@uptimizr/dashboard 0.1.3 → 0.3.0

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 (236) hide show
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this._sourceMesh.renderingGroupId}set renderingGroupId(e){this._sourceMesh&&e!==this._sourceMesh.renderingGroupId&&s.Logger.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene")}getTotalVertices(){return this._sourceMesh?this._sourceMesh.getTotalVertices():0}getTotalIndices(){return this._sourceMesh.getTotalIndices()}get sourceMesh(){return this._sourceMesh}get geometry(){return this._sourceMesh._geometry}createInstance(e){return this._sourceMesh.createInstance(e)}isReady(e=!1){return this._sourceMesh.isReady(e,!0)}getVerticesData(e,t,s){return this._sourceMesh.getVerticesData(e,t,s)}copyVerticesData(e,t){this._sourceMesh.copyVerticesData(e,t)}getVertexBuffer(e,t){return this._sourceMesh.getVertexBuffer(e,t)}setVerticesData(e,t,s,r){return this.sourceMesh&&this.sourceMesh.setVerticesData(e,t,s,r),this.sourceMesh}updateVerticesData(e,t,s,r){return this.sourceMesh&&this.sourceMesh.updateVerticesData(e,t,s,r),this.sourceMesh}setIndices(e,t=null){return this.sourceMesh&&this.sourceMesh.setIndices(e,t),this.sourceMesh}isVerticesDataPresent(e){return this._sourceMesh.isVerticesDataPresent(e)}getIndices(){return this._sourceMesh.getIndices()}get _positions(){return this._sourceMesh._positions}refreshBoundingInfo(e=!1,t=!1){if(this.hasBoundingInfo&&this.getBoundingInfo().isLocked)return this;let s=this._sourceMesh.geometry?this._sourceMesh.geometry.boundingBias:null;return this._refreshBoundingInfo(this._sourceMesh._getData("object"==typeof e?e:{applySkeleton:e,applyMorph:t},null,o.VertexBuffer.PositionKind),s),this}_preActivate(){return this._currentLOD&&this._currentLOD._preActivate(),this}_activate(e,t){if(super._activate(e,t),this._sourceMesh.subMeshes||s.Logger.Warn("Instances should only be created for meshes with geometry."),this._currentLOD){if(this._currentLOD._getWorldMatrixDeterminant()>=0!=this._getWorldMatrixDeterminant()>=0)return this._internalAbstractMeshDataInfo._actAsRegularMesh=!0,!0;if(this._internalAbstractMeshDataInfo._actAsRegularMesh=!1,this._currentLOD._registerInstanceForRenderId(this,e),t){if(!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate)return this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate=!0,!0}else if(!this._currentLOD._internalAbstractMeshDataInfo._isActive)return this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances=!0,!0}return!1}_postActivate(){this._sourceMesh.edgesShareWithInstances&&this._sourceMesh._edgesRenderer&&this._sourceMesh._edgesRenderer.isEnabled&&this._sourceMesh._renderingGroup?(this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer),this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix())):this._edgesRenderer&&this._edgesRenderer.isEnabled&&this._sourceMesh._renderingGroup&&this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer)}getWorldMatrix(){if(this._currentLOD&&this._currentLOD!==this._sourceMesh&&this._currentLOD.billboardMode!==n.TransformNode.BILLBOARDMODE_NONE&&this._currentLOD._masterMesh!==this){this._billboardWorldMatrix||(this._billboardWorldMatrix=new t.Matrix);let e=this._currentLOD._masterMesh;return this._currentLOD._masterMesh=this,t.TmpVectors.Vector3[7].copyFrom(this._currentLOD.position),this._currentLOD.position.set(0,0,0),this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(!0)),this._currentLOD.position.copyFrom(t.TmpVectors.Vector3[7]),this._currentLOD._masterMesh=e,this._billboardWorldMatrix}return super.getWorldMatrix()}get isAnInstance(){return!0}getLOD(e){if(!e)return this;let t=this.sourceMesh.getLODLevels();if(t&&0!==t.length){let t=this.getBoundingInfo();this._currentLOD=this.sourceMesh.getLOD(e,t.boundingSphere)}else this._currentLOD=this.sourceMesh;return this._currentLOD}_preActivateForIntermediateRendering(e){return this.sourceMesh._preActivateForIntermediateRendering(e)}_syncSubMeshes(){if(this.releaseSubMeshes(),this._sourceMesh.subMeshes)for(let e=0;e<this._sourceMesh.subMeshes.length;e++)this._sourceMesh.subMeshes[e].clone(this,this._sourceMesh);return this}_generatePointsArray(){return this._sourceMesh._generatePointsArray()}_updateBoundingInfo(){return this.hasBoundingInfo?this.getBoundingInfo().update(this.worldMatrixFromCache):this.buildBoundingInfo(this.absolutePosition,this.absolutePosition,this.worldMatrixFromCache),this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache),this}clone(e,t=null,s,r){let n=(r||this._sourceMesh).createInstance(e);if(i.DeepCopier.DeepCopy(this,n,["name","subMeshes","uniqueId","parent","lightSources","receiveShadows","material","visibility","skeleton","sourceMesh","isAnInstance","facetNb","isFacetDataEnabled","isBlocked","useBones","hasInstances","collider","edgesRenderer","forward","up","right","absolutePosition","absoluteScaling","absoluteRotationQuaternion","isWorldMatrixFrozen","nonUniformScaling","behaviors","worldMatrixFromCache","hasThinInstances","hasBoundingInfo","geometry"],[]),t&&(n.parent=t),!s)for(let e=0;e<this.getScene().meshes.length;e++){let t=this.getScene().meshes[e];t.parent===this&&t.clone(t.name,n)}return n.computeWorldMatrix(!0),this.onClonedObservable.notifyObservers(n),n}dispose(e,t=!1){this._sourceMesh.removeInstance(this),super.dispose(e,t)}_serializeAsParent(e){super._serializeAsParent(e),e.parentId=this._sourceMesh.uniqueId,e.parentInstanceIndex=this._indexInSourceMeshInstanceArray}instantiateHierarchy(e=null,t,s){let r=this.clone("Clone of "+(this.name||this.id),e||this.parent,!0,t&&t.newSourcedMesh);for(let e of(r&&s&&s(this,r),this.getChildTransformNodes(!0)))e.instantiateHierarchy(r,t,s);return r}}e.s(["InstancedMesh",0,a],595);var h=e.i(80871),u=e.i(66749),c=e.i(58720),l=e.i(31278),f=e.i(65295),_=e.i(22369),d=e.i(81623),p=e.i(92040),x=e.i(97001),m=e.i(12033),g=e.i(77052);let y={effect:null,subMesh:null};class A extends 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u=t&&i?this._mustRebind(o,n,r,t.visibility):o.getCachedMaterial()!==this;if(n&&u){let e;for(e in h||-1===this._options.uniforms.indexOf("view")||n.setMatrix("view",o.getViewMatrix()),h||-1===this._options.uniforms.indexOf("projection")||n.setMatrix("projection",o.getProjectionMatrix()),!h&&-1!==this._options.uniforms.indexOf("viewProjection")&&(n.setMatrix("viewProjection",o.getTransformMatrix()),this._multiview&&n.setMatrix("viewProjectionR",o._transformMatrixR)),o.activeCamera&&-1!==this._options.uniforms.indexOf("cameraPosition")&&n.setVector3("cameraPosition",o.activeCamera.globalPosition),(0,x.BindBonesParameters)(t,n),(0,p.BindClipPlane)(n,this,o),this._vertexPullingMetadata&&(0,m.BindVertexPullingUniforms)(n,this._vertexPullingMetadata),this._useLogarithmicDepth&&(0,x.BindLogDepth)(i?r.materialDefines:n.defines,n,o),t&&(0,x.BindFogParameters)(o,t,n),this._textures)n.setTexture(e,this._textures[e]);for(e in this._internalTextures)n._bindTexture(e,this._internalTextures[e]);for(e in this._textureArrays)n.setTextureArray(e,this._textureArrays[e]);for(e in this._ints)n.setInt(e,this._ints[e]);for(e in this._uints)n.setUInt(e,this._uints[e]);for(e in this._floats)n.setFloat(e,this._floats[e]);for(e in this._floatsArrays)n.setArray(e,this._floatsArrays[e]);for(e in this._colors3)n.setColor3(e,this._colors3[e]);for(e in this._colors3Arrays)n.setArray3(e,this._colors3Arrays[e]);for(e in this._colors4){let t=this._colors4[e];n.setFloat4(e,t.r,t.g,t.b,t.a)}for(e in this._colors4Arrays)n.setArray4(e,this._colors4Arrays[e]);for(e in this._vectors2)n.setVector2(e,this._vectors2[e]);for(e in this._vectors3)n.setVector3(e,this._vectors3[e]);for(e in this._vectors4)n.setVector4(e,this._vectors4[e]);for(e in this._quaternions)n.setQuaternion(e,this._quaternions[e]);for(e in this._matrices)n.setMatrix(e,this._matrices[e]);for(e in this._matrixArrays)n.setMatrices(e,this._matrixArrays[e]);for(e in this._matrices3x3)n.setMatrix3x3(e,this._matrices3x3[e]);for(e in this._matrices2x2)n.setMatrix2x2(e,this._matrices2x2[e]);for(e in this._vectors2Arrays)n.setArray2(e,this._vectors2Arrays[e]);for(e in this._vectors3Arrays)n.setArray3(e,this._vectors3Arrays[e]);for(e in this._vectors4Arrays)n.setArray4(e,this._vectors4Arrays[e]);for(e in this._quaternionsArrays)n.setArray4(e,this._quaternionsArrays[e]);for(e in this._uniformBuffers){let t=this._uniformBuffers[e].getBuffer();t&&n.bindUniformBuffer(t,e)}let s=o.getEngine(),a=s.setExternalTexture;if(a)for(e in this._externalTextures)a.call(s,e,this._externalTextures[e]);let u=s.setTextureSampler;if(u)for(e in this._textureSamplers)u.call(s,e,this._textureSamplers[e]);let c=s.setStorageBuffer;if(c)for(e in this._storageBuffers)c.call(s,e,this._storageBuffers[e])}if(n&&t&&(u||!this.isFrozen)){(0,x.BindMorphTargetParameters)(t,n),t.morphTargetManager&&t.morphTargetManager.isUsingTextureForTargets&&t.morphTargetManager._bind(n);let e=t.bakedVertexAnimationManager;if(e&&e.isEnabled){let e=i?r._drawWrapper:this._drawWrapper;t.bakedVertexAnimationManager?.bind(n,!!e._wasPreviouslyUsingInstances)}}this._afterBind(t,n,r)}getActiveTextures(){let e=super.getActiveTextures();for(let t in this._textures)e.push(this._textures[t]);for(let t in this._textureArrays){let s=this._textureArrays[t];for(let t=0;t<s.length;t++)e.push(s[t])}return e}hasTexture(e){if(super.hasTexture(e))return!0;for(let t in this._textures)if(this._textures[t]===e)return!0;let t=e.getInternalTexture();for(let e in this._internalTextures)if(this._internalTextures[e]===t)return!0;for(let t in this._textureArrays){let s=this._textureArrays[t];for(let t=0;t<s.length;t++)if(s[t]===e)return!0}return!1}clone(e){let t=h.SerializationHelper.Clone(()=>new A(e,this.getScene(),this._shaderPath,this._options,this._storeEffectOnSubMeshes),this);for(let s of(t.name=e,t.id=e,"object"==typeof t._shaderPath&&(t._shaderPath={...t._shaderPath}),this._options={...this._options},Object.keys(this._options))){let e=this._options[s];Array.isArray(e)&&(this._options[s]=e.slice(0))}for(let e in this.stencil.copyTo(t.stencil),this._textures)t.setTexture(e,this._textures[e]);for(let e in this._internalTextures)t.setInternalTexture(e,this._internalTextures[e]);for(let e in this._textureArrays)t.setTextureArray(e,this._textureArrays[e]);for(let e in this._externalTextures)t.setExternalTexture(e,this._externalTextures[e]);for(let e in this._ints)t.setInt(e,this._ints[e]);for(let e in this._uints)t.setUInt(e,this._uints[e]);for(let e in this._floats)t.setFloat(e,this._floats[e]);for(let e in this._floatsArrays)t.setFloats(e,this._floatsArrays[e]);for(let e in this._colors3)t.setColor3(e,this._colors3[e]);for(let e in this._colors3Arrays)t._colors3Arrays[e]=this._colors3Arrays[e];for(let e in this._colors4)t.setColor4(e,this._colors4[e]);for(let e in this._colors4Arrays)t._colors4Arrays[e]=this._colors4Arrays[e];for(let e in this._vectors2)t.setVector2(e,this._vectors2[e]);for(let e in this._vectors3)t.setVector3(e,this._vectors3[e]);for(let e in this._vectors4)t.setVector4(e,this._vectors4[e]);for(let e in this._quaternions)t.setQuaternion(e,this._quaternions[e]);for(let e in this._quaternionsArrays)t._quaternionsArrays[e]=this._quaternionsArrays[e];for(let e in this._matrices)t.setMatrix(e,this._matrices[e]);for(let e in this._matrixArrays)t._matrixArrays[e]=this._matrixArrays[e].slice();for(let e in this._matrices3x3)t.setMatrix3x3(e,this._matrices3x3[e]);for(let e in this._matrices2x2)t.setMatrix2x2(e,this._matrices2x2[e]);for(let e in this._vectors2Arrays)t.setArray2(e,this._vectors2Arrays[e]);for(let e in this._vectors3Arrays)t.setArray3(e,this._vectors3Arrays[e]);for(let e in this._vectors4Arrays)t.setArray4(e,this._vectors4Arrays[e]);for(let e in this._uniformBuffers)t.setUniformBuffer(e,this._uniformBuffers[e]);for(let e in this._textureSamplers)t.setTextureSampler(e,this._textureSamplers[e]);for(let e in this._storageBuffers)t.setStorageBuffer(e,this._storageBuffers[e]);return t}dispose(e,t,s){if(t){let e;for(e in this._textures)this._textures[e].dispose();for(e in this._internalTextures)this._internalTextures[e].dispose();for(e in this._textureArrays){let t=this._textureArrays[e];for(let e=0;e<t.length;e++)t[e].dispose()}}this._textures={},this._internalTextures={},super.dispose(e,t,s)}serialize(){let e,t=h.SerializationHelper.Serialize(this);for(e in t.customType="BABYLON.ShaderMaterial",t.uniqueId=this.uniqueId,t.options=this._options,t.shaderPath=this._shaderPath,t.storeEffectOnSubMeshes=this._storeEffectOnSubMeshes,t.stencil=this.stencil.serialize(),t.textures={},this._textures)t.textures[e]=this._textures[e].serialize();for(e in t.textureArrays={},this._textureArrays){t.textureArrays[e]=[];let s=this._textureArrays[e];for(let r=0;r<s.length;r++)t.textureArrays[e].push(s[r].serialize())}for(e in t.ints={},this._ints)t.ints[e]=this._ints[e];for(e in t.uints={},this._uints)t.uints[e]=this._uints[e];for(e in t.floats={},this._floats)t.floats[e]=this._floats[e];for(e in t.floatsArrays={},this._floatsArrays)t.floatsArrays[e]=this._floatsArrays[e];for(e in t.colors3={},this._colors3){let s=this._colors3[e];t.colors3[e]=[s.r,s.g,s.b]}for(e in t.colors3Arrays={},this._colors3Arrays)t.colors3Arrays[e]=this._colors3Arrays[e];for(e in t.colors4={},this._colors4){let s=this._colors4[e];t.colors4[e]=[s.r,s.g,s.b,s.a]}for(e in t.colors4Arrays={},this._colors4Arrays)t.colors4Arrays[e]=this._colors4Arrays[e];for(e in t.vectors2={},this._vectors2){let s=this._vectors2[e];t.vectors2[e]=[s.x,s.y]}for(e in t.vectors3={},this._vectors3){let s=this._vectors3[e];t.vectors3[e]=[s.x,s.y,s.z]}for(e in t.vectors4={},this._vectors4){let s=this._vectors4[e];t.vectors4[e]=[s.x,s.y,s.z,s.w]}for(e in t.quaternions={},this._quaternions)t.quaternions[e]=this._quaternions[e].asArray();for(e in t.matrices={},this._matrices)t.matrices[e]=this._matrices[e].asArray();for(e in t.matrixArray={},this._matrixArrays)t.matrixArray[e]=this._matrixArrays[e];for(e in t.matrices3x3={},this._matrices3x3)t.matrices3x3[e]=this._matrices3x3[e];for(e in t.matrices2x2={},this._matrices2x2)t.matrices2x2[e]=this._matrices2x2[e];for(e in t.vectors2Arrays={},this._vectors2Arrays)t.vectors2Arrays[e]=this._vectors2Arrays[e];for(e in t.vectors3Arrays={},this._vectors3Arrays)t.vectors3Arrays[e]=this._vectors3Arrays[e];for(e in t.vectors4Arrays={},this._vectors4Arrays)t.vectors4Arrays[e]=this._vectors4Arrays[e];for(e in t.quaternionsArrays={},this._quaternionsArrays)t.quaternionsArrays[e]=this._quaternionsArrays[e];return t}}function M(e,s,r){let i,n=h.SerializationHelper.Parse(()=>new A(e.name,s,e.shaderPath,e.options,e.storeEffectOnSubMeshes),e,s,r);for(i in e.stencil&&n.stencil.parse(e.stencil,s,r),e.textures)n.setTexture(i,c.Texture.Parse(e.textures[i],s,r));for(i in e.textureArrays){let t=e.textureArrays[i],o=[];for(let e=0;e<t.length;e++)o.push(c.Texture.Parse(t[e],s,r));n.setTextureArray(i,o)}for(i in e.ints)n.setInt(i,e.ints[i]);for(i in e.uints)n.setUInt(i,e.uints[i]);for(i in e.floats)n.setFloat(i,e.floats[i]);for(i in e.floatsArrays)n.setFloats(i,e.floatsArrays[i]);for(i in e.colors3){let t=e.colors3[i];n.setColor3(i,{r:t[0],g:t[1],b:t[2]})}for(i in e.colors3Arrays){let t=e.colors3Arrays[i].reduce((e,t,s)=>(s%3==0?e.push([t]):e[e.length-1].push(t),e),[]).map(e=>({r:e[0],g:e[1],b:e[2]}));n.setColor3Array(i,t)}for(i in e.colors4){let t=e.colors4[i];n.setColor4(i,{r:t[0],g:t[1],b:t[2],a:t[3]})}for(i in e.colors4Arrays){let t=e.colors4Arrays[i].reduce((e,t,s)=>(s%4==0?e.push([t]):e[e.length-1].push(t),e),[]).map(e=>({r:e[0],g:e[1],b:e[2],a:e[3]}));n.setColor4Array(i,t)}for(i in e.vectors2){let t=e.vectors2[i];n.setVector2(i,{x:t[0],y:t[1]})}for(i in e.vectors3){let t=e.vectors3[i];n.setVector3(i,{x:t[0],y:t[1],z:t[2]})}for(i in e.vectors4){let t=e.vectors4[i];n.setVector4(i,{x:t[0],y:t[1],z:t[2],w:t[3]})}for(i in e.quaternions)n.setQuaternion(i,t.Quaternion.FromArray(e.quaternions[i]));for(i in e.matrices)n.setMatrix(i,t.Matrix.FromArray(e.matrices[i]));for(i in e.matrixArray)n._matrixArrays[i]=new Float32Array(e.matrixArray[i]);for(i in e.matrices3x3)n.setMatrix3x3(i,e.matrices3x3[i]);for(i in e.matrices2x2)n.setMatrix2x2(i,e.matrices2x2[i]);for(i in e.vectors2Arrays)n.setArray2(i,e.vectors2Arrays[i]);for(i in e.vectors3Arrays)n.setArray3(i,e.vectors3Arrays[i]);for(i in e.vectors4Arrays)n.setArray4(i,e.vectors4Arrays[i]);for(i in e.quaternionsArrays)n.setArray4(i,e.quaternionsArrays[i]);return n}async function v(e,t,s,r=""){return await new Promise((i,n)=>{let o=new f.WebRequest;o.addEventListener("readystatechange",()=>{if(4==o.readyState)if(200==o.status){let t=M(JSON.parse(o.responseText),s||d.EngineStore.LastCreatedScene,r);e&&(t.name=e),i(t)}else n("Unable to load the ShaderMaterial")}),o.open("GET",t),o.send()})}async function T(e,t,s=""){let r=this?.SnippetUrl??A.SnippetUrl;return await new Promise((i,n)=>{let o=new f.WebRequest;o.addEventListener("readystatechange",()=>{if(4==o.readyState)if(200==o.status){let r=M(JSON.parse(JSON.parse(JSON.parse(o.responseText).jsonPayload).shaderMaterial),t||d.EngineStore.LastCreatedScene,s);r.snippetId=e,i(r)}else n("Unable to load the snippet "+e)}),o.open("GET",r+"/"+e.replace(/#/g,"/")),o.send()})}A.SnippetUrl="https://snippet.babylonjs.com";let b=!1;e.s(["RegisterShaderMaterial",0,function(){b||(b=!0,A.Parse=M,A.ParseFromFileAsync=v,A.ParseFromSnippetAsync=T,A.CreateFromSnippetAsync=T,(0,g.RegisterClass)("BABYLON.ShaderMaterial",A))},"ShaderMaterial",0,A],82549)}]);
@@ -0,0 +1 @@
1
+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,33002,e=>{"use strict";var t=e.i(43350),n=e.i(77052);class c extends t.FlowGraphEventBlock{constructor(){super(...arguments),this.initPriority=-1,this.type="SceneReady"}_executeEvent(e,t){return this._execute(e),!0}_preparePendingTasks(e){}_cancelPendingTasks(e){}getClassName(){return"FlowGraphSceneReadyEventBlock"}}let s=!1;function r(){s||(s=!0,(0,n.RegisterClass)("FlowGraphSceneReadyEventBlock",c))}e.s(["FlowGraphSceneReadyEventBlock",0,c,"RegisterFlowGraphSceneReadyEventBlock",0,r],61195),r(),e.s([],93386),e.i(93386),e.i(61195),e.s(["FlowGraphSceneReadyEventBlock",0,c],33002)}]);