0), l.instancesPreviousBuffer = _, this._userInstancedBuffersStorage.vertexBuffers.previousWorld0 = _.createVertexBuffer("previousWorld0", 0, 4), this._userInstancedBuffersStorage.vertexBuffers.previousWorld1 = _.createVertexBuffer("previousWorld1", 4, 4), this._userInstancedBuffersStorage.vertexBuffers.previousWorld2 = _.createVertexBuffer("previousWorld2", 8, 4), this._userInstancedBuffersStorage.vertexBuffers.previousWorld3 = _.createVertexBuffer("previousWorld3", 12, 4)), this._invalidateInstanceVertexArrayObject()) : (!this._instanceDataStorage.isFrozen || this._instanceDataStorage.forceMatrixUpdates) && (u.updateDirectly(l.instancesData, 0, f), this._scene.needsPreviousWorldMatrices && (!this._instanceDataStorage.manualUpdate || this._instanceDataStorage.previousManualUpdate) && _.updateDirectly(l.instancesPreviousData, 0, f)), this._processInstancedBuffers(a, y), this.getScene()._activeIndices.addCount(e.indexCount * f, !1), r._currentDrawContext && (r._currentDrawContext.useInstancing = !0), this._bind(e, t, n), this._draw(e, n, f), this._scene.needsPreviousWorldMatrices && !v && this._instanceDataStorage.manualUpdate && (!this._instanceDataStorage.isFrozen || this._instanceDataStorage.forceMatrixUpdates) && !this._instanceDataStorage.previousManualUpdate && _.updateDirectly(l.instancesData, 0, f), r.unbindInstanceAttributes(), this;
1029
+ }
1030
+ /**
1031
+ * @internal
1032
+ */
1033
+ _renderWithThinInstances(e, n, i, t) {
1034
+ var r, s;
1035
+ const a = (s = (r = this._thinInstanceDataStorage) === null || r === void 0 ? void 0 : r.instancesCount) !== null && s !== void 0 ? s : 0;
1036
+ this.getScene()._activeIndices.addCount(e.indexCount * a, !1), t._currentDrawContext && (t._currentDrawContext.useInstancing = !0), this._bind(e, i, n), this._draw(e, n, a), this._scene.needsPreviousWorldMatrices && !this._thinInstanceDataStorage.previousMatrixData && this._thinInstanceDataStorage.matrixData && (this._thinInstanceDataStorage.previousMatrixBuffer ? this._thinInstanceDataStorage.previousMatrixBuffer.updateDirectly(this._thinInstanceDataStorage.matrixData, 0, a) : this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer("previousWorld", this._thinInstanceDataStorage.matrixData, !1)), t.unbindInstanceAttributes();
1037
+ }
1038
+ /**
1039
+ * @internal
1040
+ */
1041
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
1042
+ _processInstancedBuffers(e, n) {
1043
+ }
1044
+ /**
1045
+ * @internal
1046
+ */
1047
+ _processRendering(e, n, i, t, r, s, a, o) {
1048
+ const l = this.getScene(), c = l.getEngine();
1049
+ if (t = this._getRenderingFillMode(t), s && n.getRenderingMesh().hasThinInstances)
1050
+ return this._renderWithThinInstances(n, t, i, c), this;
1051
+ if (s)
1052
+ this._renderWithInstances(n, t, r, i, c);
1053
+ else {
1054
+ c._currentDrawContext && (c._currentDrawContext.useInstancing = !1);
1055
+ let u = 0;
1056
+ r.renderSelf[n._id] && (a && a(!1, e.getWorldMatrix(), o), u++, this._draw(n, t, this._instanceDataStorage.overridenInstanceCount));
1057
+ const _ = r.visibleInstances[n._id];
1058
+ if (_) {
1059
+ const p = _.length;
1060
+ u += p;
1061
+ for (let x = 0; x < p; x++) {
1062
+ const f = _[x].getWorldMatrix();
1063
+ a && a(!0, f, o), this._draw(n, t);
1064
+ }
1065
+ }
1066
+ l._activeIndices.addCount(n.indexCount * u, !1);
1067
+ }
1068
+ return this;
1069
+ }
1070
+ /**
1071
+ * @internal
1072
+ */
1073
+ _rebuild(e = !1) {
1074
+ if (this._instanceDataStorage.instancesBuffer && (e && this._instanceDataStorage.instancesBuffer.dispose(), this._instanceDataStorage.instancesBuffer = null), this._userInstancedBuffersStorage) {
1075
+ for (const n in this._userInstancedBuffersStorage.vertexBuffers) {
1076
+ const i = this._userInstancedBuffersStorage.vertexBuffers[n];
1077
+ i && (e && i.dispose(), this._userInstancedBuffersStorage.vertexBuffers[n] = null);
1078
+ }
1079
+ this._userInstancedBuffersStorage.vertexArrayObjects && (this._userInstancedBuffersStorage.vertexArrayObjects = {});
1080
+ }
1081
+ this._internalMeshDataInfo._effectiveMaterial = null, super._rebuild(e);
1082
+ }
1083
+ /** @internal */
1084
+ _freeze() {
1085
+ if (this.subMeshes) {
1086
+ for (let e = 0; e < this.subMeshes.length; e++)
1087
+ this._getInstancesRenderList(e);
1088
+ this._internalMeshDataInfo._effectiveMaterial = null, this._instanceDataStorage.isFrozen = !0;
1089
+ }
1090
+ }
1091
+ /** @internal */
1092
+ _unFreeze() {
1093
+ this._instanceDataStorage.isFrozen = !1, this._instanceDataStorage.previousBatch = null;
1094
+ }
1095
+ /**
1096
+ * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
1097
+ * @param subMesh defines the subMesh to render
1098
+ * @param enableAlphaMode defines if alpha mode can be changed
1099
+ * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
1100
+ * @returns the current mesh
1101
+ */
1102
+ render(e, n, i) {
1103
+ var t, r, s;
1104
+ const a = this.getScene();
1105
+ if (this._internalAbstractMeshDataInfo._isActiveIntermediate ? this._internalAbstractMeshDataInfo._isActiveIntermediate = !1 : this._internalAbstractMeshDataInfo._isActive = !1, this._checkOcclusionQuery() && !this._occlusionDataStorage.forceRenderingWhenOccluded)
1106
+ return this;
1107
+ const o = this._getInstancesRenderList(e._id, !!i);
1108
+ if (o.mustReturn)
1109
+ return this;
1110
+ if (!this._geometry || !this._geometry.getVertexBuffers() || !this._unIndexed && !this._geometry.getIndexBuffer())
1111
+ return this;
1112
+ const l = a.getEngine();
1113
+ let c = 0, u = null;
1114
+ this.ignoreCameraMaxZ && a.activeCamera && !a._isInIntermediateRendering() && (c = a.activeCamera.maxZ, u = a.activeCamera, a.activeCamera.maxZ = 0, a.updateTransformMatrix(!0)), this._internalMeshDataInfo._onBeforeRenderObservable && this._internalMeshDataInfo._onBeforeRenderObservable.notifyObservers(this);
1115
+ const _ = e.getRenderingMesh(), p = o.hardwareInstancedRendering[e._id] || _.hasThinInstances || !!this._userInstancedBuffersStorage && !e.getMesh()._internalAbstractMeshDataInfo._actAsRegularMesh, x = this._instanceDataStorage, I = e.getMaterial();
1116
+ if (!I)
1117
+ return u && (u.maxZ = c, a.updateTransformMatrix(!0)), this;
1118
+ if (!x.isFrozen || !this._internalMeshDataInfo._effectiveMaterial || this._internalMeshDataInfo._effectiveMaterial !== I) {
1119
+ if (I._storeEffectOnSubMeshes) {
1120
+ if (!I.isReadyForSubMesh(this, e, p))
1121
+ return u && (u.maxZ = c, a.updateTransformMatrix(!0)), this;
1122
+ } else if (!I.isReady(this, p))
1123
+ return u && (u.maxZ = c, a.updateTransformMatrix(!0)), this;
1124
+ this._internalMeshDataInfo._effectiveMaterial = I;
1125
+ } else if (I._storeEffectOnSubMeshes && !(!((t = e.effect) === null || t === void 0) && t._wasPreviouslyReady) || !I._storeEffectOnSubMeshes && !(!((r = I.getEffect()) === null || r === void 0) && r._wasPreviouslyReady))
1126
+ return u && (u.maxZ = c, a.updateTransformMatrix(!0)), this;
1127
+ n && l.setAlphaMode(this._internalMeshDataInfo._effectiveMaterial.alphaMode);
1128
+ let f;
1129
+ this._internalMeshDataInfo._effectiveMaterial._storeEffectOnSubMeshes ? f = e._drawWrapper : f = this._internalMeshDataInfo._effectiveMaterial._getDrawWrapper();
1130
+ const y = (s = f == null ? void 0 : f.effect) !== null && s !== void 0 ? s : null;
1131
+ for (const B of a._beforeRenderingMeshStage)
1132
+ B.action(this, e, o, y);
1133
+ if (!f || !y)
1134
+ return u && (u.maxZ = c, a.updateTransformMatrix(!0)), this;
1135
+ const v = i || this;
1136
+ let M;
1137
+ if (!x.isFrozen && (this._internalMeshDataInfo._effectiveMaterial.backFaceCulling || this.overrideMaterialSideOrientation !== null)) {
1138
+ const B = v._getWorldMatrixDeterminant();
1139
+ M = this.overrideMaterialSideOrientation, M == null && (M = this._internalMeshDataInfo._effectiveMaterial.sideOrientation), B < 0 && (M = M === T.ClockWiseSideOrientation ? T.CounterClockWiseSideOrientation : T.ClockWiseSideOrientation), x.sideOrientation = M;
1140
+ } else
1141
+ M = x.sideOrientation;
1142
+ const S = this._internalMeshDataInfo._effectiveMaterial._preBind(f, M);
1143
+ this._internalMeshDataInfo._effectiveMaterial.forceDepthWrite && l.setDepthWrite(!0);
1144
+ const m = this._internalMeshDataInfo._effectiveMaterial, h = m.fillMode;
1145
+ this._internalMeshDataInfo._onBeforeBindObservable && this._internalMeshDataInfo._onBeforeBindObservable.notifyObservers(this), p || this._bind(e, y, h, !1);
1146
+ const g = v.getWorldMatrix();
1147
+ m._storeEffectOnSubMeshes ? m.bindForSubMesh(g, this, e) : m.bind(g, this), !m.backFaceCulling && m.separateCullingPass && (l.setState(!0, m.zOffset, !1, !S, m.cullBackFaces, m.stencil, m.zOffsetUnits), this._processRendering(this, e, y, h, o, p, this._onBeforeDraw, this._internalMeshDataInfo._effectiveMaterial), l.setState(!0, m.zOffset, !1, S, m.cullBackFaces, m.stencil, m.zOffsetUnits), this._internalMeshDataInfo._onBetweenPassObservable && this._internalMeshDataInfo._onBetweenPassObservable.notifyObservers(e)), this._processRendering(this, e, y, h, o, p, this._onBeforeDraw, this._internalMeshDataInfo._effectiveMaterial), this._internalMeshDataInfo._effectiveMaterial.unbind();
1148
+ for (const B of a._afterRenderingMeshStage)
1149
+ B.action(this, e, o, y);
1150
+ return this._internalMeshDataInfo._onAfterRenderObservable && this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this), u && (u.maxZ = c, a.updateTransformMatrix(!0)), a.performancePriority === te.Aggressive && !x.isFrozen && this._freeze(), this;
1151
+ }
1152
+ /**
1153
+ * Renormalize the mesh and patch it up if there are no weights
1154
+ * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
1155
+ * However in the case of zero weights then we set just a single influence to 1.
1156
+ * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
1157
+ */
1158
+ cleanMatrixWeights() {
1159
+ this.isVerticesDataPresent(d.MatricesWeightsKind) && (this.isVerticesDataPresent(d.MatricesWeightsExtraKind) ? this._normalizeSkinWeightsAndExtra() : this._normalizeSkinFourWeights());
1160
+ }
1161
+ // faster 4 weight version.
1162
+ _normalizeSkinFourWeights() {
1163
+ const e = this.getVerticesData(d.MatricesWeightsKind), n = e.length;
1164
+ for (let i = 0; i < n; i += 4) {
1165
+ const t = e[i] + e[i + 1] + e[i + 2] + e[i + 3];
1166
+ if (t === 0)
1167
+ e[i] = 1;
1168
+ else {
1169
+ const r = 1 / t;
1170
+ e[i] *= r, e[i + 1] *= r, e[i + 2] *= r, e[i + 3] *= r;
1171
+ }
1172
+ }
1173
+ this.setVerticesData(d.MatricesWeightsKind, e);
1174
+ }
1175
+ // handle special case of extra verts. (in theory gltf can handle 12 influences)
1176
+ _normalizeSkinWeightsAndExtra() {
1177
+ const e = this.getVerticesData(d.MatricesWeightsExtraKind), n = this.getVerticesData(d.MatricesWeightsKind), i = n.length;
1178
+ for (let t = 0; t < i; t += 4) {
1179
+ let r = n[t] + n[t + 1] + n[t + 2] + n[t + 3];
1180
+ if (r += e[t] + e[t + 1] + e[t + 2] + e[t + 3], r === 0)
1181
+ n[t] = 1;
1182
+ else {
1183
+ const s = 1 / r;
1184
+ n[t] *= s, n[t + 1] *= s, n[t + 2] *= s, n[t + 3] *= s, e[t] *= s, e[t + 1] *= s, e[t + 2] *= s, e[t + 3] *= s;
1185
+ }
1186
+ }
1187
+ this.setVerticesData(d.MatricesWeightsKind, n), this.setVerticesData(d.MatricesWeightsKind, e);
1188
+ }
1189
+ /**
1190
+ * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
1191
+ * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
1192
+ * the user know there was an issue with importing the mesh
1193
+ * @returns a validation object with skinned, valid and report string
1194
+ */
1195
+ validateSkinning() {
1196
+ const e = this.getVerticesData(d.MatricesWeightsExtraKind), n = this.getVerticesData(d.MatricesWeightsKind);
1197
+ if (n === null || this.skeleton == null)
1198
+ return { skinned: !1, valid: !0, report: "not skinned" };
1199
+ const i = n.length;
1200
+ let t = 0, r = 0, s = 0, a = 0;
1201
+ const o = e === null ? 4 : 8, l = new Array();
1202
+ for (let f = 0; f <= o; f++)
1203
+ l[f] = 0;
1204
+ const c = 1e-3;
1205
+ for (let f = 0; f < i; f += 4) {
1206
+ let y = n[f], v = y, M = v === 0 ? 0 : 1;
1207
+ for (let S = 1; S < o; S++) {
1208
+ const m = S < 4 ? n[f + S] : e[f + S - 4];
1209
+ m > y && t++, m !== 0 && M++, v += m, y = m;
1210
+ }
1211
+ if (l[M]++, M > s && (s = M), v === 0)
1212
+ r++;
1213
+ else {
1214
+ const S = 1 / v;
1215
+ let m = 0;
1216
+ for (let h = 0; h < o; h++)
1217
+ h < 4 ? m += Math.abs(n[f + h] - n[f + h] * S) : m += Math.abs(e[f + h - 4] - e[f + h - 4] * S);
1218
+ m > c && a++;
1219
+ }
1220
+ }
1221
+ const u = this.skeleton.bones.length, _ = this.getVerticesData(d.MatricesIndicesKind), p = this.getVerticesData(d.MatricesIndicesExtraKind);
1222
+ let x = 0;
1223
+ for (let f = 0; f < i; f += 4)
1224
+ for (let y = 0; y < o; y++) {
1225
+ const v = y < 4 ? _[f + y] : p[f + y - 4];
1226
+ (v >= u || v < 0) && x++;
1227
+ }
1228
+ const I = "Number of Weights = " + i / 4 + `
1229
+ Maximum influences = ` + s + `
1230
+ Missing Weights = ` + r + `
1231
+ Not Sorted = ` + t + `
1232
+ Not Normalized = ` + a + `
1233
+ WeightCounts = [` + l + `]
1234
+ Number of bones = ` + u + `
1235
+ Bad Bone Indices = ` + x;
1236
+ return { skinned: !0, valid: r === 0 && a === 0 && x === 0, report: I };
1237
+ }
1238
+ /** @internal */
1239
+ _checkDelayState() {
1240
+ const e = this.getScene();
1241
+ return this._geometry ? this._geometry.load(e) : this.delayLoadState === 4 && (this.delayLoadState = 2, this._queueLoad(e)), this;
1242
+ }
1243
+ _queueLoad(e) {
1244
+ e.addPendingData(this);
1245
+ const n = this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1;
1246
+ return N.LoadFile(this.delayLoadingFile, (i) => {
1247
+ i instanceof ArrayBuffer ? this._delayLoadingFunction(i, this) : this._delayLoadingFunction(JSON.parse(i), this), this.instances.forEach((t) => {
1248
+ t.refreshBoundingInfo(), t._syncSubMeshes();
1249
+ }), this.delayLoadState = 1, e.removePendingData(this);
1250
+ }, () => {
1251
+ }, e.offlineProvider, n), this;
1252
+ }
1253
+ /**
1254
+ * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
1255
+ * A mesh is in the frustum if its bounding box intersects the frustum
1256
+ * @param frustumPlanes defines the frustum to test
1257
+ * @returns true if the mesh is in the frustum planes
1258
+ */
1259
+ isInFrustum(e) {
1260
+ return this.delayLoadState === 2 || !super.isInFrustum(e) ? !1 : (this._checkDelayState(), !0);
1261
+ }
1262
+ /**
1263
+ * Sets the mesh material by the material or multiMaterial `id` property
1264
+ * @param id is a string identifying the material or the multiMaterial
1265
+ * @returns the current mesh
1266
+ */
1267
+ setMaterialById(e) {
1268
+ const n = this.getScene().materials;
1269
+ let i;
1270
+ for (i = n.length - 1; i > -1; i--)
1271
+ if (n[i].id === e)
1272
+ return this.material = n[i], this;
1273
+ const t = this.getScene().multiMaterials;
1274
+ for (i = t.length - 1; i > -1; i--)
1275
+ if (t[i].id === e)
1276
+ return this.material = t[i], this;
1277
+ return this;
1278
+ }
1279
+ /**
1280
+ * Returns as a new array populated with the mesh material and/or skeleton, if any.
1281
+ * @returns an array of IAnimatable
1282
+ */
1283
+ getAnimatables() {
1284
+ const e = new Array();
1285
+ return this.material && e.push(this.material), this.skeleton && e.push(this.skeleton), e;
1286
+ }
1287
+ /**
1288
+ * Modifies the mesh geometry according to the passed transformation matrix.
1289
+ * This method returns nothing, but it really modifies the mesh even if it's originally not set as updatable.
1290
+ * The mesh normals are modified using the same transformation.
1291
+ * Note that, under the hood, this method sets a new VertexBuffer each call.
1292
+ * @param transform defines the transform matrix to use
1293
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms
1294
+ * @returns the current mesh
1295
+ */
1296
+ bakeTransformIntoVertices(e) {
1297
+ if (!this.isVerticesDataPresent(d.PositionKind))
1298
+ return this;
1299
+ const n = this.subMeshes.splice(0);
1300
+ this._resetPointsArrayCache();
1301
+ let i = this.getVerticesData(d.PositionKind);
1302
+ const t = w.Zero();
1303
+ let r;
1304
+ for (r = 0; r < i.length; r += 3)
1305
+ w.TransformCoordinatesFromFloatsToRef(i[r], i[r + 1], i[r + 2], e, t).toArray(i, r);
1306
+ if (this.setVerticesData(d.PositionKind, i, this.getVertexBuffer(d.PositionKind).isUpdatable()), this.isVerticesDataPresent(d.NormalKind)) {
1307
+ for (i = this.getVerticesData(d.NormalKind), r = 0; r < i.length; r += 3)
1308
+ w.TransformNormalFromFloatsToRef(i[r], i[r + 1], i[r + 2], e, t).normalize().toArray(i, r);
1309
+ this.setVerticesData(d.NormalKind, i, this.getVertexBuffer(d.NormalKind).isUpdatable());
1310
+ }
1311
+ return e.determinant() < 0 && this.flipFaces(), this.releaseSubMeshes(), this.subMeshes = n, this;
1312
+ }
1313
+ /**
1314
+ * Modifies the mesh geometry according to its own current World Matrix.
1315
+ * The mesh World Matrix is then reset.
1316
+ * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
1317
+ * Note that, under the hood, this method sets a new VertexBuffer each call.
1318
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms
1319
+ * @param bakeIndependentlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking
1320
+ * @returns the current mesh
1321
+ */
1322
+ bakeCurrentTransformIntoVertices(e = !0) {
1323
+ return this.bakeTransformIntoVertices(this.computeWorldMatrix(!0)), this.resetLocalMatrix(e), this;
1324
+ }
1325
+ // Cache
1326
+ /** @internal */
1327
+ get _positions() {
1328
+ return this._internalAbstractMeshDataInfo._positions ? this._internalAbstractMeshDataInfo._positions : this._geometry ? this._geometry._positions : null;
1329
+ }
1330
+ /** @internal */
1331
+ _resetPointsArrayCache() {
1332
+ return this._geometry && this._geometry._resetPointsArrayCache(), this;
1333
+ }
1334
+ /** @internal */
1335
+ _generatePointsArray() {
1336
+ return this._geometry ? this._geometry._generatePointsArray() : !1;
1337
+ }
1338
+ /**
1339
+ * Returns a new Mesh object generated from the current mesh properties.
1340
+ * This method must not get confused with createInstance()
1341
+ * @param name is a string, the name given to the new mesh
1342
+ * @param newParent can be any Node object (default `null`)
1343
+ * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
1344
+ * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
1345
+ * @returns a new mesh
1346
+ */
1347
+ clone(e = "", n = null, i, t = !0) {
1348
+ return new D(e, this.getScene(), n, this, i, t);
1349
+ }
1350
+ /**
1351
+ * Releases resources associated with this mesh.
1352
+ * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
1353
+ * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
1354
+ */
1355
+ dispose(e, n = !1) {
1356
+ this.morphTargetManager = null, this._geometry && this._geometry.releaseForMesh(this, !0);
1357
+ const i = this._internalMeshDataInfo;
1358
+ if (i._onBeforeDrawObservable && i._onBeforeDrawObservable.clear(), i._onBeforeBindObservable && i._onBeforeBindObservable.clear(), i._onBeforeRenderObservable && i._onBeforeRenderObservable.clear(), i._onAfterRenderObservable && i._onAfterRenderObservable.clear(), i._onBetweenPassObservable && i._onBetweenPassObservable.clear(), this._scene.useClonedMeshMap) {
1359
+ if (i.meshMap)
1360
+ for (const t in i.meshMap) {
1361
+ const r = i.meshMap[t];
1362
+ r && (r._internalMeshDataInfo._source = null, i.meshMap[t] = void 0);
1363
+ }
1364
+ i._source && i._source._internalMeshDataInfo.meshMap && (i._source._internalMeshDataInfo.meshMap[this.uniqueId] = void 0);
1365
+ } else {
1366
+ const t = this.getScene().meshes;
1367
+ for (const r of t) {
1368
+ const s = r;
1369
+ s._internalMeshDataInfo && s._internalMeshDataInfo._source && s._internalMeshDataInfo._source === this && (s._internalMeshDataInfo._source = null);
1370
+ }
1371
+ }
1372
+ i._source = null, this._instanceDataStorage.visibleInstances = {}, this._disposeInstanceSpecificData(), this._disposeThinInstanceSpecificData(), this._internalMeshDataInfo._checkReadinessObserver && this._scene.onBeforeRenderObservable.remove(this._internalMeshDataInfo._checkReadinessObserver), super.dispose(e, n);
1373
+ }
1374
+ /** @internal */
1375
+ _disposeInstanceSpecificData() {
1376
+ }
1377
+ /** @internal */
1378
+ _disposeThinInstanceSpecificData() {
1379
+ }
1380
+ /** @internal */
1381
+ _invalidateInstanceVertexArrayObject() {
1382
+ }
1383
+ /**
1384
+ * Modifies the mesh geometry according to a displacement map.
1385
+ * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
1386
+ * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
1387
+ * @param url is a string, the URL from the image file is to be downloaded.
1388
+ * @param minHeight is the lower limit of the displacement.
1389
+ * @param maxHeight is the upper limit of the displacement.
1390
+ * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
1391
+ * @param uvOffset is an optional vector2 used to offset UV.
1392
+ * @param uvScale is an optional vector2 used to scale UV.
1393
+ * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
1394
+ * @returns the Mesh.
1395
+ */
1396
+ applyDisplacementMap(e, n, i, t, r, s, a = !1) {
1397
+ const o = this.getScene(), l = (c) => {
1398
+ const u = c.width, _ = c.height, x = this.getEngine().createCanvas(u, _).getContext("2d");
1399
+ x.drawImage(c, 0, 0);
1400
+ const I = x.getImageData(0, 0, u, _).data;
1401
+ this.applyDisplacementMapFromBuffer(I, u, _, n, i, r, s, a), t && t(this);
1402
+ };
1403
+ return N.LoadImage(e, l, () => {
1404
+ }, o.offlineProvider), this;
1405
+ }
1406
+ /**
1407
+ * Modifies the mesh geometry according to a displacementMap buffer.
1408
+ * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
1409
+ * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
1410
+ * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
1411
+ * @param heightMapWidth is the width of the buffer image.
1412
+ * @param heightMapHeight is the height of the buffer image.
1413
+ * @param minHeight is the lower limit of the displacement.
1414
+ * @param maxHeight is the upper limit of the displacement.
1415
+ * @param uvOffset is an optional vector2 used to offset UV.
1416
+ * @param uvScale is an optional vector2 used to scale UV.
1417
+ * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
1418
+ * @returns the Mesh.
1419
+ */
1420
+ applyDisplacementMapFromBuffer(e, n, i, t, r, s, a, o = !1) {
1421
+ if (!this.isVerticesDataPresent(d.PositionKind) || !this.isVerticesDataPresent(d.NormalKind) || !this.isVerticesDataPresent(d.UVKind))
1422
+ return F.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing"), this;
1423
+ const l = this.getVerticesData(d.PositionKind, !0, !0), c = this.getVerticesData(d.NormalKind), u = this.getVerticesData(d.UVKind);
1424
+ let _ = w.Zero();
1425
+ const p = w.Zero(), x = W.Zero();
1426
+ s = s || W.Zero(), a = a || new W(1, 1);
1427
+ for (let I = 0; I < l.length; I += 3) {
1428
+ w.FromArrayToRef(l, I, _), w.FromArrayToRef(c, I, p), W.FromArrayToRef(u, I / 3 * 2, x);
1429
+ const f = Math.abs(x.x * a.x + s.x % 1) * (n - 1) % n | 0, y = Math.abs(x.y * a.y + s.y % 1) * (i - 1) % i | 0, v = (f + y * n) * 4, M = e[v] / 255, S = e[v + 1] / 255, m = e[v + 2] / 255, h = M * 0.3 + S * 0.59 + m * 0.11;
1430
+ p.normalize(), p.scaleInPlace(t + (r - t) * h), _ = _.add(p), _.toArray(l, I);
1431
+ }
1432
+ return P.ComputeNormals(l, this.getIndices(), c), o ? (this.setVerticesData(d.PositionKind, l), this.setVerticesData(d.NormalKind, c), this.setVerticesData(d.UVKind, u)) : (this.updateVerticesData(d.PositionKind, l), this.updateVerticesData(d.NormalKind, c)), this;
1433
+ }
1434
+ _getFlattenedNormals(e, n) {
1435
+ const i = new Float32Array(e.length * 3);
1436
+ let t = 0;
1437
+ const r = this.overrideMaterialSideOrientation === (this._scene.useRightHandedSystem ? 1 : 0);
1438
+ for (let s = 0; s < e.length; s += 3) {
1439
+ const a = w.FromArray(n, e[s] * 3), o = w.FromArray(n, e[s + 1] * 3), l = w.FromArray(n, e[s + 2] * 3), c = a.subtract(o), u = l.subtract(o), _ = w.Normalize(w.Cross(c, u));
1440
+ r && _.scaleInPlace(-1);
1441
+ for (let p = 0; p < 3; p++)
1442
+ i[t++] = _.x, i[t++] = _.y, i[t++] = _.z;
1443
+ }
1444
+ return i;
1445
+ }
1446
+ _convertToUnIndexedMesh(e = !1) {
1447
+ const n = this.getVerticesDataKinds(), i = this.getIndices(), t = {}, r = (a, o) => {
1448
+ const l = new Float32Array(i.length * o);
1449
+ let c = 0;
1450
+ for (let u = 0; u < i.length; u++)
1451
+ for (let _ = 0; _ < o; _++)
1452
+ l[c++] = a[i[u] * o + _];
1453
+ return l;
1454
+ }, s = this.geometry ? this.subMeshes.slice(0) : [];
1455
+ for (const a of n)
1456
+ t[a] = this.getVerticesData(a);
1457
+ for (const a of n) {
1458
+ const o = this.getVertexBuffer(a), l = o.getStrideSize();
1459
+ if (e && a === d.NormalKind) {
1460
+ const c = this._getFlattenedNormals(i, t[d.PositionKind]);
1461
+ this.setVerticesData(d.NormalKind, c, o.isUpdatable(), l);
1462
+ } else
1463
+ this.setVerticesData(a, r(t[a], l), o.isUpdatable(), l);
1464
+ }
1465
+ if (this.morphTargetManager) {
1466
+ for (let a = 0; a < this.morphTargetManager.numTargets; a++) {
1467
+ const o = this.morphTargetManager.getTarget(a), l = o.getPositions();
1468
+ o.setPositions(r(l, 3));
1469
+ const c = o.getNormals();
1470
+ c && o.setNormals(e ? this._getFlattenedNormals(i, l) : r(c, 3));
1471
+ const u = o.getTangents();
1472
+ u && o.setTangents(r(u, 3));
1473
+ const _ = o.getUVs();
1474
+ _ && o.setUVs(r(_, 2));
1475
+ }
1476
+ this.morphTargetManager.synchronize();
1477
+ }
1478
+ for (let a = 0; a < i.length; a++)
1479
+ i[a] = a;
1480
+ this.setIndices(i), this._unIndexed = !0, this.releaseSubMeshes();
1481
+ for (const a of s)
1482
+ k.AddToMesh(a.materialIndex, a.indexStart, a.indexCount, a.indexStart, a.indexCount, this);
1483
+ return this.synchronizeInstances(), this;
1484
+ }
1485
+ /**
1486
+ * Modify the mesh to get a flat shading rendering.
1487
+ * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
1488
+ * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
1489
+ * @returns current mesh
1490
+ */
1491
+ convertToFlatShadedMesh() {
1492
+ return this._convertToUnIndexedMesh(!0);
1493
+ }
1494
+ /**
1495
+ * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
1496
+ * In other words, more vertices, no more indices and a single bigger VBO.
1497
+ * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
1498
+ * @returns current mesh
1499
+ */
1500
+ convertToUnIndexedMesh() {
1501
+ return this._convertToUnIndexedMesh();
1502
+ }
1503
+ /**
1504
+ * Inverses facet orientations.
1505
+ * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
1506
+ * @param flipNormals will also inverts the normals
1507
+ * @returns current mesh
1508
+ */
1509
+ flipFaces(e = !1) {
1510
+ const n = P.ExtractFromMesh(this);
1511
+ let i;
1512
+ if (e && this.isVerticesDataPresent(d.NormalKind) && n.normals)
1513
+ for (i = 0; i < n.normals.length; i++)
1514
+ n.normals[i] *= -1;
1515
+ if (n.indices) {
1516
+ let t;
1517
+ for (i = 0; i < n.indices.length; i += 3)
1518
+ t = n.indices[i + 1], n.indices[i + 1] = n.indices[i + 2], n.indices[i + 2] = t;
1519
+ }
1520
+ return n.applyToMesh(this, this.isVertexBufferUpdatable(d.PositionKind)), this;
1521
+ }
1522
+ /**
1523
+ * Increase the number of facets and hence vertices in a mesh
1524
+ * Vertex normals are interpolated from existing vertex normals
1525
+ * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
1526
+ * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
1527
+ */
1528
+ increaseVertices(e = 1) {
1529
+ const n = P.ExtractFromMesh(this), i = n.indices && !Array.isArray(n.indices) && Array.from ? Array.from(n.indices) : n.indices, t = n.positions && !Array.isArray(n.positions) && Array.from ? Array.from(n.positions) : n.positions, r = n.uvs && !Array.isArray(n.uvs) && Array.from ? Array.from(n.uvs) : n.uvs, s = n.normals && !Array.isArray(n.normals) && Array.from ? Array.from(n.normals) : n.normals;
1530
+ if (!i || !t)
1531
+ F.Warn("Couldn't increase number of vertices : VertexData must contain at least indices and positions");
1532
+ else {
1533
+ n.indices = i, n.positions = t, r && (n.uvs = r), s && (n.normals = s);
1534
+ const a = e + 1, o = new Array();
1535
+ for (let m = 0; m < a + 1; m++)
1536
+ o[m] = new Array();
1537
+ let l, c;
1538
+ const u = new w(0, 0, 0), _ = new w(0, 0, 0), p = new W(0, 0), x = new Array(), I = new Array(), f = new Array();
1539
+ let y, v = t.length, M;
1540
+ r && (M = r.length);
1541
+ let S;
1542
+ s && (S = s.length);
1543
+ for (let m = 0; m < i.length; m += 3) {
1544
+ I[0] = i[m], I[1] = i[m + 1], I[2] = i[m + 2];
1545
+ for (let h = 0; h < 3; h++)
1546
+ if (l = I[h], c = I[(h + 1) % 3], f[l] === void 0 && f[c] === void 0 ? (f[l] = new Array(), f[c] = new Array()) : (f[l] === void 0 && (f[l] = new Array()), f[c] === void 0 && (f[c] = new Array())), f[l][c] === void 0 && f[c][l] === void 0) {
1547
+ f[l][c] = [], u.x = (t[3 * c] - t[3 * l]) / a, u.y = (t[3 * c + 1] - t[3 * l + 1]) / a, u.z = (t[3 * c + 2] - t[3 * l + 2]) / a, s && (_.x = (s[3 * c] - s[3 * l]) / a, _.y = (s[3 * c + 1] - s[3 * l + 1]) / a, _.z = (s[3 * c + 2] - s[3 * l + 2]) / a), r && (p.x = (r[2 * c] - r[2 * l]) / a, p.y = (r[2 * c + 1] - r[2 * l + 1]) / a), f[l][c].push(l);
1548
+ for (let g = 1; g < a; g++)
1549
+ f[l][c].push(t.length / 3), t[v++] = t[3 * l] + g * u.x, t[v++] = t[3 * l + 1] + g * u.y, t[v++] = t[3 * l + 2] + g * u.z, s && (s[S++] = s[3 * l] + g * _.x, s[S++] = s[3 * l + 1] + g * _.y, s[S++] = s[3 * l + 2] + g * _.z), r && (r[M++] = r[2 * l] + g * p.x, r[M++] = r[2 * l + 1] + g * p.y);
1550
+ f[l][c].push(c), f[c][l] = new Array(), y = f[l][c].length;
1551
+ for (let g = 0; g < y; g++)
1552
+ f[c][l][g] = f[l][c][y - 1 - g];
1553
+ }
1554
+ o[0][0] = i[m], o[1][0] = f[i[m]][i[m + 1]][1], o[1][1] = f[i[m]][i[m + 2]][1];
1555
+ for (let h = 2; h < a; h++) {
1556
+ o[h][0] = f[i[m]][i[m + 1]][h], o[h][h] = f[i[m]][i[m + 2]][h], u.x = (t[3 * o[h][h]] - t[3 * o[h][0]]) / h, u.y = (t[3 * o[h][h] + 1] - t[3 * o[h][0] + 1]) / h, u.z = (t[3 * o[h][h] + 2] - t[3 * o[h][0] + 2]) / h, s && (_.x = (s[3 * o[h][h]] - s[3 * o[h][0]]) / h, _.y = (s[3 * o[h][h] + 1] - s[3 * o[h][0] + 1]) / h, _.z = (s[3 * o[h][h] + 2] - s[3 * o[h][0] + 2]) / h), r && (p.x = (r[2 * o[h][h]] - r[2 * o[h][0]]) / h, p.y = (r[2 * o[h][h] + 1] - r[2 * o[h][0] + 1]) / h);
1557
+ for (let g = 1; g < h; g++)
1558
+ o[h][g] = t.length / 3, t[v++] = t[3 * o[h][0]] + g * u.x, t[v++] = t[3 * o[h][0] + 1] + g * u.y, t[v++] = t[3 * o[h][0] + 2] + g * u.z, s && (s[S++] = s[3 * o[h][0]] + g * _.x, s[S++] = s[3 * o[h][0] + 1] + g * _.y, s[S++] = s[3 * o[h][0] + 2] + g * _.z), r && (r[M++] = r[2 * o[h][0]] + g * p.x, r[M++] = r[2 * o[h][0] + 1] + g * p.y);
1559
+ }
1560
+ o[a] = f[i[m + 1]][i[m + 2]], x.push(o[0][0], o[1][0], o[1][1]);
1561
+ for (let h = 1; h < a; h++) {
1562
+ let g;
1563
+ for (g = 0; g < h; g++)
1564
+ x.push(o[h][g], o[h + 1][g], o[h + 1][g + 1]), x.push(o[h][g], o[h + 1][g + 1], o[h][g + 1]);
1565
+ x.push(o[h][g], o[h + 1][g], o[h + 1][g + 1]);
1566
+ }
1567
+ }
1568
+ n.indices = x, n.applyToMesh(this, this.isVertexBufferUpdatable(d.PositionKind));
1569
+ }
1570
+ }
1571
+ /**
1572
+ * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
1573
+ * This will undo any application of covertToFlatShadedMesh
1574
+ * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
1575
+ */
1576
+ forceSharedVertices() {
1577
+ const e = P.ExtractFromMesh(this), n = e.uvs, i = e.indices, t = e.positions, r = e.colors, s = e.matricesIndices, a = e.matricesWeights, o = e.matricesIndicesExtra, l = e.matricesWeightsExtra;
1578
+ if (i === void 0 || t === void 0 || i === null || t === null)
1579
+ F.Warn("VertexData contains empty entries");
1580
+ else {
1581
+ const c = new Array(), u = new Array(), _ = new Array(), p = new Array(), x = new Array(), I = new Array(), f = new Array(), y = new Array();
1582
+ let v = new Array(), M = 0;
1583
+ const S = {};
1584
+ let m, h;
1585
+ for (let B = 0; B < i.length; B += 3) {
1586
+ h = [i[B], i[B + 1], i[B + 2]], v = new Array();
1587
+ for (let b = 0; b < 3; b++) {
1588
+ v[b] = "";
1589
+ for (let A = 0; A < 3; A++)
1590
+ Math.abs(t[3 * h[b] + A]) < 1e-8 && (t[3 * h[b] + A] = 0), v[b] += t[3 * h[b] + A] + "|";
1591
+ }
1592
+ if (!(v[0] == v[1] || v[0] == v[2] || v[1] == v[2]))
1593
+ for (let b = 0; b < 3; b++) {
1594
+ if (m = S[v[b]], m === void 0) {
1595
+ S[v[b]] = M, m = M++;
1596
+ for (let A = 0; A < 3; A++)
1597
+ c.push(t[3 * h[b] + A]);
1598
+ if (r != null)
1599
+ for (let A = 0; A < 4; A++)
1600
+ p.push(r[4 * h[b] + A]);
1601
+ if (n != null)
1602
+ for (let A = 0; A < 2; A++)
1603
+ _.push(n[2 * h[b] + A]);
1604
+ if (s != null)
1605
+ for (let A = 0; A < 4; A++)
1606
+ x.push(s[4 * h[b] + A]);
1607
+ if (a != null)
1608
+ for (let A = 0; A < 4; A++)
1609
+ I.push(a[4 * h[b] + A]);
1610
+ if (o != null)
1611
+ for (let A = 0; A < 4; A++)
1612
+ f.push(o[4 * h[b] + A]);
1613
+ if (l != null)
1614
+ for (let A = 0; A < 4; A++)
1615
+ y.push(l[4 * h[b] + A]);
1616
+ }
1617
+ u.push(m);
1618
+ }
1619
+ }
1620
+ const g = new Array();
1621
+ P.ComputeNormals(c, u, g), e.positions = c, e.indices = u, e.normals = g, n != null && (e.uvs = _), r != null && (e.colors = p), s != null && (e.matricesIndices = x), a != null && (e.matricesWeights = I), o != null && (e.matricesIndicesExtra = f), a != null && (e.matricesWeightsExtra = y), e.applyToMesh(this, this.isVertexBufferUpdatable(d.PositionKind));
1622
+ }
1623
+ }
1624
+ // Instances
1625
+ /**
1626
+ * @internal
1627
+ */
1628
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars, @typescript-eslint/naming-convention
1629
+ static _instancedMeshFactory(e, n) {
1630
+ throw R("InstancedMesh");
1631
+ }
1632
+ /**
1633
+ * @internal
1634
+ */
1635
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
1636
+ static _PhysicsImpostorParser(e, n, i) {
1637
+ throw R("PhysicsImpostor");
1638
+ }
1639
+ /**
1640
+ * Creates a new InstancedMesh object from the mesh model.
1641
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances
1642
+ * @param name defines the name of the new instance
1643
+ * @returns a new InstancedMesh
1644
+ */
1645
+ createInstance(e) {
1646
+ return D._instancedMeshFactory(e, this);
1647
+ }
1648
+ /**
1649
+ * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
1650
+ * After this call, all the mesh instances have the same submeshes than the current mesh.
1651
+ * @returns the current mesh
1652
+ */
1653
+ synchronizeInstances() {
1654
+ for (let e = 0; e < this.instances.length; e++)
1655
+ this.instances[e]._syncSubMeshes();
1656
+ return this;
1657
+ }
1658
+ /**
1659
+ * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
1660
+ * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
1661
+ * This should be used together with the simplification to avoid disappearing triangles.
1662
+ * @param successCallback an optional success callback to be called after the optimization finished.
1663
+ * @returns the current mesh
1664
+ */
1665
+ optimizeIndices(e) {
1666
+ const n = this.getIndices(), i = this.getVerticesData(d.PositionKind);
1667
+ if (!i || !n)
1668
+ return this;
1669
+ const t = new Array();
1670
+ for (let s = 0; s < i.length; s = s + 3)
1671
+ t.push(w.FromArray(i, s));
1672
+ const r = new Array();
1673
+ return Y.SyncAsyncForLoop(t.length, 40, (s) => {
1674
+ const a = t.length - 1 - s, o = t[a];
1675
+ for (let l = 0; l < a; ++l) {
1676
+ const c = t[l];
1677
+ if (o.equals(c)) {
1678
+ r[a] = l;
1679
+ break;
1680
+ }
1681
+ }
1682
+ }, () => {
1683
+ for (let a = 0; a < n.length; ++a)
1684
+ n[a] = r[n[a]] || n[a];
1685
+ const s = this.subMeshes.slice(0);
1686
+ this.setIndices(n), this.subMeshes = s, e && e(this);
1687
+ }), this;
1688
+ }
1689
+ /**
1690
+ * Serialize current mesh
1691
+ * @param serializationObject defines the object which will receive the serialization data
1692
+ */
1693
+ serialize(e = {}) {
1694
+ e.name = this.name, e.id = this.id, e.uniqueId = this.uniqueId, e.type = this.getClassName(), C && C.HasTags(this) && (e.tags = C.GetTags(this)), e.position = this.position.asArray(), this.rotationQuaternion ? e.rotationQuaternion = this.rotationQuaternion.asArray() : this.rotation && (e.rotation = this.rotation.asArray()), e.scaling = this.scaling.asArray(), this._postMultiplyPivotMatrix ? e.pivotMatrix = this.getPivotMatrix().asArray() : e.localMatrix = this.getPivotMatrix().asArray(), e.isEnabled = this.isEnabled(!1), e.isVisible = this.isVisible, e.infiniteDistance = this.infiniteDistance, e.pickable = this.isPickable, e.receiveShadows = this.receiveShadows, e.billboardMode = this.billboardMode, e.visibility = this.visibility, e.checkCollisions = this.checkCollisions, e.isBlocker = this.isBlocker, e.overrideMaterialSideOrientation = this.overrideMaterialSideOrientation, this.parent && this.parent._serializeAsParent(e), e.isUnIndexed = this.isUnIndexed;
1695
+ const n = this._geometry;
1696
+ if (n && this.subMeshes) {
1697
+ e.geometryUniqueId = n.uniqueId, e.geometryId = n.id, e.subMeshes = [];
1698
+ for (let i = 0; i < this.subMeshes.length; i++) {
1699
+ const t = this.subMeshes[i];
1700
+ e.subMeshes.push({
1701
+ materialIndex: t.materialIndex,
1702
+ verticesStart: t.verticesStart,
1703
+ verticesCount: t.verticesCount,
1704
+ indexStart: t.indexStart,
1705
+ indexCount: t.indexCount
1706
+ });
1707
+ }
1708
+ }
1709
+ if (this.material ? this.material.doNotSerialize || (e.materialUniqueId = this.material.uniqueId, e.materialId = this.material.id) : (this.material = null, e.materialUniqueId = this._scene.defaultMaterial.uniqueId, e.materialId = this._scene.defaultMaterial.id), this.morphTargetManager && (e.morphTargetManagerId = this.morphTargetManager.uniqueId), this.skeleton && (e.skeletonId = this.skeleton.id, e.numBoneInfluencers = this.numBoneInfluencers), this.getScene()._getComponent(H.NAME_PHYSICSENGINE)) {
1710
+ const i = this.getPhysicsImpostor();
1711
+ i && (e.physicsMass = i.getParam("mass"), e.physicsFriction = i.getParam("friction"), e.physicsRestitution = i.getParam("mass"), e.physicsImpostor = i.type);
1712
+ }
1713
+ this.metadata && (e.metadata = this.metadata), e.instances = [];
1714
+ for (let i = 0; i < this.instances.length; i++) {
1715
+ const t = this.instances[i];
1716
+ if (t.doNotSerialize)
1717
+ continue;
1718
+ const r = {
1719
+ name: t.name,
1720
+ id: t.id,
1721
+ isEnabled: t.isEnabled(!1),
1722
+ isVisible: t.isVisible,
1723
+ isPickable: t.isPickable,
1724
+ checkCollisions: t.checkCollisions,
1725
+ position: t.position.asArray(),
1726
+ scaling: t.scaling.asArray()
1727
+ };
1728
+ if (t.parent && t.parent._serializeAsParent(r), t.rotationQuaternion ? r.rotationQuaternion = t.rotationQuaternion.asArray() : t.rotation && (r.rotation = t.rotation.asArray()), this.getScene()._getComponent(H.NAME_PHYSICSENGINE)) {
1729
+ const s = t.getPhysicsImpostor();
1730
+ s && (r.physicsMass = s.getParam("mass"), r.physicsFriction = s.getParam("friction"), r.physicsRestitution = s.getParam("mass"), r.physicsImpostor = s.type);
1731
+ }
1732
+ t.metadata && (r.metadata = t.metadata), t.actionManager && (r.actions = t.actionManager.serialize(t.name)), e.instances.push(r), q.AppendSerializedAnimations(t, r), r.ranges = t.serializeAnimationRanges();
1733
+ }
1734
+ if (this._thinInstanceDataStorage.instancesCount && this._thinInstanceDataStorage.matrixData && (e.thinInstances = {
1735
+ instancesCount: this._thinInstanceDataStorage.instancesCount,
1736
+ matrixData: Array.from(this._thinInstanceDataStorage.matrixData),
1737
+ matrixBufferSize: this._thinInstanceDataStorage.matrixBufferSize,
1738
+ enablePicking: this.thinInstanceEnablePicking
1739
+ }, this._userThinInstanceBuffersStorage)) {
1740
+ const i = {
1741
+ data: {},
1742
+ sizes: {},
1743
+ strides: {}
1744
+ };
1745
+ for (const t in this._userThinInstanceBuffersStorage.data)
1746
+ i.data[t] = Array.from(this._userThinInstanceBuffersStorage.data[t]), i.sizes[t] = this._userThinInstanceBuffersStorage.sizes[t], i.strides[t] = this._userThinInstanceBuffersStorage.strides[t];
1747
+ e.thinInstances.userThinInstance = i;
1748
+ }
1749
+ return q.AppendSerializedAnimations(this, e), e.ranges = this.serializeAnimationRanges(), e.layerMask = this.layerMask, e.alphaIndex = this.alphaIndex, e.hasVertexAlpha = this.hasVertexAlpha, e.overlayAlpha = this.overlayAlpha, e.overlayColor = this.overlayColor.asArray(), e.renderOverlay = this.renderOverlay, e.applyFog = this.applyFog, this.actionManager && (e.actions = this.actionManager.serialize(this.name)), e;
1750
+ }
1751
+ /** @internal */
1752
+ _syncGeometryWithMorphTargetManager() {
1753
+ if (!this.geometry)
1754
+ return;
1755
+ this._markSubMeshesAsAttributesDirty();
1756
+ const e = this._internalAbstractMeshDataInfo._morphTargetManager;
1757
+ if (e && e.vertexCount) {
1758
+ if (e.vertexCount !== this.getTotalVertices()) {
1759
+ F.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count."), this.morphTargetManager = null;
1760
+ return;
1761
+ }
1762
+ if (e.isUsingTextureForTargets)
1763
+ return;
1764
+ for (let n = 0; n < e.numInfluencers; n++) {
1765
+ const i = e.getActiveTarget(n), t = i.getPositions();
1766
+ if (!t) {
1767
+ F.Error("Invalid morph target. Target must have positions.");
1768
+ return;
1769
+ }
1770
+ this.geometry.setVerticesData(d.PositionKind + n, t, !1, 3);
1771
+ const r = i.getNormals();
1772
+ r && this.geometry.setVerticesData(d.NormalKind + n, r, !1, 3);
1773
+ const s = i.getTangents();
1774
+ s && this.geometry.setVerticesData(d.TangentKind + n, s, !1, 3);
1775
+ const a = i.getUVs();
1776
+ a && this.geometry.setVerticesData(d.UVKind + "_" + n, a, !1, 2);
1777
+ }
1778
+ } else {
1779
+ let n = 0;
1780
+ for (; this.geometry.isVerticesDataPresent(d.PositionKind + n); )
1781
+ this.geometry.removeVerticesData(d.PositionKind + n), this.geometry.isVerticesDataPresent(d.NormalKind + n) && this.geometry.removeVerticesData(d.NormalKind + n), this.geometry.isVerticesDataPresent(d.TangentKind + n) && this.geometry.removeVerticesData(d.TangentKind + n), this.geometry.isVerticesDataPresent(d.UVKind + n) && this.geometry.removeVerticesData(d.UVKind + "_" + n), n++;
1782
+ }
1783
+ }
1784
+ /**
1785
+ * Returns a new Mesh object parsed from the source provided.
1786
+ * @param parsedMesh is the source
1787
+ * @param scene defines the hosting scene
1788
+ * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
1789
+ * @returns a new Mesh
1790
+ */
1791
+ static Parse(e, n, i) {
1792
+ let t;
1793
+ if (e.type && e.type === "LinesMesh" ? t = D._LinesMeshParser(e, n) : e.type && e.type === "GroundMesh" ? t = D._GroundMeshParser(e, n) : e.type && e.type === "GoldbergMesh" ? t = D._GoldbergMeshParser(e, n) : e.type && e.type === "GreasedLineMesh" ? t = D._GreasedLineMeshParser(e, n) : e.type && e.type === "TrailMesh" ? t = D._TrailMeshParser(e, n) : t = new D(e.name, n), t.id = e.id, t._waitingParsedUniqueId = e.uniqueId, C && C.AddTagsTo(t, e.tags), t.position = w.FromArray(e.position), e.metadata !== void 0 && (t.metadata = e.metadata), e.rotationQuaternion ? t.rotationQuaternion = U.FromArray(e.rotationQuaternion) : e.rotation && (t.rotation = w.FromArray(e.rotation)), t.scaling = w.FromArray(e.scaling), e.localMatrix ? t.setPreTransformMatrix(E.FromArray(e.localMatrix)) : e.pivotMatrix && t.setPivotMatrix(E.FromArray(e.pivotMatrix)), t.setEnabled(e.isEnabled), t.isVisible = e.isVisible, t.infiniteDistance = e.infiniteDistance, t.showBoundingBox = e.showBoundingBox, t.showSubMeshesBoundingBox = e.showSubMeshesBoundingBox, e.applyFog !== void 0 && (t.applyFog = e.applyFog), e.pickable !== void 0 && (t.isPickable = e.pickable), e.alphaIndex !== void 0 && (t.alphaIndex = e.alphaIndex), t.receiveShadows = e.receiveShadows, e.billboardMode !== void 0 && (t.billboardMode = e.billboardMode), e.visibility !== void 0 && (t.visibility = e.visibility), t.checkCollisions = e.checkCollisions, t.overrideMaterialSideOrientation = e.overrideMaterialSideOrientation, e.isBlocker !== void 0 && (t.isBlocker = e.isBlocker), t._shouldGenerateFlatShading = e.useFlatShading, e.freezeWorldMatrix && (t._waitingData.freezeWorldMatrix = e.freezeWorldMatrix), e.parentId !== void 0 && (t._waitingParentId = e.parentId), e.parentInstanceIndex !== void 0 && (t._waitingParentInstanceIndex = e.parentInstanceIndex), e.actions !== void 0 && (t._waitingData.actions = e.actions), e.overlayAlpha !== void 0 && (t.overlayAlpha = e.overlayAlpha), e.overlayColor !== void 0 && (t.overlayColor = ne.FromArray(e.overlayColor)), e.renderOverlay !== void 0 && (t.renderOverlay = e.renderOverlay), t.isUnIndexed = !!e.isUnIndexed, t.hasVertexAlpha = e.hasVertexAlpha, e.delayLoadingFile ? (t.delayLoadState = 4, t.delayLoadingFile = i + e.delayLoadingFile, t.buildBoundingInfo(w.FromArray(e.boundingBoxMinimum), w.FromArray(e.boundingBoxMaximum)), e._binaryInfo && (t._binaryInfo = e._binaryInfo), t._delayInfo = [], e.hasUVs && t._delayInfo.push(d.UVKind), e.hasUVs2 && t._delayInfo.push(d.UV2Kind), e.hasUVs3 && t._delayInfo.push(d.UV3Kind), e.hasUVs4 && t._delayInfo.push(d.UV4Kind), e.hasUVs5 && t._delayInfo.push(d.UV5Kind), e.hasUVs6 && t._delayInfo.push(d.UV6Kind), e.hasColors && t._delayInfo.push(d.ColorKind), e.hasMatricesIndices && t._delayInfo.push(d.MatricesIndicesKind), e.hasMatricesWeights && t._delayInfo.push(d.MatricesWeightsKind), t._delayLoadingFunction = V._ImportGeometry, se.ForceFullSceneLoadingForIncremental && t._checkDelayState()) : V._ImportGeometry(e, t), e.materialUniqueId ? t._waitingMaterialId = e.materialUniqueId : e.materialId && (t._waitingMaterialId = e.materialId), e.morphTargetManagerId > -1 && (t.morphTargetManager = n.getMorphTargetManagerById(e.morphTargetManagerId)), e.skeletonId !== void 0 && e.skeletonId !== null && (t.skeleton = n.getLastSkeletonById(e.skeletonId), e.numBoneInfluencers && (t.numBoneInfluencers = e.numBoneInfluencers)), e.animations) {
1794
+ for (let r = 0; r < e.animations.length; r++) {
1795
+ const s = e.animations[r], a = Z("BABYLON.Animation");
1796
+ a && t.animations.push(a.Parse(s));
1797
+ }
1798
+ K.ParseAnimationRanges(t, e, n);
1799
+ }
1800
+ if (e.autoAnimate && n.beginAnimation(t, e.autoAnimateFrom, e.autoAnimateTo, e.autoAnimateLoop, e.autoAnimateSpeed || 1), e.layerMask && !isNaN(e.layerMask) ? t.layerMask = Math.abs(parseInt(e.layerMask)) : t.layerMask = 268435455, e.physicsImpostor && D._PhysicsImpostorParser(n, t, e), e.lodMeshIds && (t._waitingData.lods = {
1801
+ ids: e.lodMeshIds,
1802
+ distances: e.lodDistances ? e.lodDistances : null,
1803
+ coverages: e.lodCoverages ? e.lodCoverages : null
1804
+ }), e.instances)
1805
+ for (let r = 0; r < e.instances.length; r++) {
1806
+ const s = e.instances[r], a = t.createInstance(s.name);
1807
+ if (s.id && (a.id = s.id), C && (s.tags ? C.AddTagsTo(a, s.tags) : C.AddTagsTo(a, e.tags)), a.position = w.FromArray(s.position), s.metadata !== void 0 && (a.metadata = s.metadata), s.parentId !== void 0 && (a._waitingParentId = s.parentId), s.parentInstanceIndex !== void 0 && (a._waitingParentInstanceIndex = s.parentInstanceIndex), s.isEnabled !== void 0 && s.isEnabled !== null && a.setEnabled(s.isEnabled), s.isVisible !== void 0 && s.isVisible !== null && (a.isVisible = s.isVisible), s.isPickable !== void 0 && s.isPickable !== null && (a.isPickable = s.isPickable), s.rotationQuaternion ? a.rotationQuaternion = U.FromArray(s.rotationQuaternion) : s.rotation && (a.rotation = w.FromArray(s.rotation)), a.scaling = w.FromArray(s.scaling), s.checkCollisions != null && s.checkCollisions != null && (a.checkCollisions = s.checkCollisions), s.pickable != null && s.pickable != null && (a.isPickable = s.pickable), s.showBoundingBox != null && s.showBoundingBox != null && (a.showBoundingBox = s.showBoundingBox), s.showSubMeshesBoundingBox != null && s.showSubMeshesBoundingBox != null && (a.showSubMeshesBoundingBox = s.showSubMeshesBoundingBox), s.alphaIndex != null && s.showSubMeshesBoundingBox != null && (a.alphaIndex = s.alphaIndex), s.physicsImpostor && D._PhysicsImpostorParser(n, a, s), s.actions !== void 0 && (a._waitingData.actions = s.actions), s.animations) {
1808
+ for (let o = 0; o < s.animations.length; o++) {
1809
+ const l = s.animations[o], c = Z("BABYLON.Animation");
1810
+ c && a.animations.push(c.Parse(l));
1811
+ }
1812
+ K.ParseAnimationRanges(a, s, n), s.autoAnimate && n.beginAnimation(a, s.autoAnimateFrom, s.autoAnimateTo, s.autoAnimateLoop, s.autoAnimateSpeed || 1);
1813
+ }
1814
+ }
1815
+ if (e.thinInstances) {
1816
+ const r = e.thinInstances;
1817
+ if (t.thinInstanceEnablePicking = !!r.enablePicking, r.matrixData ? (t.thinInstanceSetBuffer("matrix", new Float32Array(r.matrixData), 16, !1), t._thinInstanceDataStorage.matrixBufferSize = r.matrixBufferSize, t._thinInstanceDataStorage.instancesCount = r.instancesCount) : t._thinInstanceDataStorage.matrixBufferSize = r.matrixBufferSize, e.thinInstances.userThinInstance) {
1818
+ const s = e.thinInstances.userThinInstance;
1819
+ for (const a in s.data)
1820
+ t.thinInstanceSetBuffer(a, new Float32Array(s.data[a]), s.strides[a], !1), t._userThinInstanceBuffersStorage.sizes[a] = s.sizes[a];
1821
+ }
1822
+ }
1823
+ return t;
1824
+ }
1825
+ // Skeletons
1826
+ /**
1827
+ * Prepare internal position array for software CPU skinning
1828
+ * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
1829
+ */
1830
+ setPositionsForCPUSkinning() {
1831
+ const e = this._internalMeshDataInfo;
1832
+ if (!e._sourcePositions) {
1833
+ const n = this.getVerticesData(d.PositionKind);
1834
+ if (!n)
1835
+ return e._sourcePositions;
1836
+ e._sourcePositions = new Float32Array(n), this.isVertexBufferUpdatable(d.PositionKind) || this.setVerticesData(d.PositionKind, n, !0);
1837
+ }
1838
+ return e._sourcePositions;
1839
+ }
1840
+ /**
1841
+ * Prepare internal normal array for software CPU skinning
1842
+ * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
1843
+ */
1844
+ setNormalsForCPUSkinning() {
1845
+ const e = this._internalMeshDataInfo;
1846
+ if (!e._sourceNormals) {
1847
+ const n = this.getVerticesData(d.NormalKind);
1848
+ if (!n)
1849
+ return e._sourceNormals;
1850
+ e._sourceNormals = new Float32Array(n), this.isVertexBufferUpdatable(d.NormalKind) || this.setVerticesData(d.NormalKind, n, !0);
1851
+ }
1852
+ return e._sourceNormals;
1853
+ }
1854
+ /**
1855
+ * Updates the vertex buffer by applying transformation from the bones
1856
+ * @param skeleton defines the skeleton to apply to current mesh
1857
+ * @returns the current mesh
1858
+ */
1859
+ applySkeleton(e) {
1860
+ if (!this.geometry)
1861
+ return this;
1862
+ if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId())
1863
+ return this;
1864
+ if (this.geometry._softwareSkinningFrameId = this.getScene().getFrameId(), !this.isVerticesDataPresent(d.PositionKind))
1865
+ return this;
1866
+ if (!this.isVerticesDataPresent(d.MatricesIndicesKind))
1867
+ return this;
1868
+ if (!this.isVerticesDataPresent(d.MatricesWeightsKind))
1869
+ return this;
1870
+ const n = this.isVerticesDataPresent(d.NormalKind), i = this._internalMeshDataInfo;
1871
+ if (!i._sourcePositions) {
1872
+ const y = this.subMeshes.slice();
1873
+ this.setPositionsForCPUSkinning(), this.subMeshes = y;
1874
+ }
1875
+ n && !i._sourceNormals && this.setNormalsForCPUSkinning();
1876
+ let t = this.getVerticesData(d.PositionKind);
1877
+ if (!t)
1878
+ return this;
1879
+ t instanceof Float32Array || (t = new Float32Array(t));
1880
+ let r = this.getVerticesData(d.NormalKind);
1881
+ if (n) {
1882
+ if (!r)
1883
+ return this;
1884
+ r instanceof Float32Array || (r = new Float32Array(r));
1885
+ }
1886
+ const s = this.getVerticesData(d.MatricesIndicesKind), a = this.getVerticesData(d.MatricesWeightsKind);
1887
+ if (!a || !s)
1888
+ return this;
1889
+ const o = this.numBoneInfluencers > 4, l = o ? this.getVerticesData(d.MatricesIndicesExtraKind) : null, c = o ? this.getVerticesData(d.MatricesWeightsExtraKind) : null, u = e.getTransformMatrices(this), _ = w.Zero(), p = new E(), x = new E();
1890
+ let I = 0, f;
1891
+ for (let y = 0; y < t.length; y += 3, I += 4) {
1892
+ let v;
1893
+ for (f = 0; f < 4; f++)
1894
+ v = a[I + f], v > 0 && (E.FromFloat32ArrayToRefScaled(u, Math.floor(s[I + f] * 16), v, x), p.addToSelf(x));
1895
+ if (o)
1896
+ for (f = 0; f < 4; f++)
1897
+ v = c[I + f], v > 0 && (E.FromFloat32ArrayToRefScaled(u, Math.floor(l[I + f] * 16), v, x), p.addToSelf(x));
1898
+ w.TransformCoordinatesFromFloatsToRef(i._sourcePositions[y], i._sourcePositions[y + 1], i._sourcePositions[y + 2], p, _), _.toArray(t, y), n && (w.TransformNormalFromFloatsToRef(i._sourceNormals[y], i._sourceNormals[y + 1], i._sourceNormals[y + 2], p, _), _.toArray(r, y)), p.reset();
1899
+ }
1900
+ return this.updateVerticesData(d.PositionKind, t), n && this.updateVerticesData(d.NormalKind, r), this;
1901
+ }
1902
+ // Tools
1903
+ /**
1904
+ * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
1905
+ * @param meshes defines the list of meshes to scan
1906
+ * @returns an object `{min:` Vector3`, max:` Vector3`}`
1907
+ */
1908
+ static MinMax(e) {
1909
+ let n = null, i = null;
1910
+ return e.forEach(function(t) {
1911
+ const s = t.getBoundingInfo().boundingBox;
1912
+ !n || !i ? (n = s.minimumWorld, i = s.maximumWorld) : (n.minimizeInPlace(s.minimumWorld), i.maximizeInPlace(s.maximumWorld));
1913
+ }), !n || !i ? {
1914
+ min: w.Zero(),
1915
+ max: w.Zero()
1916
+ } : {
1917
+ min: n,
1918
+ max: i
1919
+ };
1920
+ }
1921
+ /**
1922
+ * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
1923
+ * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
1924
+ * @returns a vector3
1925
+ */
1926
+ static Center(e) {
1927
+ const n = e instanceof Array ? D.MinMax(e) : e;
1928
+ return w.Center(n.min, n.max);
1929
+ }
1930
+ /**
1931
+ * Merge the array of meshes into a single mesh for performance reasons.
1932
+ * @param meshes array of meshes with the vertices to merge. Entries cannot be empty meshes.
1933
+ * @param disposeSource when true (default), dispose of the vertices from the source meshes.
1934
+ * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true.
1935
+ * @param meshSubclass (optional) can be set to a Mesh where the merged vertices will be inserted.
1936
+ * @param subdivideWithSubMeshes when true (false default), subdivide mesh into subMeshes.
1937
+ * @param multiMultiMaterials when true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.
1938
+ * @returns a new mesh
1939
+ */
1940
+ static MergeMeshes(e, n = !0, i, t, r, s) {
1941
+ return X(D._MergeMeshesCoroutine(e, n, i, t, r, s, !1));
1942
+ }
1943
+ /**
1944
+ * Merge the array of meshes into a single mesh for performance reasons.
1945
+ * @param meshes array of meshes with the vertices to merge. Entries cannot be empty meshes.
1946
+ * @param disposeSource when true (default), dispose of the vertices from the source meshes.
1947
+ * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true.
1948
+ * @param meshSubclass (optional) can be set to a Mesh where the merged vertices will be inserted.
1949
+ * @param subdivideWithSubMeshes when true (false default), subdivide mesh into subMeshes.
1950
+ * @param multiMultiMaterials when true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.
1951
+ * @returns a new mesh
1952
+ */
1953
+ static MergeMeshesAsync(e, n = !0, i, t, r, s) {
1954
+ return $(D._MergeMeshesCoroutine(e, n, i, t, r, s, !0), j());
1955
+ }
1956
+ static *_MergeMeshesCoroutine(e, n = !0, i, t, r, s, a) {
1957
+ if (e = e.filter(Boolean), e.length === 0)
1958
+ return null;
1959
+ let o;
1960
+ if (!i) {
1961
+ let g = 0;
1962
+ for (o = 0; o < e.length; o++)
1963
+ if (g += e[o].getTotalVertices(), g >= 65536)
1964
+ return F.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices"), null;
1965
+ }
1966
+ s && (r = !1);
1967
+ const l = new Array(), c = new Array(), u = new Array(), _ = e[0].overrideMaterialSideOrientation;
1968
+ for (o = 0; o < e.length; o++) {
1969
+ const g = e[o];
1970
+ if (g.isAnInstance)
1971
+ return F.Warn("Cannot merge instance meshes."), null;
1972
+ if (_ !== g.overrideMaterialSideOrientation)
1973
+ return F.Warn("Cannot merge meshes with different overrideMaterialSideOrientation values."), null;
1974
+ if (r && u.push(g.getTotalIndices()), s)
1975
+ if (g.material) {
1976
+ const B = g.material;
1977
+ if (B instanceof G) {
1978
+ for (let b = 0; b < B.subMaterials.length; b++)
1979
+ l.indexOf(B.subMaterials[b]) < 0 && l.push(B.subMaterials[b]);
1980
+ for (let b = 0; b < g.subMeshes.length; b++)
1981
+ c.push(l.indexOf(B.subMaterials[g.subMeshes[b].materialIndex])), u.push(g.subMeshes[b].indexCount);
1982
+ } else {
1983
+ l.indexOf(B) < 0 && l.push(B);
1984
+ for (let b = 0; b < g.subMeshes.length; b++)
1985
+ c.push(l.indexOf(B)), u.push(g.subMeshes[b].indexCount);
1986
+ }
1987
+ } else
1988
+ for (let B = 0; B < g.subMeshes.length; B++)
1989
+ c.push(0), u.push(g.subMeshes[B].indexCount);
1990
+ }
1991
+ const p = e[0], x = (g) => {
1992
+ const B = g.computeWorldMatrix(!0);
1993
+ return { vertexData: P.ExtractFromMesh(g, !1, !1), transform: B };
1994
+ }, { vertexData: I, transform: f } = x(p);
1995
+ a && (yield);
1996
+ const y = new Array(e.length - 1);
1997
+ for (let g = 1; g < e.length; g++)
1998
+ y[g - 1] = x(e[g]), a && (yield);
1999
+ const v = I._mergeCoroutine(f, y, i, a, !n);
2000
+ let M = v.next();
2001
+ for (; !M.done; )
2002
+ a && (yield), M = v.next();
2003
+ const S = M.value;
2004
+ t || (t = new D(p.name + "_merged", p.getScene()));
2005
+ const m = S._applyToCoroutine(t, void 0, a);
2006
+ let h = m.next();
2007
+ for (; !h.done; )
2008
+ a && (yield), h = m.next();
2009
+ if (t.checkCollisions = p.checkCollisions, t.overrideMaterialSideOrientation = p.overrideMaterialSideOrientation, n)
2010
+ for (o = 0; o < e.length; o++)
2011
+ e[o].dispose();
2012
+ if (r || s) {
2013
+ t.releaseSubMeshes(), o = 0;
2014
+ let g = 0;
2015
+ for (; o < u.length; )
2016
+ k.CreateFromIndices(0, g, u[o], t, void 0, !1), g += u[o], o++;
2017
+ for (const B of t.subMeshes)
2018
+ B.refreshBoundingInfo();
2019
+ t.computeWorldMatrix(!0);
2020
+ }
2021
+ if (s) {
2022
+ const g = new G(p.name + "_merged", p.getScene());
2023
+ g.subMaterials = l;
2024
+ for (let B = 0; B < t.subMeshes.length; B++)
2025
+ t.subMeshes[B].materialIndex = c[B];
2026
+ t.material = g;
2027
+ } else
2028
+ t.material = p.material;
2029
+ return t;
2030
+ }
2031
+ /**
2032
+ * @internal
2033
+ */
2034
+ addInstance(e) {
2035
+ e._indexInSourceMeshInstanceArray = this.instances.length, this.instances.push(e);
2036
+ }
2037
+ /**
2038
+ * @internal
2039
+ */
2040
+ removeInstance(e) {
2041
+ const n = e._indexInSourceMeshInstanceArray;
2042
+ if (n != -1) {
2043
+ if (n !== this.instances.length - 1) {
2044
+ const i = this.instances[this.instances.length - 1];
2045
+ this.instances[n] = i, i._indexInSourceMeshInstanceArray = n;
2046
+ }
2047
+ e._indexInSourceMeshInstanceArray = -1, this.instances.pop();
2048
+ }
2049
+ }
2050
+ /** @internal */
2051
+ _shouldConvertRHS() {
2052
+ return this.overrideMaterialSideOrientation === T.CounterClockWiseSideOrientation;
2053
+ }
2054
+ /** @internal */
2055
+ _getRenderingFillMode(e) {
2056
+ var n;
2057
+ const i = this.getScene();
2058
+ return i.forcePointsCloud ? T.PointFillMode : i.forceWireframe ? T.WireFrameFillMode : (n = this.overrideRenderingFillMode) !== null && n !== void 0 ? n : e;
2059
+ }
2060
+ // deprecated methods
2061
+ /**
2062
+ * Sets the mesh material by the material or multiMaterial `id` property
2063
+ * @param id is a string identifying the material or the multiMaterial
2064
+ * @returns the current mesh
2065
+ * @deprecated Please use MeshBuilder instead Please use setMaterialById instead
2066
+ */
2067
+ setMaterialByID(e) {
2068
+ return this.setMaterialById(e);
2069
+ }
2070
+ /**
2071
+ * Creates a ribbon mesh.
2072
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param
2073
+ * @param name defines the name of the mesh to create
2074
+ * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
2075
+ * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
2076
+ * @param closePath creates a seam between the first and the last points of each path of the path array
2077
+ * @param offset is taken in account only if the `pathArray` is containing a single path
2078
+ * @param scene defines the hosting scene
2079
+ * @param updatable defines if the mesh must be flagged as updatable
2080
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2081
+ * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
2082
+ * @returns a new Mesh
2083
+ * @deprecated Please use MeshBuilder instead
2084
+ */
2085
+ static CreateRibbon(e, n, i, t, r, s, a, o, l) {
2086
+ throw new Error("Import MeshBuilder to populate this function");
2087
+ }
2088
+ /**
2089
+ * Creates a plane polygonal mesh. By default, this is a disc.
2090
+ * @param name defines the name of the mesh to create
2091
+ * @param radius sets the radius size (float) of the polygon (default 0.5)
2092
+ * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
2093
+ * @param scene defines the hosting scene
2094
+ * @param updatable defines if the mesh must be flagged as updatable
2095
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2096
+ * @returns a new Mesh
2097
+ * @deprecated Please use MeshBuilder instead
2098
+ */
2099
+ static CreateDisc(e, n, i, t, r, s) {
2100
+ throw new Error("Import MeshBuilder to populate this function");
2101
+ }
2102
+ /**
2103
+ * Creates a box mesh.
2104
+ * @param name defines the name of the mesh to create
2105
+ * @param size sets the size (float) of each box side (default 1)
2106
+ * @param scene defines the hosting scene
2107
+ * @param updatable defines if the mesh must be flagged as updatable
2108
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2109
+ * @returns a new Mesh
2110
+ * @deprecated Please use MeshBuilder instead
2111
+ */
2112
+ static CreateBox(e, n, i, t, r) {
2113
+ throw new Error("Import MeshBuilder to populate this function");
2114
+ }
2115
+ /**
2116
+ * Creates a sphere mesh.
2117
+ * @param name defines the name of the mesh to create
2118
+ * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
2119
+ * @param diameter sets the diameter size (float) of the sphere (default 1)
2120
+ * @param scene defines the hosting scene
2121
+ * @param updatable defines if the mesh must be flagged as updatable
2122
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2123
+ * @returns a new Mesh
2124
+ * @deprecated Please use MeshBuilder instead
2125
+ */
2126
+ static CreateSphere(e, n, i, t, r, s) {
2127
+ throw new Error("Import MeshBuilder to populate this function");
2128
+ }
2129
+ /**
2130
+ * Creates a hemisphere mesh.
2131
+ * @param name defines the name of the mesh to create
2132
+ * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
2133
+ * @param diameter sets the diameter size (float) of the sphere (default 1)
2134
+ * @param scene defines the hosting scene
2135
+ * @returns a new Mesh
2136
+ * @deprecated Please use MeshBuilder instead
2137
+ */
2138
+ static CreateHemisphere(e, n, i, t) {
2139
+ throw new Error("Import MeshBuilder to populate this function");
2140
+ }
2141
+ /**
2142
+ * Creates a cylinder or a cone mesh.
2143
+ * @param name defines the name of the mesh to create
2144
+ * @param height sets the height size (float) of the cylinder/cone (float, default 2)
2145
+ * @param diameterTop set the top cap diameter (floats, default 1)
2146
+ * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
2147
+ * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
2148
+ * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
2149
+ * @param scene defines the hosting scene
2150
+ * @param updatable defines if the mesh must be flagged as updatable
2151
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2152
+ * @returns a new Mesh
2153
+ * @deprecated Please use MeshBuilder instead
2154
+ */
2155
+ static CreateCylinder(e, n, i, t, r, s, a, o, l) {
2156
+ throw new Error("Import MeshBuilder to populate this function");
2157
+ }
2158
+ // Torus (Code from SharpDX.org)
2159
+ /**
2160
+ * Creates a torus mesh.
2161
+ * @param name defines the name of the mesh to create
2162
+ * @param diameter sets the diameter size (float) of the torus (default 1)
2163
+ * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
2164
+ * @param tessellation sets the number of torus sides (positive integer, default 16)
2165
+ * @param scene defines the hosting scene
2166
+ * @param updatable defines if the mesh must be flagged as updatable
2167
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2168
+ * @returns a new Mesh
2169
+ * @deprecated Please use MeshBuilder instead
2170
+ */
2171
+ static CreateTorus(e, n, i, t, r, s, a) {
2172
+ throw new Error("Import MeshBuilder to populate this function");
2173
+ }
2174
+ /**
2175
+ * Creates a torus knot mesh.
2176
+ * @param name defines the name of the mesh to create
2177
+ * @param radius sets the global radius size (float) of the torus knot (default 2)
2178
+ * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
2179
+ * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
2180
+ * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
2181
+ * @param p the number of windings on X axis (positive integers, default 2)
2182
+ * @param q the number of windings on Y axis (positive integers, default 3)
2183
+ * @param scene defines the hosting scene
2184
+ * @param updatable defines if the mesh must be flagged as updatable
2185
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2186
+ * @returns a new Mesh
2187
+ * @deprecated Please use MeshBuilder instead
2188
+ */
2189
+ static CreateTorusKnot(e, n, i, t, r, s, a, o, l, c) {
2190
+ throw new Error("Import MeshBuilder to populate this function");
2191
+ }
2192
+ /**
2193
+ * Creates a line mesh..
2194
+ * @param name defines the name of the mesh to create
2195
+ * @param points is an array successive Vector3
2196
+ * @param scene defines the hosting scene
2197
+ * @param updatable defines if the mesh must be flagged as updatable
2198
+ * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
2199
+ * @returns a new Mesh
2200
+ * @deprecated Please use MeshBuilder instead
2201
+ */
2202
+ static CreateLines(e, n, i, t, r) {
2203
+ throw new Error("Import MeshBuilder to populate this function");
2204
+ }
2205
+ /**
2206
+ * Creates a dashed line mesh.
2207
+ * @param name defines the name of the mesh to create
2208
+ * @param points is an array successive Vector3
2209
+ * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
2210
+ * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
2211
+ * @param dashNb is the intended total number of dashes (positive integer, default 200)
2212
+ * @param scene defines the hosting scene
2213
+ * @param updatable defines if the mesh must be flagged as updatable
2214
+ * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
2215
+ * @returns a new Mesh
2216
+ * @deprecated Please use MeshBuilder instead
2217
+ */
2218
+ static CreateDashedLines(e, n, i, t, r, s, a, o) {
2219
+ throw new Error("Import MeshBuilder to populate this function");
2220
+ }
2221
+ /**
2222
+ * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
2223
+ * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
2224
+ * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
2225
+ * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
2226
+ * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
2227
+ * Remember you can only change the shape positions, not their number when updating a polygon.
2228
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#non-regular-polygon
2229
+ * @param name defines the name of the mesh to create
2230
+ * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
2231
+ * @param scene defines the hosting scene
2232
+ * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
2233
+ * @param updatable defines if the mesh must be flagged as updatable
2234
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2235
+ * @param earcutInjection can be used to inject your own earcut reference
2236
+ * @returns a new Mesh
2237
+ * @deprecated Please use MeshBuilder instead
2238
+ */
2239
+ static CreatePolygon(e, n, i, t, r, s, a) {
2240
+ throw new Error("Import MeshBuilder to populate this function");
2241
+ }
2242
+ /**
2243
+ * Creates an extruded polygon mesh, with depth in the Y direction..
2244
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-non-regular-polygon
2245
+ * @param name defines the name of the mesh to create
2246
+ * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
2247
+ * @param depth defines the height of extrusion
2248
+ * @param scene defines the hosting scene
2249
+ * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
2250
+ * @param updatable defines if the mesh must be flagged as updatable
2251
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2252
+ * @param earcutInjection can be used to inject your own earcut reference
2253
+ * @returns a new Mesh
2254
+ * @deprecated Please use MeshBuilder instead
2255
+ */
2256
+ static ExtrudePolygon(e, n, i, t, r, s, a, o) {
2257
+ throw new Error("Import MeshBuilder to populate this function");
2258
+ }
2259
+ /**
2260
+ * Creates an extruded shape mesh.
2261
+ * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
2262
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param
2263
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes
2264
+ * @param name defines the name of the mesh to create
2265
+ * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
2266
+ * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
2267
+ * @param scale is the value to scale the shape
2268
+ * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
2269
+ * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
2270
+ * @param scene defines the hosting scene
2271
+ * @param updatable defines if the mesh must be flagged as updatable
2272
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2273
+ * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
2274
+ * @returns a new Mesh
2275
+ * @deprecated Please use MeshBuilder instead
2276
+ */
2277
+ static ExtrudeShape(e, n, i, t, r, s, a, o, l, c) {
2278
+ throw new Error("Import MeshBuilder to populate this function");
2279
+ }
2280
+ /**
2281
+ * Creates an custom extruded shape mesh.
2282
+ * The custom extrusion is a parametric shape.
2283
+ * It has no predefined shape. Its final shape will depend on the input parameters.
2284
+ *
2285
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes
2286
+ * @param name defines the name of the mesh to create
2287
+ * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
2288
+ * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
2289
+ * @param scaleFunction is a custom Javascript function called on each path point
2290
+ * @param rotationFunction is a custom Javascript function called on each path point
2291
+ * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
2292
+ * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
2293
+ * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
2294
+ * @param scene defines the hosting scene
2295
+ * @param updatable defines if the mesh must be flagged as updatable
2296
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2297
+ * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape)
2298
+ * @returns a new Mesh
2299
+ * @deprecated Please use MeshBuilder instead
2300
+ */
2301
+ static ExtrudeShapeCustom(e, n, i, t, r, s, a, o, l, c, u, _) {
2302
+ throw new Error("Import MeshBuilder to populate this function");
2303
+ }
2304
+ /**
2305
+ * Creates lathe mesh.
2306
+ * The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe.
2307
+ * @param name defines the name of the mesh to create
2308
+ * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
2309
+ * @param radius is the radius value of the lathe
2310
+ * @param tessellation is the side number of the lathe.
2311
+ * @param scene defines the hosting scene
2312
+ * @param updatable defines if the mesh must be flagged as updatable
2313
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2314
+ * @returns a new Mesh
2315
+ * @deprecated Please use MeshBuilder instead
2316
+ */
2317
+ static CreateLathe(e, n, i, t, r, s, a) {
2318
+ throw new Error("Import MeshBuilder to populate this function");
2319
+ }
2320
+ /**
2321
+ * Creates a plane mesh.
2322
+ * @param name defines the name of the mesh to create
2323
+ * @param size sets the size (float) of both sides of the plane at once (default 1)
2324
+ * @param scene defines the hosting scene
2325
+ * @param updatable defines if the mesh must be flagged as updatable
2326
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2327
+ * @returns a new Mesh
2328
+ * @deprecated Please use MeshBuilder instead
2329
+ */
2330
+ static CreatePlane(e, n, i, t, r) {
2331
+ throw new Error("Import MeshBuilder to populate this function");
2332
+ }
2333
+ /**
2334
+ * Creates a ground mesh.
2335
+ * @param name defines the name of the mesh to create
2336
+ * @param width set the width of the ground
2337
+ * @param height set the height of the ground
2338
+ * @param subdivisions sets the number of subdivisions per side
2339
+ * @param scene defines the hosting scene
2340
+ * @param updatable defines if the mesh must be flagged as updatable
2341
+ * @returns a new Mesh
2342
+ * @deprecated Please use MeshBuilder instead
2343
+ */
2344
+ static CreateGround(e, n, i, t, r, s) {
2345
+ throw new Error("Import MeshBuilder to populate this function");
2346
+ }
2347
+ /**
2348
+ * Creates a tiled ground mesh.
2349
+ * @param name defines the name of the mesh to create
2350
+ * @param xmin set the ground minimum X coordinate
2351
+ * @param zmin set the ground minimum Y coordinate
2352
+ * @param xmax set the ground maximum X coordinate
2353
+ * @param zmax set the ground maximum Z coordinate
2354
+ * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
2355
+ * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
2356
+ * @param scene defines the hosting scene
2357
+ * @param updatable defines if the mesh must be flagged as updatable
2358
+ * @returns a new Mesh
2359
+ * @deprecated Please use MeshBuilder instead
2360
+ */
2361
+ static CreateTiledGround(e, n, i, t, r, s, a, o, l) {
2362
+ throw new Error("Import MeshBuilder to populate this function");
2363
+ }
2364
+ /**
2365
+ * Creates a ground mesh from a height map.
2366
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/height_map
2367
+ * @param name defines the name of the mesh to create
2368
+ * @param url sets the URL of the height map image resource
2369
+ * @param width set the ground width size
2370
+ * @param height set the ground height size
2371
+ * @param subdivisions sets the number of subdivision per side
2372
+ * @param minHeight is the minimum altitude on the ground
2373
+ * @param maxHeight is the maximum altitude on the ground
2374
+ * @param scene defines the hosting scene
2375
+ * @param updatable defines if the mesh must be flagged as updatable
2376
+ * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
2377
+ * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
2378
+ * @returns a new Mesh
2379
+ * @deprecated Please use MeshBuilder instead
2380
+ */
2381
+ static CreateGroundFromHeightMap(e, n, i, t, r, s, a, o, l, c, u) {
2382
+ throw new Error("Import MeshBuilder to populate this function");
2383
+ }
2384
+ /**
2385
+ * Creates a tube mesh.
2386
+ * The tube is a parametric shape.
2387
+ * It has no predefined shape. Its final shape will depend on the input parameters.
2388
+ *
2389
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param
2390
+ * @param name defines the name of the mesh to create
2391
+ * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
2392
+ * @param radius sets the tube radius size
2393
+ * @param tessellation is the number of sides on the tubular surface
2394
+ * @param radiusFunction is a custom function. If it is not null, it overrides the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
2395
+ * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
2396
+ * @param scene defines the hosting scene
2397
+ * @param updatable defines if the mesh must be flagged as updatable
2398
+ * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
2399
+ * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
2400
+ * @returns a new Mesh
2401
+ * @deprecated Please use MeshBuilder instead
2402
+ */
2403
+ static CreateTube(e, n, i, t, r, s, a, o, l, c) {
2404
+ throw new Error("Import MeshBuilder to populate this function");
2405
+ }
2406
+ /**
2407
+ * Creates a polyhedron mesh.
2408
+ *.
2409
+ * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embedded types. Please refer to the type sheet in the tutorial to choose the wanted type
2410
+ * * The parameter `size` (positive float, default 1) sets the polygon size
2411
+ * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
2412
+ * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
2413
+ * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
2414
+ * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
2415
+ * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace
2416
+ * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
2417
+ * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
2418
+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation
2419
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
2420
+ * @param name defines the name of the mesh to create
2421
+ * @param options defines the options used to create the mesh
2422
+ * @param scene defines the hosting scene
2423
+ * @returns a new Mesh
2424
+ * @deprecated Please use MeshBuilder instead
2425
+ */
2426
+ static CreatePolyhedron(e, n, i) {
2427
+ throw new Error("Import MeshBuilder to populate this function");
2428
+ }
2429
+ /**
2430
+ * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
2431
+ * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
2432
+ * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
2433
+ * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
2434
+ * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
2435
+ * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
2436
+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation
2437
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
2438
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere
2439
+ * @param name defines the name of the mesh
2440
+ * @param options defines the options used to create the mesh
2441
+ * @param scene defines the hosting scene
2442
+ * @returns a new Mesh
2443
+ * @deprecated Please use MeshBuilder instead
2444
+ */
2445
+ static CreateIcoSphere(e, n, i) {
2446
+ throw new Error("Import MeshBuilder to populate this function");
2447
+ }
2448
+ /**
2449
+ * Creates a decal mesh.
2450
+ *.
2451
+ * A decal is a mesh usually applied as a model onto the surface of another mesh
2452
+ * @param name defines the name of the mesh
2453
+ * @param sourceMesh defines the mesh receiving the decal
2454
+ * @param position sets the position of the decal in world coordinates
2455
+ * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
2456
+ * @param size sets the decal scaling
2457
+ * @param angle sets the angle to rotate the decal
2458
+ * @returns a new Mesh
2459
+ * @deprecated Please use MeshBuilder instead
2460
+ */
2461
+ static CreateDecal(e, n, i, t, r, s) {
2462
+ throw new Error("Import MeshBuilder to populate this function");
2463
+ }
2464
+ /** Creates a Capsule Mesh
2465
+ * @param name defines the name of the mesh.
2466
+ * @param options the constructors options used to shape the mesh.
2467
+ * @param scene defines the scene the mesh is scoped to.
2468
+ * @returns the capsule mesh
2469
+ * @see https://doc.babylonjs.com/how_to/capsule_shape
2470
+ * @deprecated Please use MeshBuilder instead
2471
+ */
2472
+ static CreateCapsule(e, n, i) {
2473
+ throw new Error("Import MeshBuilder to populate this function");
2474
+ }
2475
+ /**
2476
+ * Extends a mesh to a Goldberg mesh
2477
+ * Warning the mesh to convert MUST be an import of a perviously exported Goldberg mesh
2478
+ * @param mesh the mesh to convert
2479
+ * @returns the extended mesh
2480
+ * @deprecated Please use ExtendMeshToGoldberg instead
2481
+ */
2482
+ static ExtendToGoldberg(e) {
2483
+ throw new Error("Import MeshBuilder to populate this function");
2484
+ }
2485
+ }
2486
+ D.FRONTSIDE = P.FRONTSIDE;
2487
+ D.BACKSIDE = P.BACKSIDE;
2488
+ D.DOUBLESIDE = P.DOUBLESIDE;
2489
+ D.DEFAULTSIDE = P.DEFAULTSIDE;
2490
+ D.NO_CAP = 0;
2491
+ D.CAP_START = 1;
2492
+ D.CAP_END = 2;
2493
+ D.CAP_ALL = 3;
2494
+ D.NO_FLIP = 0;
2495
+ D.FLIP_TILE = 1;
2496
+ D.ROTATE_TILE = 2;
2497
+ D.FLIP_ROW = 3;
2498
+ D.ROTATE_ROW = 4;
2499
+ D.FLIP_N_ROTATE_TILE = 5;
2500
+ D.FLIP_N_ROTATE_ROW = 6;
2501
+ D.CENTER = 0;
2502
+ D.LEFT = 1;
2503
+ D.RIGHT = 2;
2504
+ D.TOP = 3;
2505
+ D.BOTTOM = 4;
2506
+ D.INSTANCEDMESH_SORT_TRANSPARENT = !1;
2507
+ D._GroundMeshParser = (O, e) => {
2508
+ throw R("GroundMesh");
2509
+ };
2510
+ D._GoldbergMeshParser = (O, e) => {
2511
+ throw R("GoldbergMesh");
2512
+ };
2513
+ D._LinesMeshParser = (O, e) => {
2514
+ throw R("LinesMesh");
2515
+ };
2516
+ D._GreasedLineMeshParser = (O, e) => {
2517
+ throw R("GreasedLineMesh");
2518
+ };
2519
+ D._TrailMeshParser = (O, e) => {
2520
+ throw R("TrailMesh");
2521
+ };
2522
+ re("BABYLON.Mesh", D);
2523
+ export {
2524
+ D as Mesh,
2525
+ Q as _InstancesBatch
2526
+ };